Wintersdark, on 21 February 2016 - 05:10 AM, said:
People like to take this "on paper" view to how longer burn times nerf lasers - and they're not wrong. It does increase threat to the firing mech who's a sitting duck while burning, it does allow the target to spread the damage better.
But it's the unintentional impact, the massive increase in friendly fire, that makes them less fun to use (totally unrelated to relative power). We've seen what happens with longer burn durations, and its horrible.
There are literally 2 ways to nerf lasers in general, not tech base specific. Heat and duration. Heat values originate from TT and I'm not sure if PGI wants to tweak MWO values too far from TT ones.
However, duration can be bumped up significantly, to increase autocannons viability. With unquirked durations as they are now, it's easy to snap off laser alphas of 47dmg (TDR-5S-T or HBR) over a 0.9-1.15s duration compared to a 20dmg alpha every 1.66s from a 4 x AC/5 WHM. Even a 90ton Mauler with 5 x AC/5 pales in comparison to the laser boats' ability to shoot & scoot.
If you ask me, this has to change because, pure ballistic boats simply cannot excel in this laser meta. Playing ballistics requires a far higher skill level than lasers do atm. It only makes sense that lasers be brought to a closer skill level by bumping up burn durations. Benefits as follows:
- Laser boats will better choose their timings to maximize burn time, or die trying
- Laser boats will snap laser off targets (or friendlies) if needed to reduce exposure, while still suffering from heat generated. This increases TTK in general for sure.
- Ballistic boats will have a closer advantage over laser boats than now. As it is, they suffer HUGE tonnage constraints, slow fire rates and thus DPS/ton, JUST to gain a heat advantage over laser boats which is negated by laser boats shooting and scooting.
- Players will learn to manage their long laser burns so as to reduce flaming and thus being 'flamed' by friendly mechs. This is merely a skill floor bump.
- There are tons of other fun weapon systems if you don't want to rely on un-fun long burning lasers. It promotes weapon diversity in the gameplay.
Tarogato, on 21 February 2016 - 04:11 PM, said:
I think you're missing the bit where the OP said "without quirks". Remember back when we didn't have quirks and Clan tech dominated head and shoulders over IS tech? Yeah. IS having slightly shorter duration didn't help - there would need to be a much larger difference between to the two to achieve balance.
I honestly can't remember nor did I play during the Clan launch. If you can provide some weapon stats at Clan launch, I'll run through them on my own.
As it is, before laser tuning back around 3Q 2014, I feel it was a matter of people still being unable to deal with the long range Clan laser meta because of the habit of engaging IS mechs on a shorter range basis.
And when you say "without quirks", would you also exclude agility quirks? Because balance has been helped significantly by top tier Clans getting nerfed by skill tree and most other IS mechs getting agility buffs.