Thinking about this and how this game is so different than TT it makes sense to even the playing field, especially since pin-point laser vomit is too strong and PGI seems to want to curb it.
I believe that we need to reduce all energy weapons damage to be inline with each other and other weapons, look at the example below:
IS:
Large Laser = 8 DMG – lower heat – average range and recycle time – 5 tons
ER Large Laser = 8 DMG – higher heat – longer range and longer recycle time – 5 tons
Large Pulse Laser = 9 DMG – average heat – short range and short recycle time – 7 tons
Say you want to brawl but you don't have the tonnage or the heat sinks, Large Lasers are for you then.
Say you want to snipe and you don't have the tonnage but have some more heat sinks, well then the ER Large is for you.
Say you want stopping power and tonnage is not a factor, of course you will choose the Large Pulse Laser.
Each of these weapons servers a purpose and although there is a touch of overlap they are all useful in their own way. Now lets break down the differences and how we can apply this to Clan tech.
Clan:
C-ER Large Laser = 8 DMG – higher heat – longer range and recycle time – 4 tons
C-Large Pulse Laser = 9 DMG – average heat – average range and short recycle time – 6 tons
Now that this is all listed out in it's theoretical state, lets talk Clans. Yes, their weapons are lighter and take up less space, and they have better ranges overall. However, Clans do not get a standard Large Laser to fill in the gaps, so their energy weapons are more to the extremes. They would have (and do have) longer recycle times than their IS counterparts as well as higher heat. I propose that if they did the same damage this would alleviate a great many issues with the balance in this game, this could also be applied to PPC's as well. Image wanting to take a PPC because it would be the most powerful energy weapon again!
Now yes I know you don't want to give up your OP clan Mech's (I pilot them too) but this isn't table top where to balance out all that extra firepower you have to take fewer units. In this game firepower needs to be the balance point, yes Clan tech can still have flavor (lighter, less bulky, further ranged weapons) but they need to conform like all other weapons systems in this game. Clan Gauss doesn't do 18 DMG it does the same 15 as IS tech, all Autocannons also conform to damage, Missiles too. This is the only area where the game is totally unbalanced. Also it won't invalidate the meta, it will still be very powerful, just not 50+ pin-point alpha powerful.
To PGI:
The last PTS had the laser “convergence” mode removed as players were not quite happy with it. I would love to suggest that this experiment be play tested on the PTS if you think it is a good idea. See what the players think of it in game, you could even encourage it with an announcement on the page and if player drops in 10 matches they get a free bobble-head thing in their main account or something.
To the forums:
Feel free to nitpick this to pieces, praise it, or bury it completely where no one will ever find it.
TLDR:
Balance out energy weapons and thus the meta by making them have the same damage across the board; STD to ER, Pulse to Pulse, IS to Clan.
Edited by FireBlood, 20 November 2015 - 11:25 AM.













