Why Even Bring Ballistics When Lasers Do It Better...
#1
Posted 25 February 2015 - 12:20 PM
RANT: I have came to the consensus lately....that lasers beat all....its sad...I remember in MW4 where you had that one Ballistic weapon that could pack a punch with lasers to it back up...Now its just better to put a large laser or two instead, gives more "firepower"....Can they buff ballistics to the point that having one on your mech can be useful instead of a handy cap...All energy weapons are better then thier counter parts that are ballistic...LRM's are a joke unless you spam the living piss out of them, but SRM's do their job...I understand there is a balance in game for things...this isn't a total mech simulator like MW4 was (as much as it could in the day) or Living legends...But would be nice to have it closer to that and not brawling lanes (feels like they only want close combat while keeping long range combat weak and boring with little damage.
#2
Posted 25 February 2015 - 12:23 PM
#3
Posted 25 February 2015 - 12:25 PM
My, how the meta has changed since I started playing, eh?
#4
Posted 25 February 2015 - 12:26 PM
Anyway, I'm guessing you're playing Clan, because IS ballistics are (generally) at least okay. The biggest problem with the clan ACs is the burst, which removes the main advantage of a big, heavy ballistic (PPFLD). They really need some other advantage to make them a more attractive option.
#5
Posted 25 February 2015 - 12:29 PM
You can go beyond that by adding ballistics, and many people do. However, the competitive solution is to add a gauss rifle specifically because its velocity is super-high and it can be used with lasers most easily. Hardly anything has the tonnage to max out lasers after using a gauss rifle, so there you go -- gauss + lasers.
Missiles are better damage per heat too, but the short range makes them an unpopular choice for clans. IS lasers are just as short ranged, so you see them on IS mechs. Also, at short range, other ballistics than gauss become practical, so again -- you see them on IS mechs.
#6
Posted 25 February 2015 - 12:33 PM
YueFei, on 25 February 2015 - 12:23 PM, said:
Most of the Gigaspike Whale's alpha comes from the 6 ERML and 2 ERLL, to be fair.
The 30 points from the Gauss however still does hurt...
Edited by FupDup, 25 February 2015 - 12:53 PM.
#7
Posted 25 February 2015 - 12:52 PM
Ballistics' three strengths are low heat, fast cycle time, and zero burn time. Low visibility is situationally useful but not a primary reason to take them.
This makes them good pushing weapons. They put down a steady barrage of heat-neutral (or nearly so) DPS, re-adjusting aim between shots to consistently spike a single component.
Their weakness is horrible alpha/weight ratio, making them bad at poking and unlikely to open a push by instantly coring or killing a side torso.
This mostly comes from playing Banshees though. My 3E has horrible alpha, can't initiate well but is a great pusher, dealing roughly 11 heat neutral DPS with AC5s and assisting with lasers. It can sustain a push, but its low alpha means someone else has to start it.
My wubshee 3M has terrifying alpha, can strongly initiate a push by instantly coring a medium or low end heavy, or ripping the side torso clean off a Dire Wolf. But it runs so hot it can't sustain that, it can start a push but someone else has to finish it.
#8
Posted 25 February 2015 - 12:54 PM
Con ACs:
- Weight
- Ammunition dependency which also adds to the weight
- Velocity
- because of the last 2 points less useful in long ranged combat
Pro:
- Less heat than lasers
- instant damage (granted, to do full damage you need to keep the beam on the target)
(- if it hits, all damage is applied while a laser can be spread out but if you miss or hit the wrong spot...well all damage is waster. I am not sure therefore if it is really a pro)
And once more the culprit which makes this weapon system less useful than lasers is convergance. In the TT an AC/10 and 20 (especially the latter) pact a beastly amount of direct damage on one spot. Here you can basically use 4 medium lasers and you got an AC/20.
Edit: The amount of laser vomit in random games just shows that something is wrong. I am not often hit by AC/10s and even less from AC/20s for example.
Edited by Bush Hopper, 25 February 2015 - 12:56 PM.
#9
Posted 25 February 2015 - 12:54 PM
#10
Posted 25 February 2015 - 12:56 PM
Don't get me wrong, lasers are great, especially for legging lights or reaching out from a distance to a moving target. But I like the ability to deliver full damage to one spot and torso twist immediately to make sure I am getting damaged more likely where I want it to happen.
#11
Posted 25 February 2015 - 01:16 PM
#12
Posted 25 February 2015 - 01:19 PM
MOAR DAKKA!
Edit: Also, PPFLD still kills faster and easier than non-PPFLD.
Edited by stjobe, 25 February 2015 - 01:20 PM.
#15
Posted 25 February 2015 - 01:30 PM
Now give me UAC2 on a Crab and tears would flow, tears already flow when I'm firing 4 UAC5s.
#16
Posted 25 February 2015 - 01:34 PM
Asyres, on 25 February 2015 - 12:26 PM, said:
Anyway, I'm guessing you're playing Clan, because IS ballistics are (generally) at least okay. The biggest problem with the clan ACs is the burst, which removes the main advantage of a big, heavy ballistic (PPFLD). They really need some other advantage to make them a more attractive option.
I see that Russ has mentioned a small velocity increase for clan ballistics. That should help.
I have a feeling that the base stats for clan ballistics won't change too much, but instead will be altered on a per chassis basis via quirks. Maybe some chassis will receive shorter bursts between rounds for ultrasultras, or tighter spread on LBXs, etc. Maybe the Dire Whale will even see certain negative ballistic quirks. Hard to say.
#17
Posted 25 February 2015 - 01:36 PM
#19
Posted 25 February 2015 - 01:41 PM
Crottykid16, on 25 February 2015 - 01:36 PM, said:
Twin gauss. Ac's arent as terribad as peeps make out, but they aren't in a good place compared to their is brothers, either.
#20
Posted 25 February 2015 - 01:43 PM
1) I find it amazing that the meta might have finally swung around to lasers.
- 4 or 6 PPC
- dual gauss
- dual PPC + gauss
- dual AC20
- dual PPC + AC10
- triple or quad UAC5
- quad or more AC5 (AC2's are interesting but mostly novelty ).
- and finally we are around to boated lasers
2) Honestly, I haven't found any problems with boated lasers so far .. they can be effective but not noticeably that much more than other builds and they often run hot. CW may change things up a bit since the lack of ammo dependence may favour energy weapons but in PUG matches it still doesn't matter.
3) I have both laser and ballistics builds that can be very effective. I find PPCs are still a bit hot for the damage they do. The pre-nerf TDR-9S was admittedly too good ... but the post nerf one (with the 25% heat reduction) just doesn't perform as well as other quirked mechs.
4) I play mostly IS ... it may be that the clans are preferring lasers since every clan weapon is a damage over time (even the autocannons effectively due to multiple shells) ... so it comes down to choosing which is the most heat efficient vs tonnage efficient and PPFLD is not really a consideration.
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