Again, the way you stop Energy weapon boating, which has always been a problem in MechWarrior games, is you place a hard heat-cap on the mechs where if they go past a certain game-breaking heat level the mech explodes. Then the higher heat of Clan Energy weapons balances the builds. Safety shutdown still works for normal builds and no damage is incurred like it is now. Shutdowns could last longer.
If they have to add Ghost heat to firing 2x ER Large PGI should just throw in the towel and move on to something else. Ghost heat is ridiculous in itself, but Ghost Heat for firing two ER Large is a failure to balance.
And the mechs I see scoring the most Laser damage are Stalkers, Thunderbolt 5SS, by a huge margin. I think the beam duration blocks the added range of CERLL's and the 9 heat with DHS 1.4 blocks boating CERLL.
I look at my mechs and none have more than two CERLL's anyway.
I hope this is not about balancing something in CW because that game is too tied to the maze-maps they need to make to protect an Orbital Cannon. It really has no relationship to actual mech vs mech combat and any imbalance in CW is an artifact of the weird gametype they have constructed around it.
You are ruining MWO, PGI.
Edited by Lightfoot, 20 September 2015 - 05:24 AM.