Objective: Impact the effectiveness of lasers such that other weapon types are more competitive options without making lasers smoldering piles of junk. Secondary objective is to streamline the ruleset behind them so that it is more user intuitive to players - especially those who might swap between Clan and Inner Sphere often.
First off, before any of the following changes are to be done, two things need to be done. First, all existing IS and Clan laser quirks need to be discarded. Secondly, all IS mechs would get a global 40% torso structure quirk, regardless of mech or variant.
Baseline standardization of the laser systems across BOTH Clan and Inner Sphere tech for ease of understanding would be changed to the following:
- Laser damage dropoff is 2x effective range OR 1,000 meters, whichever comes first.
- Standard Laser beam duration is 1.0 s
- ER Laser beam duration is 1.2 s
- Pulse Laser beam duration is 0.8 s and total number of damage ticks are halved
Additional important note: Pulse Laser damage will be the same as their non-pulse versions, however, as each tick will do more damage and the shorter beam duration lets you discharge those ticks faster, they will be easier to fully discharge damage into a small, fast, or evasive target where you want that damage, as compared to standard or ER variations.
IS LL, ERLLas, and LPLas damage reduced to 8 from 9. Heat shifted to 7, 8, and 9 respectively.
C ERLLas and LPLas damage reduced to 10. Heat shifted to 9 and 10 respectively.
IS MLas and MPlas damage kept at 5. Heat shifted to 3 and 4.
C ERMLas and MPLas damage kept at 7. Heat shifted to 5 and 6.
IS SLas and SPLas damage kept at 3. Heat shifted to 1 and 2.
C ERSLas and SPLas damage kept at 5. Heat shifted to 2 and 3.
These changes would result in overall less damage in the high end lasers of both tech lines and less mindless point and click use of the lasers in the mid to lower ends, allowing easier counterplay via armor rolling. Play vs counterplay should be a big thing in this game, especially for such easy to operate weapon systems like hitscan lasers. In addition, all lasers would be a little more heat efficient across both tech lines.
The 2x range OR 1,000 meter rule is in place to stymie the impact of excessive, massed, hitscan weapon systems on certain ... specific maps/game modes, and push players who want to deal damage at those extreme ranges into different weapon types that require a modicum of lead prediction. If this was combined with a mild (say, 20%) ammo per ton increase on all ballistic systems it would be a nice way to make ballistics relevant again without outright obsoleting the alternatives or dropping our already low time to kill any further.
Edited by Pariah Devalis, 28 January 2016 - 03:31 PM.