Beat me to the punch this time, Quantum.
Even a team that brings nothing but small pulse lasers is having to give up certain drawbacks in order to do so:
1. Very low "alpha" damage.
2. Minor, even if mostly not worth considering, heat and tonnage requirements.
3. Extremely short range
(requiring limited tactics and extremely long periods of exposure of your mech in order to make the weapon effective).
Not to mention, no small pulse laser has splash damage or shakes a mech when it hits.
I've spent years playing WoT where, ever since a certain patch, "random chance" has been force-injected into every aspect of the game.
That's
the reason I quit playing. If they took that away, I would go back to playing that game. In a long-term gameplay viewpoint, all that "random chance" injection adds up to is helpless frustration, because a major aspect of succeeding competitively is taken completely out of the player's hands - there's absolutely
nothing that a player can do about it.
There's a huge difference between "dynamic challenging gameplay" and "random chance". That's a big factor for why nobody plays dice-roll games like Axis and Allies anymore, and why games like Civilization V and/or any one of the cornucopia of popular RTS games are the favored grand strategy games - none of them forcibly make random chance a major factor of the game.
It's more enjoyable to have consistency, and have matches determined by strategy, tactics, and player skill, than to have it determined by luck.
If there's people who prefer Mechwarrior to be like a gambling card game, more power to them. But, in the grand scheme of things, and what I believe to be the intended scope of this game, that's exactly the type of gameplay that should be avoided at all costs.
Edited by Telmasa, 12 November 2014 - 01:39 PM.