FupDup, on 15 October 2015 - 09:49 PM, said:
As long as the individual weapons themselves aren't omnipotent, then they can just be countered by a mech designed accordingly.
E.g. a laser boat should probably be countered by a PPFLD peeker of some kind that can take a shot and hide before the laser boat can get a full beam fired, or a PPC boat getting countered by people that get in close range where it can't sustain its heat and has min range, etc.
Boating magnifies the strengths of the weaponry being boated, but it also magnifies their weaknesses.
... and that idea doesn't work unless you know what mechs you will be facing ... which you don't, Maybe you can build a perfect counter mech to one with boated weapons (though I am not saying that is true in all cases) ... but that mech will have its own weaknesses.
Ghost heat may not be an ideal mechanic, I'll be the first to agree. However, it does limit boated energy weapon builds in a significant way. It effectively eliminated the 4 and 6 PPC builds along with the 4 and 6 LL builds ... both of which could be very effective. It also placed limits even on the 2 x AC20 builds since they can't fire both simultaneously for more than a few shots without overheating.
Clan builds came after ghost heat and have never really been really balanced anyway ... however, the ability to mount 3 or more gauss rifles was the reason why they added the limitation of only charging 2 gauss rifles simultaneously.
Relying on boated weapons to have a weakness you can exploit in order to balance them is not effective since the number of times a boated build will run into the perfect counter build under circumstances where it would be effective are so small as to be meaningless. In addition, some of the boated builds don't really have much of a weakness, especially if they remember they are on a team and stay with their wingmen who can and should cover for any weaknesses in the really effective boated build.