Reno Blade, on 23 February 2016 - 11:43 AM, said:
Now that they are in a better place, the easier weapon are Lasers. They were always easy, but the PPCs were just easier (to deliver all damage to one spot).
But in the end it, again, all comes down to excessive Heat Capacity, produced by combination of base 30 pool and bonuses diven by Heatsinks, while dissipation not only is not supported by any base values, but it's actually reduced by DHS nerfs. That nerf might have been pointed for making SHS more viable, but it only has made combat stagnant, without ever achieving that original goal.
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Increasing beam time alone would change so much on the battlefield as you would be much more vulnerable to return fire while trying to keep your beam on target.
This is also the reason why you see so many Pulse lasers and most people never touch cERLL at all.
I'm not set for how much more it should be increased, but I'd say roughly 20% for all lasers would be a pretty strong nerf.
Karl Streiger, on 24 February 2016 - 12:05 AM, said:
But with DHS those Mechs suddenly had the mass to add even more heatsinks and each of those sinks was much better.
~ the firepower and heat robustness of a CB Atlas was possible in a OB Catapult.
Nerfing the assaults because you can't even add enough heatsinks to be worth the additional weight and crits. More weapons are not an option either because of Ghost Heat. So heavys are very efficient simple by the heat mechanics.
They should allow a Mech to have both heatsinks - double is for dissipation, single is for heat cap - and we are done.
Mabye add a dissipation and heat capacity bonus based on size of the Mech.
Same for ES - it should come for a price...not in money but in durability.
Problem were never with heatsinks themselves. Heatsinks are just not as strong standalone equipment compared to additional/stronger weapons. Base heat cap creates a foundation for mentality, where no weapon is excessive enough to take heatsinks in its place, and where boating for alpha-strike peek-a-boo combat always outperforms multi-purpose builds. Because a player is provided with that resource by default, it's never a viable path to sacrifice a Large Laser for 5 heatsinks. Extra firepower is almost never excessive, and heatsinks are never substantial enough to spend tonnage for space. There's never a situation where you would use extra tonnage for SHS, because there's not a moment where DHS with their extra crit-space requirements are not enough to provide necessary heat management.
Widowmaker1981, on 24 February 2016 - 02:38 AM, said:
So, in that world, how can any laser mech compete with a quad UAC5 mech like the mauler? The Mauler now has the same alpha, zero heat generation (basically), massively more DPS, causes severe screenshake. Currently, a laser mech competes by having a larger alpha, allowing it to burst / hide. If you decrease maximum possible energy alphas to the point where they can be equaled by DPS ballistic alphas, you remove any reason to use anything other than DPS ballistics.
If you make lasers DPS weapons, because they lack target disorientation effects and because they generate heat, they become utterly, completely, useless. Lasers are alpha weapons, and preventing that use makes them non-weapons. (or, at most, backup weapons for DPS ballistics)
My aim is average alpha of 30 points, with heavier weapons providing lower alpha over longer range and pulse lasers providing higher alpha over shorter range.
Any energy mech should compete with ballistic and missile mechs as prescribed by features of weapons they use.
- Energy mechs spend less tonnage on their weapons, which allows them better heat management. The very reason, why I argue for heat management adjustment, and not particularly nerfing lasers, is that all weapons rely on heat management to a designed degree. Even now UAC boats can overheat, but base heat cap provides a barrage buffer, allowing these mechs to maintain fire continously with minimum 10 heatsinks installed. 4xUAC/5 mech spends 8 heat for a single barrage, which can be considered as zero heat generation only because that same mech has 60 heat capacity without spending a single ton on additional heatsinks.
- Energy mechs can spend that extra tonnage on speed, allowing them to reduce efficiency of ballistic and missile mechs by forcing them to lead a moving target, which requires convergence on distant objects and eliminates pin-point accuracy. Lasers would remain as accurate as today, because it's their fundamental feature, which is why I go against any suggestions for cone-of-fire or convergence changes.
- Energy mechs will be able (and encouraged) to combine several kinds of energy weapons for specific purpoces and range profiles, which means they'll be more flexible, than boating mechs. It would require a separate skillset to effectively use PPCs, standard and pulse lasers on the same mech. It's not that this potential doesn't exist right now, but it's that laser-vomiters are clearly superior to these multi-purpose builds, because they do not need any skillset aside from pressing a single button at approprite time.
- Energy mechs do not have ANY weak spots. They do not carry explosive ammunition, and their weapons hardly ever disabled by critical hits due to smaller size, and never jam. Again, a present advantage, that is often overlooked because of how laser-vomit is far superior to DPS builds just by nuking them. Lacking ammunition means, that energy mechs can out-endure any other mech for as long as their piloting and combat awareness would allow.
Besides, Lasers are not alpha weapons, Missiles are. Lasers are precision weapons, and that's enough to keep them relevant. Lasers is what allows light-mechs to pincer trough Assault's back armor and deal critical damage to internals - there's no need to make them able to execute them with two alphas. Lasers is what allows to lay damage on distant targets, before they can respond - there's no need to give them freedom to burn target's armor into red zone with single volley on that range. Lasers cannot be avoided, like Ballistics can be, and do not have strict range limitations, like Missiles have.
All in all, Lasers have plently of positive features. Allowing them to make 50+ damage bursts is not something that keep them viable. It's something that makes them far superior to everything else and shapes gameplay environment of MWO. Competetive scene barely sees anything aside from laser-vomit, and Clan mechs are directly evaluated by how good a laser-vomit they can be. The only thing that beats a good laser-vomit mech at the moment, are mechs with borderline-obscene quirks for missiles or ballistics. When you have a laser-vomit mech with borderline-obscene quirks, you've got yourself a go-to, tier 1, best-of-the-best mech for all means and purposes.
Edited by DivineEvil, 24 February 2016 - 05:31 AM.