Gonna break it down point by point if you don't mind.
Molossian Dog, on 22 September 2014 - 08:46 AM, said:
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I have to say, though, that your example "Right now C-ERML is 0.40 damage per second higher than IS ML, for 0.40 heat per second more than the IS ML." is over-simplifying things to a degree it becomes misleading.
That was just a statement of one facet. I didn't mean it to be the only difference between the two.
Molossian Dog, on 22 September 2014 - 08:46 AM, said:
1.) Summoning the all-powerful spectre of FLD of which we heard so much about in this thread. If you graze your target for 0,5 secs, you do more damage than the IS equivalent. Hereby you can actually break off your attack mid-beam and still do more damage. Fear the FLD!
Remember though that I said burn times should be tweaked a bit as well. Leading to over all equal if not better DpS on the IS ML. So it deals similar if not better damage per tick compared to the C-ERML, and the extended burn time on the ER ML would allow it to deal the rest of it's damage.
It wouldn't rob the clan mechs of their ability to win stare down contests, and it wouldn't rob the IS mechs of their ability to win hit'n run engagements.
Range should stay as is, in my opinion. The whole point of having different cultures is having different approaches to warfare. The clans will want to engage you in open fields and at range. While IS pilots will want to draw you into rough terrain with lots of cover where they can pop, hit, and hide before you can deal them more damage than they dealt you.
So, clans win long range trades, IS win short range trades. Which fits the flavor, and what the weapons are capable of doing.
Molossian Dog, on 22 September 2014 - 08:46 AM, said:
2.) The C-ER-M-Laser has IS-Large Laser range. That equals even more damage over the course of a battle.
I disagree with that one. Long range means you can engage earlier, but that's not true on all maps, and as such does not correlate to more damage.
On short range maps like River city, Forest Colony, Frozen City, Caustic Valley, or Terra Therma, short range engagements are far more likely to happen, and long range weapons end up being a hindrance since they will get you to over heat quickly, or fire less often. Allowing the short range, colder builds to close distance with you.
(Notice I rarely bring Crimson Strait, because I feel that map has a great balance of long and short range combat on it.)
This particular point is more impacted by map design than anything else, and I feel like it should stay as is. Some maps are great for long range, weapons, others are not. Some maps are heavenly for LRMs, while others are an absolute nightmare for an LRM boat. I personally feel that part should stay as is.
The trade off of having almost a 50% increase in range, for a 200% increase in heat seems okay. Could be tweaked mybe, but for now, it's fine.
Molossian Dog, on 22 September 2014 - 08:46 AM, said:
3.) The C-ER-M-Laser will partner with more heat sinks or additional (maybe low heat?) weapons, because...Clan.
As for the DHS, remember that you're talking about a weapon that will be dealing 2 points more damage, for double the heat. You will need 3 DHS to cool only that C-ERML, while you only need 1.5 to cool the IS ML (with my stats, or 2 with current stats totaling up to a 6 slot cost right now, for both sides).
The DHS argument is somewhat ineffective, since most IS mechs and clan mechs are cooling at comparable, rates, or the IS is cooling better. No, one or two builds don't count as all clan mechs.
(for example, the Nova Prime with only 8 ERMLs and 1 ERSL (18DHS), compared to the stock HBK-4P (8MLs, 1SL, 23 SHS), still has worse heat efficiency, even though the 4P is using SHS.
the high heat cost tends to either normalize, or give favor to the IS in terms of cooling.
NVA-Prime with 9 ERMLs and 21DHS has a cooling efficiency of 26%
HBK-4P with 9MLs and 18 DHS has a cooling efficiency of 36%
If it wasn't for the slot cost of the DHS I would have used a STD 200, and slapped 4 more DHS in there, for the HBK.
Molossian Dog, on 22 September 2014 - 08:46 AM, said:
4.) The whole skill-necessary-evil-burn-time argument is bonkers. You got more time to adjust aim. You don´t need to hold aim as long as an IS weapon. It is actually easier to take out the hit location of your choice. So much for the PP argument.
Unless you're facing lobotomized players you're not putting your damage where you want. With longer burn times you have more chance for your target to twist, and spread/waste your damage. The problem is that right now, the DpS is making the IS ML lose even though it shouldn't.
Molossian Dog, on 22 September 2014 - 08:46 AM, said:
If PGI would really put the M-Laser back to 3 heat we can talk again. But remember that increase in heat had a reason. I wouldn´t like to put a band-aid on another band-aid that would require yet another. But as previously mentioned, that is almost a discussion on its own.
The ML was nerfed because people were complaining that the ML was the most used weapon in the game, and is therefore OP. While the MPL was very bad. So PGI upped the heat on both, and completely missed the point.
The ML (The 3 heat old one) is in this sweet spot where it deals good damage for good heat, and people confused the weapon being efficient, with being broken. That nerf was put as a band-aid to keep the ML balanced while the rest of the tech was getting added to the game. We've reached the point where that band-aid is no longer needed.
We now have ERMLs, we have SRMs that work again, AC2s that don't ghost heat themselves to death, we have large lasers with good damage-to-heat ratios. We have Pulse lasers that STILL suck though (doubly so for the clan MPLs) (Except for the IS SPL, that is the bread and butter weapon for my locusts, although to be honest it's heat needs to be brought back down by 1 point as well.).
Murphy7, on 22 September 2014 - 09:13 AM, said:
OK, I have seen this several times and several places, but where are people getting the engine criticals = loss of movement speed from?
That one is from a logical conclusion to those same rules you're stating below:
Murphy7, on 22 September 2014 - 09:13 AM, said:
You lose movement points and accuracy with weapons as you climb the heat scale, whole or damaged.
You gain fixed heat amounts for every engine critical applied each round (added fixed heat) which could exacerbate the point above.
I would prefer that the game just kept track of engine criticals (it did at one poine with Repair & Rearm, not sure if that still happens) and applied the penaltis accordingly.
It would be conceivably possible for a mech to die without losing ANY of its torsos if it accumulated 3 engine criticals across those torsos. Added heat per engine critical added to the heat scale floor (kind of like being on a hot map) reduces your capacity to fight beyond whichever weapons / ammo might now be missing. And best of all, it would inherently scale with the introduciton of Light fusion engines later on.
Damage to the engine raises the heat of the mech, and reduces the threshold, meaning your climbing the heatscale is made easier, leading to these penalties. Right now we don't have anything resembling those penalties in here.
Plus, most people think damaged engine = less working engine, so losing some speed wouldn't be a stretch really. Same with losing maneuverability.