Almost every build runs lasers, they don't need ammo, they are almost eightless in comparison to other weapons, they practically dont need slots, and the heatsinks are incorporated into the engine by default, so you actually kind of *need* them to makle ise of the heat potential.
Although I think the C pulse laser nerf was comparatively a mistake, in relation to other weapons lasers do need global nerfs in terms of overall efficiency -DPS mainly but also range ; missiles have no effective range over their optimal range, for example; also lasers are the only instant-speed attack at any range thus require no calculation of trajectory- (perhaps compensate the efficiency nerf with much shorter burst speed)
Not only that but most mechs have a disproportionate number of energy hardpoints compared to others. It is common for even medium mechs to have 7 to 9 energy hardpoints, and even missile or ballistic-focused mechs tend to have 3 to 5 energy hardpoints.
To that we also need more variety of ballistic and missile support weapons. Variety in MGs and the addition of rocket launchers and MRM for IS was a step in the right direction, but still not enough (for example, they don't act like heating sinks for excess cooling, which the original RL could do)
Plus there's more vcariety for energy than for any other type of slot.
Long Toms and Thunderbolt missiles could come in handy for adding variety on missile and ballistic weaponry, also the much mentioned Machinegun Array for running multiple MGs on hardpoint-starved mechs (they could be balanced requiring more tonnage and producing heat)
As it is today like 50% of the weapons on any given match are lasers, with all other weapons combined barely making under half of the used ones.
Edited by NimoStar, 22 January 2018 - 08:33 PM.