Khobai, on 11 March 2014 - 02:01 PM, said:
Then how else would you prevent Gauss, AC/5, AC/2s and PPCs from being used as brawling weapons? Minimum ranges make complete sense because they force you to complement your long-range weapons with short-range weapons. Currently in MWO, all you need are sniping weapons, because they can double up as both sniping AND brawling weapons, which is completely unbalanced. It makes far more sense to have sniping weapons only be good at sniping and require brawling weapons in order to brawl.
So then should every sniper weapon in every other game out there also have a minimum range? What about the AWP in Counter-Strike, worked just as well in close combat as it did at long range. Yes there were other mechanics at work in that game that made it unwieldy as such, but that didn't stop people from using it. What your asking for is to completely stop people from using said gun at all, because that is what will happen. The Charge on the gauss that people so hate, dose exactly what it was designed for. It makes the guass a little unwieldy in close combat, doesn't stop it completely, but dose add a little more skill to pulling the shot off, just like the AWP in CS when faced against someone up close.
If we put a minimum range on "sniping" weapons, then the ERLL needs one too, oh and what about the CLAN guns? They have NOTHING but the ERLL/ERPPC and the ERML has the SAME range as the Inner Sphere Large Laser (which would be debatable if it was "long range"). What about the Clan LBX 5 and 2? or the Clan UAC2 and 5? should those have minimum ranges too then? Even if the TT doesn't have mins on those guns, what you are asking and why you are asking it would mean those guns would have them too.
The players themselves self balance the game, Gauss is hardly used except those that are ACTUALLY proficient with it. ERPPC is not used by the general masses because it is perceived as "too hot" and as such miss the fact that the gun is designed to be that hot. Same applies to the AC2 because of the heat system not able to handle thing at .5 sec, much less the clan UAC at .25 sec (that thing will be a monster).
People using the AC5 are quite stupid for doing so unless you are using 4 or more of them. The AC5 is a poor choice of a gun to pair with itself, as its alpha is the same as the AC10 and its DPS is lower then using 2 AC2. Using a UAC and AC5 together is good as it gives you the dakka you are after in 5 damage increments. 3 AC5 is again, overpaying in tonnage for a Gauss in damage, or overpaying in tonnage in DPS for 3 AC2. Its a poor gun to use in a singe 2-3 ballistic slot on a mech, there are far better choices out there. No mech can use 4 AC5 in a single slot, but paired the CTF4X dose use them to deadly effectiveness as for each arm there isn't much of a better choice to use for the tonnage of the mech. 2 AC5 and 2 UAC can work but the ammo constraints make it unfavorable to using 4 AC5's which is the equivalent of an AC20 every 1.5 seconds. So there is no excuse for the meta being what it is, and even now I am seeing it far less then before because people are wising up and using (at the very least) UAC/AC5 together now.
Escef, on 11 March 2014 - 01:55 PM, said:
Calls other people stupid, doesn't understand the phrase "intents and purposes"... C'mon, LANs, you're better than that.
was explaining that our AC's are using AP rounds and not HE rounds, if we were using HE rounds then a minimum range would maybe make sense. Besides the "TT" rule people are the idiots here trying to make the game, or take it, a way that its not designed to be.