I do care, I like lasers being 1:1, means people have to pay for that with tonnage sunk into heat sinks, it was how energy was designed to be balanced against ballistics. Energy weapons themselves took up less tonnage and less slots but paid for it in heat on TT. So having energy weapons being about 1:1 for damage to heat is a good step, as then they have to pay for it with heat sinks to cool off faster while ballistics add less heat per second and need less heat sinks, but, pay for it with tonnage in the weapon and ammo, as well as large slot counts.
Though, I dislike how long the LL's burn for, ER's should burn longer than standards, the cERML should not have nearly the same range and same burn time as the isLL. This just makes IS unable to reasonably trade. I feel that, honestly, cER's need a range nerf over all. Lets look at the IS ERLL vs CERLL:
- IS LL Range: 450m
- IS ERLL Range:675m
- C ERLL Range:740m
Difference in range is 65m, this should be closer to 30 to 90m. As you can see the IS ERLL is also 225m longer range, this should by tabletop be only 570m, a 120m longer range. Which with giving clans a bonus for their longer burn and higher heat would give cERLL's a more reasonable range of 660m would fair. To deal with cERML's out trading IS LL's IS LL's should go back to a shorter burn than a cERML and also all lasers should have a hard max range of range*.25+base range. This would be a 25% longer range than their full damage range, this ties into the 1/(R*R) formula since we don't want to go into throwing in atmospheric conditions and what the medium's refraction index is making laser range dependent on what you are shooting through. This would make a mech under water safe from attack, as well as weather impacting laser range. While yes this would add in a layer of immersion I don't think it is needed at this time. This change would make it so a cERML do 72% of it's normal damage at 450m, the max optimal range of an IS LL. Couple this with tying all lasers 1:1 heat for damage (pulse for IS doing 1 damage less than the heat while clan is 1:1, this means a IS pulse would do 9 damage for 10 heat, clan would do 10 damage for 10 heat) and a cERML at max IS LL range would do 5.28 damage, 72% of it's base damage as it is 30m beyond it's max range. Yes the cERML would get a 15m range increase, but, that is to give it 30m over the eventual (hopefully) IS ML coming in with a 90-120m range increase over the IS ML.
davoodoo, on 09 September 2016 - 12:44 PM, said:
1:1 ratio i would live with, llas in tt had 8dmg 8 heat, is erll 12 heat 8 dmg, cerll 12 heat 10 dmg, is lpl 10 heat 9 dmg, clpl 10 heat 10 dmg.
Thing is that they should have no burn time.
But then i given up, i dont want to play mwo anymore with ed.
I shudder to think of having 0 burn time lasers, they would like in previous MechWarrior titles invalidate ballistics due to how many more you can fit into a mech due to tonnage differences and then stuff the rest of the slots with heat sinks. Lasers need a burn time otherwise AC's would be useless and only ballistics we would see would be MG's and GR's.