Quicksilver Kalasa, on 02 February 2017 - 01:52 PM, said:
It isn't bad per se, just sub-optimal, because weapons tend to fulfill a narrow role. Just like you will end up finding with this new skill tree depending on how many options are available per weapon, there will be a dominant trend with what people tend to focus on leveling first. For example lasers will be about 3 things depending on what the laser is: duration (for non-pulse lasers, range (all of them), and heat generation (all of them). PPCs will see something similar, with heat gen and velocity being the most focused on aspects.
That's making
a lot of assumptions concerning how multiple weapon variants would work. You're also assuming x type will also have y and z features, which there's no evidence of (Because the system doesnt exist).
Quicksilver Kalasa, on 02 February 2017 - 01:52 PM, said:
Just like with quirks you will see certain stats are more important than others because of the weapon's role.
Again, there's no singular 'role' for weapons in MWO. SRMs can be used for Brawling, Hit and Run, Harassing, etc. and PPCs are not limited to long-range exchanges. As long as weapons can be used in a variety of methods, all of which are uniquely desirable, there will be variation in the preferred type of weapon variant used... i.e. The preferred brawling SRM variant would not be ideal for Hit and Run style fighting.
Quicksilver Kalasa, on 02 February 2017 - 01:52 PM, said:
I never implied that, that is a leap you made all on your own.
Never said you did - It was a "for instance".
Quicksilver Kalasa, on 02 February 2017 - 01:52 PM, said:
While some don't (Gauss for example was just great at everything at one point), in the interest of good weapon balance and due to the sheer volume of different weapons we will eventually have, yes, weapons should ideally be optimal at one role otherwise we run the risk of overlap and run into the same problem we have been trying to deal with for years now, and that is weapons be picked over others because they are competing for the same role which hurts weapon diversity.
We have multiple long-range options in the game and the exact scenario you're describing exists because PGI fails at balancing and for no other reason. We have Ballistics, Missiles and Energy because variety and rock vs paper vs scissor matters, which PGI still hasn't quite grasped. Overlap is an essential component to balancing the weapons, otherwise you're setting the game up for more of the typical 'X weapons are best for brawling so X hardpoint-heavy Mech variants rule the brawling scene' because no other weapon type can compete... You're literally saying the solution is the problem and citing the resultant issues as being caused by the solution.