The Real Reason Lasers Are So Good
#1
Posted 23 September 2015 - 03:00 PM
#2
Posted 23 September 2015 - 03:01 PM
#4
Posted 23 September 2015 - 03:21 PM
But yeah, it's another thing that makes lasers preferrable. Not the most important, in my opinion, though.
#5
Posted 23 September 2015 - 03:22 PM
Evan20k, on 23 September 2015 - 03:00 PM, said:
Ballistics got mildly nerfed.
PPCs got heavily nerfed.
Easy to boat Lasers with 500m effective ranges were introduced.
Ballistics & PPCs have a higher skill floor.
Ballistics & PPC builds tend to cap out an alpha of 35 to 40 at the high end before things like extreme tonnage or ghost heat show up.
It's not rocket science.
#6
Posted 23 September 2015 - 03:23 PM
If you can keep your pointer over a mech and you can click your mouse button, you can hit with a laser.
I think THAT is what makes them so good.
#7
Posted 23 September 2015 - 03:49 PM
Weaselball, on 23 September 2015 - 03:23 PM, said:
If you can keep your pointer over a mech and you can click your mouse button, you can hit with a laser.
I think THAT is what makes them so good.
Of course, this, and the fact that they don't need ammo, is their main strength. Those things are also difficult or impossible to change.
Edited by zagibu, 23 September 2015 - 03:49 PM.
#8
Posted 23 September 2015 - 03:50 PM
hitscan, instant travel time, no dropoff from gravity, dont use ammo, long-range, low tonnage/critslot usage, dont have to expose yourself much if you have high mounted energy hardpoints, easy to hit light mechs with them, easily boatable and get massive bonuses from quirks/targeting computer, easy to combo them in ways that circumvent ghost heat, etc...
and basically any weaknesses that lasers have gauss complements perfectly (and vice-versa). which is why laser/gauss is so prevalent.
its pretty common sense that short range weapons like srms should outdamage long range weapons, but lasers/gauss completely violate that balancing principle. which is why its become the new meta. they need to nerf long-range and buff brawling to the point where both coexist in about equal proportion.
Edited by Khobai, 23 September 2015 - 04:00 PM.
#9
Posted 23 September 2015 - 03:51 PM
#10
Posted 23 September 2015 - 03:55 PM
cause "it makes the game accessible"
even though the weapons that take a little bit more effort like ppc in all fairness SHOULD be more effective, because you are putting more effort in
#11
Posted 23 September 2015 - 03:58 PM
Weaselball, on 23 September 2015 - 03:23 PM, said:
If you can keep your pointer over a mech and you can click your mouse button, you can hit with a laser.
I think THAT is what makes them so good.
Hitscan weapons didn't always dominate the MWO meta.
PGI decided to bring in Clan lasers with way too low heat and quirks for Inner Sphere mechs with huge heat reduction, while also giving pretty solid buffs to all pulse lasers.
I think THAT is what makes them so good.
#12
Posted 23 September 2015 - 04:05 PM
Every weapon should have strengths and weaknesses and every weapon should be viable , You should be able to win a duel with a equally skilled pilot no matter what weapons you have equipped and they have equipped.
None of this has been the case in MWO since I joined , Because its a terribly balanced game.
There have always been one or two weapons vastly more powerful then everything else. Rendering every other weapon system either a rare sight or completely obsolete.
All you see these days are gauss and lasers, Occasionally you will see a ac user, VERY rarely a lrm pilot, Everything else is obsolete.
Because pgi doesn't believe balance is real.
#13
Posted 23 September 2015 - 04:08 PM
Alistair Winter, on 23 September 2015 - 03:58 PM, said:
PGI decided to bring in Clan lasers with way too low heat and quirks for Inner Sphere mechs with huge heat reduction, while also giving pretty solid buffs to all pulse lasers.
I think THAT is what makes them so good.
Yes, you are right. Maybe you remember the short time before the clans invaded and after the nerf of the poptart meta? Balance was pretty good then. Well, flamers and SRMs sucked like always, but otherwise it was pretty balanced. Even LRMs were not THAT terrible, because ECM was less prevalent and not everyone had 20 radar deprivation modules to fit on all their mechs yet. I remember good games in all kinds of mechs, from 2xLRM10 Hunchback over mixed loadout Thunderbolt to 4xAC/5 Jager.
#14
Posted 23 September 2015 - 04:13 PM
#15
Posted 23 September 2015 - 04:14 PM
#16
Posted 23 September 2015 - 04:18 PM
#17
Posted 23 September 2015 - 04:26 PM
#19
Posted 23 September 2015 - 04:32 PM
Edited by El Bandito, 23 September 2015 - 04:33 PM.
#20
Posted 23 September 2015 - 04:59 PM
PPCs: Slow traveling, Hot, slower Cooldown, heavy, big
ACs: big, heavy, slow velocity, ammo dependant
LRMs: Inaccurate, heavy, slow, big, ammo dependant
Lasers: Light, small, long range, no ammo dependancy, good dmg/heat ratio. Hit scan vs velocity.
Yeah...I have tried the 4x CERPPC build on my Warhawk. Compared to the LPL build it just doesnt compare. PPCs, despite being PPD, just simply are to hot for the dmg they deal, travel to slow to be used at thier appropriate range and between quirks and this nad that, they pale in comparison to lasers.
Shoddy terrain collision is just another nail in thier coffin.
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