MechaBattler, on 17 November 2015 - 10:06 AM, said:
I don't think it was weird or convoluted. Lock on to get max range. That's not hard mechanic to get your head around.
To better explain it, it isn't the type of mechanic that a player would "expect" the game to have. Why would my weaponry suddenly change in combat performance when I acquire a red dorito versus when I'm still waiting for that dorito to appear?
It's something that nobody really asked for, either.
It's sort of like how people would expect to generate 30 heat when they fire 3 weapons that each deal 10 heat, but there's a secret source that makes it much more than 3x10 heat...
MechaBattler, on 17 November 2015 - 10:06 AM, said:
Lasers need to be nerfed.
The end doesn't instantly justify the means.
Also, the majority of lasers are fine and a few (e.g. IS SL) are actually poop. The only ones that can qualify as OP are some of them on the Clan side (e.g. CERML and CLPL being the most drastic).
MechaBattler, on 17 November 2015 - 10:06 AM, said:
I do think they should have made it scale down with the type of lasers though. And perhaps started with 50% reduction, instead of 60%.
You're reading the reduction wrong. In this case, 50% would actually be a nerf. The math is that you don't subtract X%, you just take X% of the whole. For example, 60% of 270 meters is 162 meters. 50% of 270 meters is 135 meters.
Edited by FupDup, 17 November 2015 - 11:30 AM.