Does it make sense to have the AC/2 max range under the AC/5? Not really. Having one or two autocannons with 2x range while the rest have 3x range is unintuitive. However, I'm hoping that this is just the test case to gather performance metrics before a greater change to all autocannons.
So what does a mechwarrior game look like where autocannons have 2x range versus 3x range?
1. An indirect buff to Brawling Builds
By cutting autocannon range down by 1/3 and significantly increasing damage drop off you shrink the average combat ranges dramatically. Now instead of taking damage from 2 km away, you're taking the same amount of fire at much closer ranges. This makes it easier to close the gap for brawlers and get into range to hard counter PPC jump snipers (sub 90m).
2. Increase Time to Kill by decreasing overall damage.
People don't really think about this much, but a huge amount of autocannon damage is done past their optimal ranges. However, because the damage drops off linearly at 3 times the optimal range, it is a very very slight transition. Energy weapons on the other hand have a 2x max range so the damage drop off is much more severe.
Despite the fact that both Medium lasers and AC/20 have identical optimum range, the medium laser drops off incredibly quickly zeroing out at 540 meters. The AC/20 keeps going strong all the way out to 810 meters. You see similar effects with other comparable weapons.
By making damage drop off faster you encourage people to fight more in their optimum range. It will also have the effect of making those ultra long range shots hurt less as you close the gap.
3. Makes lasers and other energy weapons more desirable.
In my opinion lasers are some of the most balanced weapons in the game. Their damage over time beam make them a challenge to use properly. Moving at 100+ KPH it can be quite difficult to get the entire beam to not only connect with the target, but hit the same component. If you don't believe me, record a game as a light and then rewatch the fights in slow motion. You'll probably see your lasers bouncing all over the target spreading damage inefficiently. Their heat requirements also really force players to balance their heat carefully.
4. This kills the poptart
Ok kill is a strong word, but it noticeably weakens their ability to dish out damage and makes their weaknesses more easily exploitable.
Let's take a classic two AC/5 + two PPC Victor Dragon Slayer.
Currently it's damage per alpha looks a little something like this:
- 0-90 meters: 10 damage
- 91 - 540 meters (optimal range): 30 damage
- 810 meters (PPCs half damage): ~ 19 damage
- 1080 meters (PPCs zero out): ~ 6 damage
- 1160 meters (AC/5 half damage): 5 damage
- 1700 meters (AC/5 zero out): 0 damage
- 0 - 90 meters: 10 damage
- 91 - 540 meters (optimal range): 30 damage
- 810 meters (PPC's half damage): ~ 17 damage
- 1080 meters (PPC zero out): ~ 3 damage
- 1240 meters (ac/5 zero out): 0 damage
5. Balance concern about the ER Large Laser emerges
Unfortunately balance is never done in vacuum. Nerfing one thing indirectly buffs another and vice versa. Making autocannons less capable at long range makes the ER Large Laser stand out more. Lowering the heat requirements of the weapon while increasing the heat requirement of the ER PPC has made the ER LL a fearsome alternative to jump sniping. If PGI goes through with nerfing the range of autocannons, they are going to need to look at how this weapon is performing as well. Otherwise it could be a go-to choice for too many builds.
Edited by Jman5, 22 April 2014 - 12:08 PM.