ch3sn0k, on 24 January 2016 - 01:14 PM, said:
GR were already the lowest raw DPS ballistic weapon in the game, and CW has only one map where long range advantage can be made use of. Chargeup nerf was a clear case of kneejerk reaction to pubbies whining.
Wrong. Gauss had DPS slightly lower, than IS-AC/10. Longer range wasnt the advantage, that was taken use of, which is why it wasnt adressed in the least. It was it's inexisting heat with pin-point damage without UAC jamming faults. Gauss was combined with varied types of lasers on any Omnimech, that was capable of mounting one, to provide undefeatable combination capable of being used on any range whatsoever. That was not an intended method of using it, thus it's cooldown were nerfed, although too strictly, which is why that nerf was dialed back a little.
Still, it's a weapon, that would easily counter ERLL simply due to double falloff range and pin-point damage output, IF Clans were to actually think a little and would stop depending solely on the same loadouts, for every map, for every combat-mode, against every opponent. I'm personally using Gauss as IS player to counter these very ER-LLs metafags and couldn't be happier about the results.
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I just love all this talk implying enemy snipers don't have radar deprivation. Or enemy brawlers don't have ECM. Or your team provides spotting for your LRMs. That's three gameplay mechanics that can completely negate all usefullness of your ammo dependent weapon, not even to mention your armor you're not contributing to damage spread while LRMing from far away.
Target Retention counters Radar Deprivations, BAP counters ECM, and if your team does not spotting enemies they're fighting, then you're not in a team you should be no matter what your weapons are. Firing LRMs on enemy snipers from afar is not needed to damage them - it's to force them into cover, after which your teammates can abuse them by focusing fire as they reemerge. And if your team got in close with those snipers (which counters them by default), while wielding BAP/CAP, ECM is utterly useless, and you can shower them to their demise.
Unlike QP, CW is not a mode for bragging about damage. The objective is to win no matter what, working as a team. I'm playing CW with my unit for as long as it were there, and don't bother if it requires me to tank damage on the frontline dealing total 1000-1200 damage for all four waves, as long as my peers do the damage while safe from focus fire. If you only care about your damage and kills in CW, then you're not in a state to fully understand just How Much MWO is a teamwork game.
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Yes, clan ACs are outright worse. We're playing CW and assuming the enemy would be of equal or better skill. No point in spending 10+ tons on a gun and ammo, which puts you at a clear disadvantage against a moving enemy.
Which is eactly what you do, when you're instead spending those 10+ tons on Lasers, that spread damage even more. I'm not even gonna talk about how many IS mechs can actually turn their movement into an advantage to begin with. For least, CUAC/5 bursts are so fast, that moving or twisting makes no difference as long as I care where I shoot. UAC/10s, very little, and I care more about it's raw damage output and supression factor much more. UAC/20, sure, but still it's a dual AC/20 stuck into one AC/10 of tonnage by potential burst damage.
All your problems are arising from the apparent idea, that you should judge and choose weapons by their disadvantages. That is just a silly approach.
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All those forum threads must be just newbies whining. But hey, PGI employees do not read the forums, 140 characters per tweet is more in line with their cognitive capability.
Perhaps. People care too much for what they see, and too less for what they're actually doing, relying too much on the netcode. When you abstract yourself from looking at projectiles and hits and pay attention to what effect your shots do, then you'd learn how to use a projectile weapon correctly.
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I once spent the night with Carmen Electra. How is your personal extraordinary experience relevant to the discussion of global balance?
Because I can only effectively argue from my experience. I use stuff, my unit uses stuff, my opponents are using stuff, streamers are using stuff. I see all of it and build my opinion on how people use stuff and what it leads to. What people do not use is irrevelant for me, because it's an indication for nothing. For example, someone who'd argue for Gauss being useless, especially based on charge-up mechanic, is likely haven't used it consistently for at least half-a-year. My "extraordinary" experience is but an example, that someone can make extraordinary things with weapons, that others consider inferior and incompetetive.
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Clan weapons are better on paper, but in reality a medium laser doesn't fight the CW alone. As a whole, clan mechs are hot garbage, with notable exceptions (tw, ej, ac, sc)
Have I ever told, that a medium laser fights CW alone? There's no weapon in the game, that might fight CW alone - neither mediums, nor large pulses, no ER larges. There's a counter for everything. Sometimes there's a new trend. Weak people follow the trend. Strong people fight the trend. Sometimes that creates a new trend.
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Semantics. Either way, if capacity isn't a parameter of DPS, why nerf it so hard? At this point the only way for clans to stand a fighting chance is to only fight at their optimum range. IS is better at long range and much better at short.
Uuh... because the problem was not DPS. It was a problem of high-alpha laser-vomit being abused severely. Now you can't produce those alphas 2-3 times in a row. Now you have to think wheter it's actually meaningful to take as many lasers as you can fit or not.
Anyone should try to fight in their optimum range. Clans can snipe and can brawl. Again, it's not the question of what Clan range beats same IS range. It's a question of, what range beats sniping, what beats brawlers, what beats light rushes, what beats assault pushes, etc. Again, your approach is simplistic to the point of being self-defeating.