Clan DHS are already less efficient than Inner Sphere DHS. PGI's great idea? Make them less efficient still! And make the already-more-efficient Inner Sphere DHS even
more more-efficient!
And this Clan laser range nerf... eesh. When did beam duration, heat output, and cycle time stop being valid methods of balancing laser weapons?
The Clan ERLL is going to soon 1) be out-ranged by the Inner Sphere ERLL, while 2) producing more heat, which 3) gets dissipated more slowly due to inferior DHS, and 4) still has a 1.5-second beam duration making each individual "tick" of damage that much less effective.
Brut4ce, on 13 October 2015 - 09:15 PM, said:
The current state of balance in the game, while far from perfect, has been pretty decent, and apart from a few "overquirked" examples, has brought more diversity in the field. Now, all this latest "rebalance" is gonna do, is just create a new "meta" state and thats it.
Honestly, the technological differences between Clan and Inner Sphere are already in a pretty good place. There's a lot of Inner Sphere players who complain about Clan weapons being lighter and more damaging. There's also a lot of Clan players complaining about Inner Sphere weapons being overquirked, easier to make builds for, and being a lot easier to do
efficient damage with. But that indicates balance is
good. Balance doesn't mean every opposing side is satisfied - it means each side is equally unhappy that they're not on top.
And finally... artifically reduced laser damage for shooting at targets beyond optimum range without being locked on to them? Are you guys serious? How much coke did your balancing team have to snort to come up with such an insanely convoluted concept
that doesn't even make sense? Just tie weapon convergence to target locks!!!! Boom, info warfare always matters now!
IT'S SO SIMPLE!
Edited by Bloodweaver, 13 October 2015 - 09:41 PM.