Dakota1000, on 03 January 2018 - 09:17 PM, said:
Why would anyone ever use a HLL that deals 15 damage over 2 seconds when they could bring 3 IS ERML instead or 2-3 CERML? Why nerf the HLL in the first place when the ERMLs are just way more efficient? Issue is really only the pair of HLL+ERML putting out super high alphas. Alone both weapon systems aren't even registering on the balance issue scale.
Limited hardpoints like Shadowcat, slightly more efficient damage/heat, and defeating ghost heat limit. You don't have to use every weapon, there's a time and place, depending on what role does one intend their mechs.
Dakota1000, on 03 January 2018 - 09:17 PM, said:
Of course I also fundamentally disagree with your opinions on time to kill in this game and find the 78 damage laser alpha to be fine and even balanced. You underestimate poptarts heavily, they already demolish these super alpha laser builds, not to mention close range builds that just destroy the high alpha laser builds. They have counters are both extreme range and short range, they dominate in mid range.
This is once again why I advocate for actually buffing the underperformers. You only see lasers as highly overperforming, yet you don't understand the meta too well or understand how it already has its counters in the meta ecosystem in the form of ERLL/ERPPC builds, low exposure poptarts, and pushers who don't give the build time to cool.
I never did underestimated them. You just assume it so. Just saying "you don't understand" is just you trying to dismiss me.
And i disagree that 78 alpha isn't balanced, not from 400m, not from only Clans. And whether Poptarts can defeat them, it's irrelevant, there are still a LOT of other weapons that couldn't. I don't contend that the rock-paper-scissors of weapons exists, it's simply not relevant. Sure, they are far more disparaged at outside their range bracket, but so what? They were supposed to be beaten outside of it yes? That's like every other weapon outside of SRM range.
Since we're dismissing each other, I say this: is just you not wanting you wanting to have your cake and eat it too, that despite balance all you care about is your pet mechs doing well.
That's not nice now is it?
You say that i don't understand the meta, yet you seem to forget that lasers can ********* their entirety of their damage accurately at a single point instantly because they are hitscan converging well if not perfectly, while ACs of the same mid-range orientation needs adequate lead and is less to converge properly, held-back by weight that AC boats are typically slower, and needs to sustain fire to maintain DPS. Yet the meta is about PPFLD, where you do your most damage at the shortest amount of exposure time.
Buff ballistics, but you still have people vomiting damage on one component, and fading afterwards, still the most sensible choice in the PPFLD meta.
Before you say "then buff the under performers", my answer is already "nerf the over performers".
Dakota1000, on 03 January 2018 - 09:17 PM, said:
Doing something like actually buffing the ballistics so that cooldowns were around half of what they are now then autocannons would have some ability to get in double the damage per trade against laser builds during the laser duration compared to their current values while also punishing those who poke slowly, for example the Deathstrike that carries the 4ERML,2HLL,2Gauss alpha.
Or you know, increasing the duration also increases the window time of retaliation for the ballistics. I'm not saying that we shouldn't buff ballistics, i want to buff ballistics too, but it's also sensible to reduce the performance of the lasers too, so that we don't have to buff ballistics like crazy.
Dakota1000, on 03 January 2018 - 09:17 PM, said:
Buffing ballistics alone could heavily shift the meta to a situation in which these super high damage assault pokers just cannot survive poking, bringing back a system of assaults in power positions using ballistics, mediums and fast heavies firing high damage laser alphas but actually having to worry about the heat generation from them without gauss to fall back on, and poptarts peeking up to counter the ballistic builds in power positions.
Maybe we don't have to go crazy and half AC cooldowns off the bat,
And again, so does increasing the duration. The lesser damage per tick makes them less survivable, and setting the chain of events you just described.
Dakota1000, on 03 January 2018 - 09:17 PM, said:
but they really are what need to be looked at and buffed, none of this nerfing laser nonsense that blindly demolishes all of the light weight classes.
You're just exaggerating, it should only be slightly harder. At least, depending on how things are tackled. It's not yet implemented so we're not 100% sure, as well as the actual changes aren't even established.
Vellron2005, on 04 January 2018 - 12:51 AM, said:
Why is nobody suggesting nerfing lasers and ballistics to promote more people using LRMs?
Its stupid..
Because the logic there is that LRM is underperformer and we would rather buff it, while lasers are generally overperformers that I am proposing to have a nerf. Ballistics are the middle, the standard we are using.
What is stupid is you not understanding that. Everybody else got it.
If you can't even contribute to the conversation, get the hell out of the thread. We already got your opinion on your previous post here, you aren't bringing anything new by just reiterating your opinion, you are just spamming.
Edited by The6thMessenger, 04 January 2018 - 01:39 AM.