Prof RJ Gumby, on 02 March 2016 - 01:11 AM, said:
Firing such a mixed combo already have a ton of penalties, weapons cancel out each other advantages, and totally spreads over the enemy due range/dropoff/target lead issues. (granted there is a mech that could actually have such setup).
That was an extreme situation as an example.
However there is more to life than min maxing...
For eg: Why have LRM's on a non LRM boat?
LRM's for their weight and damage for such range and heat is nearly over powering. It can make even the slowest of atlases able to be combat effective in a 1000 meter radius and able to assist and support it's team mates in combat with the single LRM 15 / single LRM 20 / Dual LRM 10 / triple LRM 5/ Quadruple LRM 5. meanwhile still be nearly virtually the same in it's close range capabilities with it's AC 20 / Medium lasers / SRM's.
Why have small lasers/ machine guns/ small pulse lasers / er small lasers / flamer on a mech that isn't 30 tons or lighter?
These are the most OP weapons in game... when you look at their damage per ton or DPS per ton more precisely. or heat per ton... which here MG's are virtually the best in every situation especially the 0.25 ton clan MG.
This makes any mech rather it be a 20 tonner or a 100 tonner able to give additional supporting fire at close range for low heat- a bit more important now since these can easily fire at that 1 locust who thinks having 2 flamers is enough to make him immortal.
Why have SRM's when you got lasers?
Cheap weight for high close range brawling potential, great weapon if you can lead and handle not relying on alpha striking 24/7 and wish to have lasers.
Why have AC's when you got lasers?
Similar to above but with other advantages and such...
Let's apply this to the real game and how having non-boaty mechs handle yes?
We all know this situation: "Oh no, Polar highlands / alpine peaks / etc in a brawler [juggernaut] assault mech (like kingcrab, atlas, etc). I am useless!"
Solution: having a more traditional juggernaut helps out with adding a long range missile system to it, allowing it do deal okay damage at range and continue to assist in battle while moving into position- which is far better than doing nothing for the few minutes you are walking there and potentially doing nothing the whole match
what about you drop in terra therma with say your uber meta timberwolf? Oh darn, 5 ER medium lasers and 2 large pulse lasers do not like the sounds of moultan lava running by... however the ladi n your lance with a timberwolf with some SRM 6's and Machine guns can stay in battle much longer than you and can handle a brawl.
It's why I personally like my Stalker 3F the way it is... 4 med lasers, 2 large lasers, 2 srm 6's, 2 lrm 10's.
I am not useless when I am to far behind my team (LRM 10's)
I am not useless when things get up close and personal (SRM 6 / Medium lasers)
I can handle the heat (LRM 10 / SRM 6's)
I am not ammo dependent to do well (Medium laser /large laser)
I can still jab enemies at medium ranges (large lasers)
etc. I can do many things well and will never be vulnerable in terms of firepower (movement makes me vulnerable to faster mechs. however you can't change that with other builds).
However the suggestions I had are more of an extreme to show my point to a degree and the above mechs I just mentioned are just fine...
however 4 er med laser + 2 large pulse laser being better than say an 8 er medium timberwolf or 3+ large pulse laser timberwolf because linked ghost heat/ ghost heat cap being fidgity here...
Or the fact I can have an AC 10, AC 20, and an AC 5 randomly on some mech and easily do a low heat 35 damage hit (not the best way to achieve it but using weapons of similar type here) or throw in a few PPC's here...
it's weird how ER large lasers, ER PPC's, an an AC 20 firing at the same time has no 'ghost heat' but firing 7 medium lasers or 4 SRM 4's will...