I'll see how it plays.
Most likely what this does is pretty effectively hammer the Clan mechs down into standard mediocrity. Great I guess?
Ironically this is passable for my best build on my T-Wolf - 4xCERMLs, 2xLB5x, 1xCERLL. Plenty of ammo and 1 JJ.
Your combo of JJ over-nerfs and eliminating the CERLL as a primary weapon for any viable build has however succeeded in making frankenmechs useful.
Great... I guess?
Have you considered an LB2X nerf by the way? Sub-par, under-utilized, take your next 4 patch cycles to figure out how to do to it what you did to the AC2 (which is to say give it the 'you shur got a purdy mouth' treatment) and avoid absolutely *crushing* the viability of what would otherwise be some other primary weapon.
Should have made the damage a flat 10, heat 9. Beam duration the same making it *less* heat efficient. Then you wouldn't have to make it effectively worthless as anything but a backup weapon for anything but a dedicated DHS-packed laser boat.
Here's the really pointless aspect of this approach to the uber-nerf. By extending beam duration (which increases heat efficiency) and giving it the AC20 Ghost Heat treatment you've make it either a mediocre sniper weapon (ERPPCs still better in most situations, Gauss far more so) or only useful on a dedicated energy boat who's going to fire them in pairs with a crap ton of DHS.
Like with many of the Ghost Heat nerfs the result of this is to largely make the weapon less viable overall while doing little to address the underlying issue of its power when boated. This is drilling down on the problem, not solving it.
Happy to give it a try but the math indicates that the CERLL solution (I wouldn't disagree that it needs one) is, frustratingly, like the old PGI solutions of 'Huh. This seems too effective (but not a pet favorite). I'll totally destroy it, then people will use the other weapons that are also total garbage (like LPLs, which are, let's be clear, garbage for IS and Clans with a few niche exceptions) because now everything is pretty bad!'
Ah well. All my favorite KSP mods are up to date with the 24.2 update, so I'm having fun regardless.
Edited by MischiefSC, 08 August 2014 - 12:19 AM.