Ok. Trying to wrap my head around all this..
Missile changes?
For the most part, not good at all. Increased spread due to artemis nerf, just hurt them even more. At least increase the missile spread nodes to - 10% each or something.
Lock nerfs, well forcing the LRM only boats to participate in that way is neat, even I as a partly lurm lover agree with this.
But for for the streaks and ATMS??
Streaks are spreading their dmg alredy at random so this hampers them even more, while the ATM alredy have a small window in their dmg range to be max useful. Hurts them too but surely defines they role as in-the-face at medium range even more I guess.
Ballistic changes? Great overall. But really? Increase the heat? Ballistics are supposed to be the least heat intensive of the three weapon types! Not much to point out really.
Enegry changes?
Cooldown nerfs arent the worst. But again small laser got hurt again. And the light mech weight class have most use for them AND need to put alot of dmg out in trade for fragility. Bigger mechs usually go for medium class lasers and above unless they can boat smalls enmasse.
Maybe Im overreacting. At least no duration nerfs for Heavy lasers at least or any other laser. Now that would seriously damage the use of lasers. Its ok with blanket nerfs but it hurts the little ones, no matter if its cooldown, duration.
Overall laser weapons will force users of them to be more "cool" about it and choose the opportunity of their use more carefully.
FupDup, on 13 October 2017 - 09:01 PM, said:
Here are some strange comparisons between lasers that are a result of this patch.
The IS MPL has a slightly slower cooldown than the Clan LPL.
The Clan ERSL takes considerably longer to cooldown than the Clan ERLL.
All IS medium-class lasers cooldown slower than the IS LPL and LL.
The IS MPL has only a tiny cooldown advantage over the IS ERLL.
The IS ML and ERML both cooldown slower than the ERLL.
Ultimately this broad change feels like it relied way too much on spreadsheet theoretical performance rather than actual gameplay outcomes. Specifically, there's this nifty mechanic called hardpoints to prevent people from just boating medium or small type lasers up the wazoo. A Large Laser takes up the same amount of hardpoints as a Small Laser. Hardpoints are especially important on the IS side since they have far fewer mechs that come with oodles of them.
There's also the extremely important range attribute. Guns with shorter range are supposed to be much more DPS-efficient for their weight as a direct trade-off for having less range. Correspondingly, longer range guns are supposed to pay a premium for that critical advantage. With tonnage being equal, the small/medium laser mech should crush the large laser mech in close combat (assuming both of them start at 100% health). Even a small to moderate tonnage disparity should still allow the small/medium laser mech to either slightly surpass or at least match the DPS of the long-range sniper.
Put it that way... I got a serious headache again.... The logic... outta the window!
Mech quirk changes overall? Fantastic! Only thing... Hope those mobility changes for the Anni would be worth its loss in durability, however it didnt lose too much.
Assault mechs of the 100 ton range might be great again!!
Also nice to see the Raven got more role defined quirkies!
Fixes? Great overall!
Edited by Tordin, 14 October 2017 - 06:04 AM.