Jun Watarase, on 16 November 2017 - 05:32 PM, said:
DPS absolutely matters if you are not trading. This is why UAC boats are preferred for pushing.
Hitscan is a massive advantage. Try hitting a fast moving mech spamming JJs with burst fire UACs vs point and click 0.5s burn duration lasers. Most projectile speeds are far far too low given travel times, if a target makes any unpredictable direction/speed changes while you are firing (things outside of your control), shells will miss or hit a different location. Hitscan allows you to land most or all the damage on one location depending on how good you are at tracking the target.
What most people forget about the gauss/PPC meta was that poptarts were the main cause of its popularity and lasers werent as powerful as they are now, we didnt have ER MLs and LL ghost heat was capped at 2, and 2x PPCs were obviously better than 2x LLs. ER LLs had a horrible damage:heat ratio nearly as bad as ER PPCs. All mechs ran hotter back then too because of no skill tree bonuses. I remember running a 5x ML/2x SRM-6 thunderbolt for a while and it was just way too hot.
The only lasers with 0.5 burn time are IS small pulse and Clan micro pulse. Those weapons aren't even remotely in competition with UACs. Most lasers are near or over a second of burn time, which is plenty of time for the target to twist, or for you to lose tracking and lightsaber the target for much less effective damage. If they truly are maneuvering so quickly that you can't reliably hit them with a UAC -- and it would have to be one of the more agile light 'mechs for that to be the case -- you're not going to fare much better with anything more substantial than a medium pulse laser.
The vast, overwhelming majority of 'mechs in the game simply are not capable of changing direction or even speed quickly enough to cause misses in all but the most rushed snap-shots of projectile weapons.
Bear in mind that UAC/10s have an effective range of about 500 meters, and a projectile speed of 1,100 meters per second. Full Velocity skill nodes is +15%, adding 165m/s for a total of 1,265m/s. At that speed, the 500 meter effective range is covered in just under 0.4 seconds. 5s and 2s are similar, at 0.42 and 0.35 respectively.
Less than half a second at maximum effective range is not much lead time at all. The closer they are from the edge of your effective range, the lower that time gets, so unless they're an ultra-fast light moving perpendicular, they're not adjusting enough to throw off your shot with that little time to do so, unless you were aiming for the edge of an arm or something silly like that.
And while I will concede that DPS is a factor in the niche (for QP) scenario of an actual coordinated push, it's clearly not the only or even the most important factor -- else we'd be seeing tons of RAC-5s, the highest-DPS weapons in the game. They're certainly FAR more reliable than UACs in terms of sustained high DPS.