CCC Dober, on 29 July 2012 - 08:58 AM, said:
I think the trouble comes with the way the small and medium energy weapons interact with the heat system. DHS would double their effectiveness by default without adding any heatsinks at all, so there's that. The potential for abuse in terms of laser boating and worse, flamer boating, is there. While DHS are not responsible, they add to or highlight the problem. I'm not a dev, but specific problems with certain weapons can be solved without decreasing the functionality of others or components altogether. What I keep reading lately are 'shotgun-solutions', which do more harm than good. Just my impression.
Ditto on the ERML. It's quite a monster but there is some hope that PGI can tame it. The implementation of lasers dealing damage over time is promising and could be modified even further. Might even bring heat generation over time into the equation, which could help to deal with boating. Same goes for flamers and other assorted griefer weapons.
Good points, but one thing that I think already helps tame them, over the pen and paper version, is rate of fire, or cycle rate, whichever you prefer to call it. In TT play, pretty much everything can be shot once a turn, while the high RoF on the Mediums seem like an extra benefit over the Large, for instance, it also starts to pump your heat to staggering levels far faster than the heat sinks can cope. Even in MW3, when using a Nova, loaded with IS Medium Lasers to reduce heat load, I remember having to chain fire them, so that I would not put on too much heat, and basically, it let me cycle thru all 10 lasers in about 10 seconds, or a little less, but even then the heat was creeping up. And If I link fired them together? Shutdown city. (Actually, I think MGs were more broken than M.Lasers in MW3, which is still the closest to TT play, as you could shred an Atlas right fast, once you got close enough, if you mounted a ton of them)
Are they perfect? Heck no,I just honestly don't think they are as brokenas people want to act.