Varent, on 06 March 2014 - 01:10 PM, said:
not really.... and did you bother to read the rest of the statement about weapons being balanced in situations as upposed to against one another?
Like they are you know.. in every other shooting game?
No one here is arguing that every weapon and mech should be equally valid in every situation. That's just dumb.
What we do want is that every weapon and mech has strengths and weaknesses in equal proportion. Right now, this is absolutely not the case.
Consider SRMs. They have a relatively small range in which they can do damage (270 meter max range), which is a pretty big weakness. In practice, their slow travel time and spread mechanic means their effective range is about half of this, and even at that range you wont' be able to focus all of your damage on a single component, unlike every other direct fire weapon. They're extremely difficult to use against small, fast mechs, and are only really dangerous against bigger, slower targets with large hitboxes.
Considering these massive weakness, it should have massive strengths to balance it out. SRMs are relatively light, and run cooler than energy weapons, and are front-loaded damage if you've got the missile tubes. These are good strengths, but they're not enough. They need to be reliable damage dealers at their optimal ranges, and they just aren't. Their hit detection is spotty, and the damage on hit isn't anything to writ home about, especially since you're guaranteed to scatter it across multiple components.
Contrast it to the PPC. The PPC has its share of weaknesses too. It's useless within 90 meters, runs hot, is the heaviest and bulkiest of the energy weapons, has a relatively slow rate of fire, and doesn't have quite the reach of most ballistic weapons.
But when you look at its strengths, everything turns around. It's got a very fast projectile speed, making it very easy to consistently hit with. With 10 points of pinpoint front-loaded damage, it has no need to maintain facing with the target and can allow its user to deal maximum damage with little exposure time using jump jets or high engine ratings, unlike lasers whose burn time allows the target to twist to mitigate damage and prevents the user from using defensive twisting in order to maximize damage. Its 540 meter "optimal" range allows it to punch holes in mechs at great distances, and most battles are generally decided well outside the PPC's 90 meter minimum range anyway, so that particular weakness isn't too debilitating in practice. Heat similarly isn't a big issue at the ranges the PPC likes to operate. Lighter mechs can simply cool off while repositioning, and heavier mechs can pack cool ballistic weapons to complement their hot PPCs.