Ultimatum X, on 24 January 2016 - 10:10 PM, said:
In the case of the CERLLAS its buff related, because the weapon is bad.
Although if we were being accurate, it would be a reduction of nerfs it received ages ago and never had repealed even when the weapon slowly disappeared from regular play.
IS quirks aren't the total of the issue here, because it only takes 15% Range quirk to have an IS ER LLAS outrange a clan CERLLAS. That's a pretty moderate quirk.
1.5s duration has always been bad, less bad than the laughably ridiculous 2s laser light show nerf, but still too long.
If IS quirks stay as is, this should come down to 1.3s, and it should get its original range at Clan launch.
Alternatively I'd be happy if clan mechs could pay tonnage to improve their lasers with Targeting computers.
With possibly increases to range, CD & shorter burn times but needing to invest tonnage to do so (and not the "take a MK 1 and be done" issue we have now).
3x LLAS on a QKD has excellent range, higher CD, lower heat and shorter burn than your 2x CLPLs? No problem, you can take a MK 3 TC and get close to the same numbers - but you also now spent the same 15 tons to get that loadout.
Just a spitball idea atm.
Organized play for MWO is not going to see random map usage.
So make IS ERLLs exempt from any laser quirks the mech gets, dial CERLLs burn time down a tiny bit and heat down a tiny bit. The problem is that long range poking lets you effectively stop people from getting into their own fighting range. The solution is lengthen all burn times not shorten them so it becomes a long range poke environment. You want to hit someone beyond 1400m you need to waste ammo and use a ballistic.
The problem in the video is 400m of exposure at significantly shorter IS burn times. I'm a fan of removing all burn time quirks - as a balance mechanic you really, really screw with the performance metrics by tweaking that area.
CERLLs do 20% more damage, they need more than 20% longer burn time than IS ERLLs or they're better even in the given range. Making them more heat efficient than they are is good though.
The problem with PPCs is they have the benefits of ballistics but no ammo so they have little embeded cost in shooting at long range. Same reason lasers are silly viable as sniper weapons; hitscan and you can do it all day, hit or miss. If you dial laser range in towards mid-range and leave ballistics at long range you add a cost to the longest range trades that offset the advantage of hurting someone who can't hurt you back and you help bridge that cap between brawling/mid-range and long range builds.
As to non-random maps in comp play I get why but can you understand how balance for a match where everyone knows pretty much all the variables and balance when the variables are largely unknown are two very, very different animals?