These don't have anything they excel at. They're made irrelevant by a combination of:
- Excessive beam duration
- Low range
- Poor heat efficiency
- Mediocre DPS
- Cycle times that don't sync with other weapons
You could argue that that the niche they provide is high damage per ton but the beam duration breaks that. Any damage done after about 1.1 seconds of laser duration is essentially "splash damage." It gets wasted by mechs twisting or moving back into cover.
Low range weapons typically need to have low face-time (so you can twist off damage), high heat efficiency (you can't really exit a close range brawl to cool off), or DPS high enough that it doesn't matter that you have high face-time and bad heat efficiency. Heavy lasers have none of those qualities.
Suggestion: pick a role for heavy lasers to excel at and buff that aspect accordingly. Their low range, awkward cycle time, and extra crit slots will keep them balanced.
- Should they be the most pinpoint Clan lasers? Reduce their duration and leave their heat efficiency and DPS low.
- Should they be the most heat efficient Clan lasers? Buff heat efficiency and keep duration and DPS poor.
- Should they be the highest DPS Clan lasers? Lower cooldown, keep bad duration and heat efficiency, etc.
Medium Range Missiles:
These need to be usable at medium range without performing better than SRMs at close range. They're currently pretty bad at filling a medium range role. A combination of low velocity and high spread makes it hard to hit things past SRM range and unrewarding when you do.
MRMs also seem to only fire in the direction you first point them. The first and last missiles go in the same direction, even if you turn while firing. I assume this is a bug.
Suggestions:
- Buff their velocity significantly (double the current value, at least)
- Extend their maximum range to roughly 550m
- Reduce their spread significantly
- Increase the time it takes for an MRM to stream out all its missiles significantly
The above changes would make MRMs a good medium range weapon that requires maintaining a steady lead on a target to avoid spreading damage. The increased face-time of a longer missile stream would also prevent it from outperforming SRMs at close range.
Advanced Tactical Missiles
These have the same problem MRMs do, they need to be useful without invalidating all the other missile options. I'd suggest they just get converted to be the Clan version of MRMs, direct fire mid range SRMs, but I doubt the developers would want to scrap their lock-on mechanics entirely. (Maybe they could be usable direct fire weapons that only track Tagged and NARC'd targets?)
Suggestions:
- No minimum range. This kills the weapon.
- Reduce the max range to around 600m or 700m. There's no reason they should overlap with LRMs as much as they do.
- Increase missile velocity
- Be willing to break Battle Tech lore to find a niche for ATMs
- Consider making them dumb/direct fire weapons. There's no design space for lock-on weapons between Streaks and LRMs