Game balance needs to consider all faces of the game.
Be it high accuracy competitive game, or spread fire by the average player (or lower PUGs).
The high PP FLD are most deadly in the hands of competitive players, because their accuracy will lead to very fast results.
One side will oneshot the other = one side unhappy.
Reducing the potency of "skill shots" with FLD doesn't make skill useless, but instead increase the skill needed to core someone out even with spread damage.
At the same time, it gives the target player enough time to react and play the game instead of getting instant-killed.
Adding a reticule bloom would reduce the effect of your accuracy skill.
Changing FLD weapons to spread the damage like CERPPC and CUACs on the other hand lets you keep the gain by your skills, but will give your target the ability to USE his/her skills to twist and mitigate damage.
Two parties can use their skill = both happy.
Now the Clantech was partly balanced by using these mechanics. What would happen to IS tech?
Would it all be useless, would everyone want clanmechs, or only pilot LRM mechs?
IS mechs can be customized and with the reduction of FLD in the WHOLE game, the IS XL engines are not as deadly as they are now.
So what could we change?
I will just give some values where I think it would balance out better than now.
First, PPCs:
CERPPC 7 + 4 +4 dmg /15 heat
ISERPPC 7 +1.5 +1.5 dmg / 14 heat
ISPPC 6 +2 +2 dmg / 10 heat
Compared to ERLL with 8.5heat and 9 damage for 1 full second burn time (no FLD, 1 sec out of cover and 1 full second of perfect aiming required) the PPCs would all still do slightly better than the Laser.
Why I think so?
Because 0 beam time and getting back to cover, or twisting away from incomming damage is more important than raw damage.
PLUS you would still do your 10 damage (15 for Clans)
If you want to use your accuracy skills, you COULD get better damage for heat out of a Laser or Pulse Laser IF you were good enough !
Second, ACs:
Simply use the same mechanics for the IS.
Similar to Lasers and Gauss, the burst changed the way the ACs handle for the Clans.
A fast target or someone who can twist, is harder to hit and you need all your skill to land the full bust and then your target needs to make a mistake (not twisting) to land all these shots on the same spot.
Now, obviously the
Clan Pulse laser duration and its range need some reduction.
As an endresult we have:
Gauss as the long range
FLD slug weapon
PPC as the med-long range
FLD splash weapon (Energy)
LRMs as the
guided long range
splash weapon (Missile)
LBX as the short-med range
FLD splash weapon (Balistic)
UACs/ACs as the short-long range
short-burst weapon (Balistic)
Lasers as the short-long range
long-
burst weapon (Energy)
Pulse Lasers as the short-med range
short-burst weapon (Energy)
SSRMs as the
guided short-med range
splash weapons (Missile)
SRMs as the short range
FLD splash weapons (Missile)
High skilled aiming would use Laser/ACs and Gauss for best damage to one spot.
Everyone would be equally usefull taking any of the weapons if their aiming is not constantly hitting one spot (>80% of the time).
There would be no "obvious meta" anymore and even Jumpsniping would be a lot less potent.
Edited by Reno Blade, 23 June 2014 - 06:22 AM.