Here's a more complex discussion... just to think about how complex Ghost Heat has become...
I've hated the "Ghost Heat is fine with 3 LL" discussion...
3 LL
27 DOT damage
1 sec duration
3.25 sec cooldown (4.25 sec total)
24.53 heat (after ghost heat calculations @ smurfy)
15 tons
6 crits (3 energy hardpoints)
450m optimal range
1 PPC + 1 ERPPC
20 FLD PP damage (the current speeds actually make them sync friendly)
4 sec cooldown
25 heat
14 tons
6 crits (2 energy hardpoints)
90m min for PPC, 540m optimal, 810m optimal for ERPPC
I'll put forth that going LL vs PPC is always a personal design based on build and what you want to achieve with it. The thing is, I haven't really seen LL used in greater capacities than 2 in general (at best, you see the 4+ ERLL Stalker that fires them in 2 groups).
When a discussion about which is better.. there are preferences, but back before this series of nerfs.. you will probably find more people on the PPC side of the build... because you have PP/FLD damage... and you aren't completely useless if someone is going to brawl you. Mind you, I doubt people just build this as is (not that they couldn't though).
It gets more complicated on a competitive level though... yes the 3 LL does get "cooled" during its duration (well, it's hard to see that happening because the heat increase supercedes the cooling), but it's generating approximately more or less the same heat as the PPC+ERPPC combo. I stopped bothering with putting more than two LL/ERL together because of it.
While some people can handle it, Ghost Heat has indirectly "nerfed" the LL in favor of the PPC. While there are no perfect comparisons, these kinds of build considerations happen all the time at all different levels. Ghost heat simply did not do the LL many favors at all.
Anyways, it's just an artifact of the Ghost Heat system that makes me facepalm and wonder why the limits are just not thought out that well.
Edited by Deathlike, 09 August 2014 - 02:39 PM.