I think comparing SRM to PPC off, for one the SRM is SHORT ranged missile. So if it has more DPS per tone than the longest range of longest range energy weapons, it should.
In general I have found PPC's lackluster if you compare them to large lasers, but that's is something else entirely with balancing the weapon.
If you think about it, if you a missile boat, you have to combine LRMs with SRMs or another weapon to be competitive, otherwise the second someone gets inside 200 you dead.
You could get all SRM's and you would be the DPS machine, but then you have to close range.
Stuff should be rebalanced though.
The copy paste of the standard descriptions of weapons from a official game guide is helpful for explaining what things should be but to be more helpful for new players and to emphasize how the game works or should be fixed I added some annotations
1.missiles (SRM, SSRM, LRM)
relatively light, ammunition dependent (but high ammo count per ton), no extended or extreme range (Missiles explode immediately upon reaching max range) as well as relatively low heat. high spread without Artemis and no chance of pinpoint damage on any guided missiles, LRMs have a minimum range where they deal 0 damage (IS) and reduced damage (Clans).
Note: clans can also fit the things for very low tonnage, 5 tones for a LRM 20, so they are a really good weapon to throw on to a mech even if you don’t plan on it being primary. They are different than lasers but equally good to fit. Can’t go wrong with bombarding someone with hundreds of LRMs before they close in for the fight or in a long range stand off, or getting in someones face with as many SRMs as you can fit.
2. Energy (Lasers, Pulse lasers and PPCs)
relatively light, very high heat compared to other weapons (regular PPCs have a minimum range where they deal 0 damage on hit), no amunuition required, pinpoint damage.
Note: If you use energy weapons use lasers, and a good all around weapon to use. the best combo for damage range for the least tonage, and heat would be the clan er (but some say pulses are good too) or if you have to because your not clan regular lasers for IS. The shot is instant with no falloff (unlike projectiles) so it is all around better. The exception would be PPC’s that have slower projectiles and generate much more heat for a modest amount of extra range. Mabey you have one of those mechs that has a bonus to PPC’s so you have to use them but in general lasers are better, unless you have missiles which are good choice too.
3. Ballistics (AC, UAC, LBX, Gauss)
Very heavy, medium heat, pinpoint damage, very low ammunition count per ton (compared to missiles), Gauss can explode (but not the ammo), no damage spread (exception is the BLX, which is more of a shotgun than a cannon) MGs are a class of their own, as they produce no heat, but also make very little damage to armoured mechs.
Note: These things in addition to using up ammo that can explode preventing you using the gun, or killing yourself if you don't have case, and the ammo does not have many shots, expecialy for inner sphere. The guns take up more tonage and slots compared with lasers that do the same damage at longer ranges. The higher tier AC have range that shrinks. Railguns at one point might have been remotely decent, but now with charging mechanic are very cumbersome to use to point of them being useless, I would rank lower than ppcs. ppcs might be considered equaly bad with other ac's with the super high heat they generate, regardless this weapon group is not as good as large lasers. In general lasers are better unless you have a mech that has too many projectile slots and bonuses to them, and not enough slots for lasers, but unless you have to use them, don’t.
Notes for all weapon choices: For fitting the best mech I recommend a combination of missiles and lasers, as many as you can fit, using different variations of either for however close you want to fight. In simple terms.
laser = missiles > PPC > projectiles
Edited by patoman, 10 March 2016 - 03:09 PM.