Widowmaker1981, on 25 February 2016 - 10:02 AM, said:
OK, well i defintely never played during a time of 3 dmg SRMs, to my knowledge. When i started playing the HGN-733C was considered the best mech i think? Either that or the Dragon Slayer. At that time i definitely preferred AC5+PPC builds to lasers, and i was never much of a poptarter, and to be quite honest that would still be the case if it wasn't for the large buff to Pulse lasers along with the PPCs having their velocity stomped into the floor.
Dragon Slayers, and a 733Cs if you didn't have MCs to spare. Even if lasers would work "fine" back then, mind the fact, that it was even before Project Phoenix, where 6 energy hardpoints were considered standard maximum, with exception for HBK-SP, that would usually loose 7 out of 9 lasers after a one-two alphas from those same PPC+AC/5s.
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I can see your point about the effectiveness of heatsinks being increased being a good thing. Stacking a mech full of DHS doesn't do what it should (but it DOES still do something. Adding heatsinks has got a noticeable benefit) - but your system definitely causes Clan/IS balance issues without inventing a new item, which i don't think PGI will do. In the current system that imbalance still exists, as you say, but its much less game changing.
What kind of issues? Clans has hotter weapons, Clans have to get better heat management, Clans have 1-2 ton lighter weapons, that they can use to install more heatsinks, otherwise they'd had to face poor efficiency. No issues here.
Sure, Clans potentially install more heatsinks, but it's just a potential - like I've said, being able to do something does not gives you an inherent advantage, you'd still has to realize it somehow, for a price. It is true for Atlas/DWF engine swapping case, and it is true here. Even if a Clan mech can carry more heatsinks, question is the weapons these heatsinks can support. IS mechs usually do not really need more DHS, than they're limited to due to lower-heat weapons. At the moment Clans have even less reasons to make choices around heatsinks either, because of how horrible they've became...
I have a separate outlook for how to balance IS/Clans generally, to partially compensate for that Clan advantage if both faction would get equally good 2.0 DHS, but it's a broad off-topic.
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Light mechs.. well. I see your point, but i ask what other choice they have if they want to be relevant? Part of me doesn't care. i'm not a light pilot anyway (other than the adder, which plays more like a medium), and instinctively i think bigger should equal better. Tonnage is opportunity cost... but PGI wants light mechs to be relevant in their own right so...
We have all those Lights, some with machineguns, some with SRMs, some fit for heavier Energy weapons and some even for heavier ballistics, but lower engine. Nevertheless, the only relevant of them are
Firestarters, just because they not only can boat shitloads of lasers, that others can't, but they also can alpha-strike them reliably, and there's never an issue for them of choosing between a heavier alpha and more reliable heat management. With inflated heat capacity, heat management is never difficult beyond efficiency (except for SHS), and removing or downgrading weapons for additional heatsinks is never viable, because of how petty additional heatsinks are to base values and engine heatsinks.
The only non-laser vomit Lights viable right now are Oxides, because of how they can boat alpha-strike SRMs for achieving similar one-shot power, colder and instant hit, but not as accurate and not as far, and again, supported by inflated heat capacity.
So what can help Lights to stay relevant? Lower TTK, that my values would bring. Quirks, that respond to relative heat intensity and not to just reinforce boating laser-vomit approach. Heatsinks, that are not impeding Lights for using smaller engines with more external heatsinks. A system, where you can be useful without being able to leg an enemy Light with one alpha-strike, will certainly help all those Urbie and Raven fans.
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To be honest, having thought about it, and with you specific system of heatcap = 2xDHS x skills (simply removing the 30 heat cap from the equation and buffing DHS to 2.0), the balance implications, and its effect on lights, are the only problems i have with it, because mechs that stack plenty of DHS would still have the capacity to alpha.
Exactly! Because alpha-strikes is a powerful tool in MWO, where there's a convergence without stupid random cones of fires and stuff. You want to alpha-strike hard? Take SRMs, and sacrifice accuracy and range. Want dat accuracy? Try to find tonnage and space for AC/20. Don't have tonnage, but want accuracy? Get shitload of lasers, but then you'd have to also invest into heat management and watch your heat at all times. And if you stack a lot of heatsinks, then you'd sacrifice something for it, whether it's armor, engine rating or the actual weapons. And if your mech is big enough like DWF to mount some of everything, then at least you will not be able to poke safely, like Blackjacks or Thunderbolts can.
If you just don't want to deal with all that crap, just make a mixed loadout - maybe a little laser alpha, and a little SRM alpha, or a mix of DPS ballistics and a bunch of lasers to add accuracy when it's relevant. Then you will be able to use your heat adaptively, without thinking "oh but I place myself into disadvantage, because all those laser-vomiters are going to nuke me into oblivion".
As of now, all weapons require you to invest into something and deal with strict limitations or complexities, but not with lasers. Just stick as many as Ghost Heat allows you to alpha, and fill out the remaining space with heatsinks, and you're ready to go.