EgoSlayer, on 06 October 2014 - 12:22 PM, said:
in no particular order
Hunchback 4P
Firestarter 9A
Warhawk Prime
Nova Prime
Dire Wolf Prime
Mad Dog A
And I am sure there are several others. Cherry picking a few chassis and showing how they are "fixed" doesn't mean anything when you avoid the really problematic ones. Sized hard points doen't fix anything except removing a few builds that some people don't like, the still working builds without ghost heat are much, much worse.
Egoslayer.
You are absolutely correct. There are still problem stock boat builds like the ones you mentioned above. And I'll be honest when I say that I do not have the best solution.
Firestarter 9A - 8x [1 crit] energy. This is 8 medium lasers on a small mech that could move at 150kph. It would be incredibly hot and probably not viable.
Hunchback 4P - 9x [1 crit] energy. 9 medium lasers on a medium mech. This used to be a terror in closed beta. Its hot. Restore Medium laser max range maybe.
Nova Prime - 12x [1 crit] energy. 12 er medium lasers. They are so hot now that even 6 will put you close to shutting down.
Maddog A - 6x [1 crit] missile. 6 srm6s (NO artemis) or 6 LRM5s. This may be manageable.
Warhawk Prime - 4x [2 crit] energy. The Warhawk was designed to fire 4 ERPPCs or 4 CERLarge Lasers. Maybe put the same restriction on firing Clan ERPPCs as the firing more then 2 Gauss Rifles. Or put a quirk on the Warhawk Prime
Dire Wolf Prime - 8x [1 crit] energy. This could potentially be 8 C ERLarge Lasers (but not 8 ERPPCs). This is bad. Unless we adopted Weapon class limitations over crit limitations. In other words, C ER Large Lasers are Class 2 weapons and couldn't fit in Class 1 Slots. (In that case it would be 4x [class 1] energy, and 4x [class 2] energy which would allow 4x erlarge but not 8xerlarge)
Edited by Tastian, 06 October 2014 - 01:06 PM.