Khobai, on 16 March 2017 - 06:07 PM, said:
uh rocket launchers actually arnt all that bad.
1.5 tons to do a one-time extra 20 damage is pretty cool if you ask me.
theres tons of uses for that like lighter mechs bringing rocket launchers so they can attack mechs out of their weight classes.
The damage output of RLs is a very inefficient use of tonnage and weight. I'm sure people will try them out a lot once they are implemented, thinking they can make 'one shot kill' troll builds and stuff like that, but before long they will be relegated to the dump heap.
Then they will be only used in very rare (and likely terrible) niche builds that have the weight, slots and hardpoints free.
They are even less useful than ER Micro Lasers and Micro Pulse Lasers, which will likely be of some use for brawler builds on mechs that have excessive amounts of energy hardpoints (like Nova and Executioner).
Khobai, on 16 March 2017 - 06:07 PM, said:
The point is they generate less heat than normal lasers at the expense of using ammo.
It basically turns an energy slot into a ballistic weapon.
That is far more interesting than microlasers will ever be.
Im all for chemical lasers being added instead of garbage I definitely wont ever use.
They have the damage and range profiles of Inner Sphere standard lasers, except for 1 less heat for the medium, 2 less heat for the large.
There is literally no reason to ever use them on a Mech over Clan ER Lasers, as they are truly complete garbage.
Compare the Chemical Large to a Clan ER Medium:
8 vs 7 damage
6 vs 5 heat
5 vs 1 tons (not including ammo
for Chemical Laser)
2 vs 1 slots (not including ammo
for Chemical Laser)
15 vs 15 hex range
And Chemical Medium to a Clan ER Small:
5 vs 5 damage
2 vs 2 heat
1 vs 0.5 tons (not including ammo for Chemical Laser)
1 vs 1 slots (not including ammo for Chemical Laser)
9 vs 6 hex range
Jaroth Corbett, on 16 March 2017 - 07:28 PM, said:
You are missing the whole point. The very essence of the Clans was better tech vs the IS higher numbers.
And MWO was designed from the start so 1 player = 1 opposing player.
It sure hasn't achieved an ideal level of balance, but the game was never designed for asymmetric balance which would substantially worsen balance issues if implemented.
Asymmetric balance would also result in a large population shift towards Clans, despite Clans being the faction requiring the smaller number of players.
Jaroth Corbett, on 16 March 2017 - 08:32 PM, said:
but I have played previous MW games all the way back to MW3 & balance wasn't a problem then.
Lol. Previous MW games made no effort to balance Clans vs IS, in neither numbers or 1 vs 1 balance.
As such, any player that played an IS tech only build was at a severe disadvantage versus players using Clan tech.
[Redacted]
Edited by draiocht, 16 March 2017 - 10:17 PM.
unconstructive