Koniving, on 02 September 2014 - 02:42 PM, said:
Medium laser is also only decent when boated. Remeber that in tabletop you get one use every 10 seconds. Keep in mind you can only fire 3 ML safely with a 10 SHS mech. You can fire 10 AC/2s safely with the same mech.
An AC/2 is lore proper a 25mm to 90mm cannon that supposedly has a shot count of 4 (for an 80mm) and to 10 (30mm; no idea what the 25mm is as I haven't found an example of it yet) and is designed to blast through concrete walls and lightly armored vehicles as a means of clearing out ground forces in support of a larger machine.
A machine gun is 20mm to 25mm. The MG is exactly as effective but at significantly less range and with a higher shot count.
Keep in mind the ammo in BT is a use count not a shot count. It's not 45 shots for an AC/2 it's 45 uses of 180 shots to 450 shots per ton. The MG isn't 200 shots but (they go up to 100 shots per second) up to 20,000 rounds per ton. But both only do 2 damage in 10 seconds. Firing non-stop with an AC/2 lore proper would generate 1 heat. Only 1 heat, for 10 seconds of firing.
A Medium Laser used alone is orders of magnitude more decent than a lone AC/2, not just because of damage but because it requires way less tonnage. When discussing weapon balance, the raw damage/heat/whatever numbers aren't the only thing that matters...the "ratios" or "efficiency" also matter.
As an example, one might say that an AC/10 and a PPC were equal in Tabletop. After all, they both do 10 damage, right? But the PPC pays far less tonnage to achieve that damage, and doesn't need ammo, and gets a bit more range. And before you say heat, remember that you have 10 heatsinks built into your engine for "free" and can use the PPC's tonnage savings on even more sinks. Or even upgrade to DHS to make the deal even better. In the end, the PPC is the superior gun in just about every situation, except for being a bit less accurate in close range (min range), but that can be solved by using your spare tonnage to mount backup weapons.
Back to the AC/2, being able to fire 10 of them on a mech with 10 SHS isn't an "advantage." 10 of them requires
60 freaking tons and barely does more damage than a single 7 ton PPC. The tonnage you pay for the AC/2 in TT is disproportionally greater than the rewards you get for doing so. In others words, it's a high risk low reward weapon.
But, I'm not sure why we're even getting into the TT stats in the first place, given that we're playing a real time game that should have the goal of being balanced. Don't wanna derail this too hard.
Koniving, on 02 September 2014 - 02:42 PM, said:
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Lore reasons aside...
An AC/2 is actually DRASTICALLY superior to an ML.
Currently an AC/2 does 28 to 30 damage at 10 seconds (with elites it's actually 34).
An ML only does 15 damage in 10 seconds. Elites or not, as it isn't fast enough to mean anything.
So an AC/2 is vastly superior already when it shouldn't be.
Damage per 10 seconds is a fairly meaningless stat to go off of in a real-time game. DP10S assumes that both the target and the shooter stay exposed for an entire 10 consecutive seconds. In MWO, that very rarely happens, only during periodic brawls that break out later in the match. If I poke my head up just long enough to fire an ERLL at you (1 second), you will have dealt roughly 4 damage with that AC/2 and I will have dealt up to 9 damage (depending on my aim). So even though it's rated at more "DP10S," you actually did way less than that number because I don't have to sit in your crosshairs for 10 seconds and take it.
As for the overall utility of the weapon, I touched on this in the previous quote area. It's not just the total damage that matters, it's also about what you pay to get that damage. The ML is far, far more economical because it's just 1 ton and doesn't need ammo. It can be squeezed onto just about any mech in the game and can compliment pretty much any playstyle. It really
is the workhorse of the Inner Sphere.
EDIT: I don't know why we even got to comparing it to the ML in the first place, though. I'm comparing it to itself right now. It just doesn't feel like the rewards I get are equal to the tonnage risks I pay for it. High risk, low reward. It's not totally "useless" but it certainly isn't "good" by any stretch of the imagination.
Koniving, on 02 September 2014 - 02:42 PM, said:
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Now that said...
Lets say I'm in a Shadowhawk 2D or 2D2. Okay so I've got an AC/10 or an AC/5 so I can still use my missiles with a 5% faster firing rate (EliteS)
You're in a 2H. You have twin UAC/5s or a UAC/5 and AC/5 and 15% faster firing rate (5% from elites and 10% from a ballistic quirk). AC/2s are worthless and the possibility of ever using them was destroyed by the quirk. Thus UAC/5 and AC/5 are the only real way to go.
I can do between 35 damage in 9.48 seconds (AC/5) and 50 damage in 9.52 seconds (AC/10). That's with my elite 5% faster firing rate.
You with your 15% due to 10% faster ballistics and 5% faster elite....
Are doing at minimum 80 damage in 9.877 seconds and up to 120 damage in 9.877 seconds provided you don't make the UAC/5 jam.
In what way is that fair? If anything you made the 2D2 and the 2D rather worthless. I realize David decided "the 2H is the premier battlemech for boating ACs" but why does that let your mech be so much more superior to mine?
The 2H is only better at one specific role (AC boating). The 2D2 and 2D are both more effective for using energy weapons, and the 2D2 is better at missile boating.
For your "damage per 10 seconds" breakdown see my previous quote area. You don't need to stay exposed for 10 consecutive seconds during combat, especially not in a medium mech. Most of the time, you'll be taking one shot or a few shots, and then ducking back behind whatever cover you have nearby.
Koniving, on 02 September 2014 - 02:42 PM, said:
Now, on the other hand, the 2H has very few, almost unusable missile slots. The 2D2 and 2D have a lot of missiles. If we use the same logic, now we created LRM boats from hell spamming endless streams of LRM-5s that wear down your AMS in seconds and blind you far worse than an A1 ever could.
How is that fair either?
The 2D and 2H actually have the same number of missile slots, the difference is the 2H rarely has the tonnage to use them because of its greater emphasis on ballistics. Lurm spam is an entirely different topic than this discussion here. Also, the 2D2 and 2D are already very good variants, so they arguably don't even need any quirk buffs. Maybe I could see some kind of modest laser heat reduction on the 2D (all 3 lasers are arm mounted, which to me points towards a brawling type of role), but that's about it.
Koniving, on 02 September 2014 - 02:42 PM, said:
I do see where you are coming from, but I also see the bigger picture. I see mechs obsoleting other mechs entirely. Using "it has more hardpoints so buff them" as the basis for quirks is as short sighted as ghost heat, "It'll fix boating but we'll leave lots of exploits for variety.... wait... people are making things worse. This wasn't supposed to happen!"
But.. What if that one AC/5 to AC/10 could do 40 to 50 in 10 seconds (I kid you not, the AC/10 with a 15% faster speed buff won't get out 6 shots until after 10 seconds, so it's a very soft buff that makes it only slightly useful instead of massively exploitable).
And that's the thing, some kind of ballistic quirk for the 2H wouldn't obsolete the other Shads. The other Shads all get more energy hardpoints, and in the case of the 2D2 it also gets one more missile.
But if you really must object to it that much, how the heck is the 2H supposed to compare to the other Shads? Remember, the single and only positive attribute it has over the others is that third ballistic slot. And the most you can get with that is a triplet of AC/2, which isn't even that good (decent DPS =/= good killing efficiency). Using them on MGs is funny but not very effective. If you use only 1 or 2 ballistics on the 2H, it's basically worse than the others. That dakka dakka is all he's got, unless you've got a better idea (
queue to insert other idea here, if applicable). Currently, the 2H is inferior to the other Shads in all respects excluding ballistic hardpoints...which can barely be used effectively with our current tech available.
If we had Light ACs ahead of the timeline, this issue would be completely solved (as mentioned earlier), but unfortunately dat timeline is still enforced. No fun allowed.
Edited by Carrie Harder, 02 September 2014 - 03:27 PM.