Poptimus Rhyme Wallace, on 15 March 2017 - 12:48 AM, said:
Laser without the range advantage and even higher heat? No thanks.
Oh an ATM are going to be crap, they specifically function as a multi-range weapon system which is inferior to a focused build in the context of MWO fights.
Essentially it cannot be balanced as a weapon system due to the way the game is played.
And the other stuff, 3 inferior versions of stuff we already have that save us 0.5 tons... yeah useless.
I guess LAMS is kinda cool... with the heat issues Clan mechs have I doubt I will ever use it.
As for the MGs, well, I guess they might come in handy if the IS is gonna stuff themselves with RAC ammo.
I do not care much about the balance(pointless in team-driven games), I just wanted some new options for mech loadouts to bring some variety to my dropdeck.
I find your statement about ATMs lacking a... shall we say, basis of knowledge? Or possibly perspective...
First, ATMs have Artemis IV hard wired. A recent example of what ATMs are capable of is this: 1 ATM 12 has a Damage Potential of 36 damage, weighs 7 tons, 8 heat, 5 crits
Now we compare it to ASRM6s, first you need 3 launchers for 36 damage. Next 3 ASRM6s weigh 7.5 tons, causes 12 heat
(before counting Ghost heat, I forget the specifics of Ghost Heat potential on SRM6s), and takes up 9 crits *edit:* I checked and you can fire up to 4 SRM6s without heat penalty.
So yeah, Clearly the large ATM launcher is generally superior when used at the same ranges one commonly uses SRMs... here are the Table Top stats:
ATM 3 is 1.5 tons (equivialent of a SRM6), 2 crits, Damage potential of 9, 2 Heat
ATM 6 is 2.5 tons (equivialent of a ASRM6 or LRM 10), 3 crits, Damage potential of 18, 4 Heat
ATM 9 is 5 tons (equivalent of a LRM 20), 4 crits, Damage potential of 27, 6 Heat
(for completeness) ATM 12 is 7 tons, 5 crits, Damage potential of 36, 8 Heat
Note that the Weight, Crits, and Heat of the ATM 6 are the same as an ASRM6 with a potential of 50% more damage, and the ability to do the same damage as the ASRM6 at a greater range.
As for the Heavy Lasers, I'll post the TT stats here as well:
Small is .5 tons, 1 crit, 3 heat, 6 damage, 90m (supposed to be the same range as the I.S. SL)
Medium is 1 ton, 2 crits, 7 heat, 10 damage, 180m (supposed to be the same range as the I.S. ML)
Large is 4 tons, 3 crits, 18 heat(!), 16 damage, 450m (supposed to be the same range as the I.S. LL)
I think 3 or 4 HMLs are going to be the Meta on Fast Lights and Mediums, with more heat efficient lasers as backup so that DPS can be maintained while the 'Mech cools off. I can see Linebackers with Gauss and HMLs being a serious pain, and my Night Gyr D is going to be a Brawler with 4 ATM 9s, and a Close range Alpha of 128 damage...
Oh, yes! The TT Micro Laser stats: ER Micro- 1 heat, 2 damage, .25 tons, Micro Pulse- 2 Heat, 3 damage, .5 tons
I am just patiently waiting for my ign namesake to be released, so I can mount 5 HMLs, ECM, and plenty of DHS.
Edited by Black Lanner, 15 March 2017 - 03:37 AM.