Wintersdark, on 23 February 2016 - 01:50 PM, said:
What? No, sorry, you're flat out wrong here.
PGI can and does adjust heat, damage, cycle speed, duration, range, and actually every other aspect of lasers except tonnage and slots: The ONLY things for lasers that would remove their ability to work in stock builds correctly.
So, no, there are "literally" many more ways to nerf lasers than heat and duration. This alone renders most of your post rather useless.
And I did say that "I'm not sure if PGI wants to tweak MWO values too far from TT ones." Reason being that most of the other values except cycle speed and duration have their basis from TT values. PGI likely does not want to deviate too much from TT values because of the TT fanbase. Devaluing my post as useless simply because you disagree with my POV? Simply wow!
Wintersdark, on 23 February 2016 - 01:50 PM, said:
Again: What? The AC5 mech can fire and twist instantly, the lasers firing over 1.15s have to remain aimed directly during that 1.15s.
The key advantage of lasers over autocannons here is that lasers are hitscan, don't need to be led. For ages, autocannons and PPC's had a HUGE edge over lasers (to the point that it was the opposite of what you see now, and lasers where the bad ones). This, because you could shoot and twist instantly, dealing all your damage to one hit location.
I'm wondering if you've ever had to brawl or poke with a pure ballistic boat vs an energy boat before. From your argument, it doesn't sound like you've done so in a competitive manner. More likely just hammering away with dakka at an unaware opponent.
ACs require target leading. Which requires more time to judge the leading aim than just snapping off an on-target laser alpha. During that half second you're aiming and firing your ACs THEN twisting away, the lasers have already burnt at least 50-60% of their laser alpha into your CT/ST. And while you're turned away, it can continue to burn away at your CW/ST/arm if you didn't twist properly.
The only reason why PPCs and ACs had that huge edge in the past was because of the projectile velocity speeds being fairly high and synced, which has already been tackled to the point where PPCs are next to useless, prolly worse than flamers atm. Which is stupid that high skill weapons (PPCs & ACs) are being indirectly nerfed because of laser power creep (due to quirks especially).
Wintersdark, on 23 February 2016 - 01:50 PM, said:
Longer durations do nerf lasers, as I've already agreed many times. But they do it at a substantial cost in "fun" - and not "Fun because I love the laser meta and lasers in general", but fun in that (as I've said repeatedly) long burn durations lead to greatly increased friendly fire and other such issues.
In the very first place, player skill and situational awareness SHOULD be raised via increasing the skill floor of using lasers, be it managing burn ON target or burn OFF friendlies.
As I've stated, it also helps raise TTK as well as the viability of an extremely over-tonned weapon class. A simple comparison as follows:
- 23-27 tons to achieve laser alpha of 47dmg from a 2LPL+3ML HBR over a 0.9-1.15s duration (cooling efficiency of 35-42%) works out to be 0.4078 - 0.4787 DPS/ton
- 32 tons to achieve 20dmg alpha every 1.66s from a 4 x AC/5 WHM (ammo tonnage not even included!) works out to be 0.3763 DPS/ton (again, excluding ammo tonnage!)
It's fairly obvious that other than a heat advantage, autocannons lose out against laser boats in exposure, damage, tonnage, cycle speed, range (yes, range works against ballistic boats unless velocity is quirked to more than 1500m/s. Even then, they're not hitscan weapons).
I'm fine with laser cooldowns being nerfed which makes more sense realistically speaking but THAT might turn even more people off of lasers and MWO than increased burn durations. Whatever it is to bump up ACs' viability in general, I'll take it.