NimoStar, on 09 May 2018 - 05:59 AM, said:
Stop being such a blind loyalist... so you want the clan nerfed and the IS one boosted to the former clan value? How does that even make sense? Why does the IS UAC have to get stronger to balance clan UAC getting nerfed? . . .
I'm neither blind nor a loyalist. I am far and away better at this game than you are, with more experience assuming you are not an alt, and I am clearly better at understanding the nuances and interplay among the items in the game once you put them into practice. The people who matter already know.
You proposed that a 12-ton, 8-slot weapon get a flat upgrade to the most important characteristic of the weapon with a minor tweak to a secondary trait. Meanwhile, the 15-ton, 10-slot version of that same weapon is not exactly a shining beacon of amazing in this game, either, and it's supposed to get, what?
Remember, you are proposing that the cUAC/20 get to fire 40 damage per gun over 0.72 seconds from what will be just shy of 400 meters after the skill tree assuming only 10% gets put into range...and it will be. This is basically the old KDK-3 again at roughly half the weight and about 67% of the range.
Compare to the alternative which fires 40 damage over 0.94 seconds at only just shy of 300 meters with the same skill tree. Unless you want to dramatically cut the jam chance and/or duration on the IS one relative to the Clan one, the Clan one is now dramatically stronger in all the important ways.
I am not against buffing the cUAC/20, but your proposal in a vacuum is just stupid.
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False standard. You are comparing a type of weapon with a whole class of weapon. If you compare the whole energy with the whole missile, they are matched.
Not at all,
Exactly how would you prefer I classify them? What are you calling a "type" and what are you calling a "class"? It's not my fault that all of the missiles are literally missiles and all of the ballistics are literally ballistics while not all energy weapons are literally lasers.
Never mind, though, it doesn't matter because your answer is inherently wrong. Missiles are all exceptionally low-velocity projectiles with hard range limits, ballistics are high velocity projectiles with soft range limits, and lasers are hit-scan with soft range limits. The only thing I did wrong fail to classify MGs as lasers and PPCs as ballistics.
What matters is what you, the player have to do to use these weapons. I bet even the code for my groupings is largely shared within said groupings. LRMs and Streaks and ATMs all share code, which is why Streaks benefit from the lock-on improvements from Artemis despite not having Artemis versions. They are also all similar in velocity. MRMs are the fastest missiles...but still significantly slower than the slowest ballistic (AC/20). Similarly,
all lasers share code. All ballistics share code, with additional lines for charge-up on the Gauss options. The MGs are functionally lasers that use ammo.
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Now tell me about PGI's "balance" regarding lasers.
It's actually fairly decent right now, with some minor caveats about how Clan Lights don't really have any good options for pure laser boats and how IS Assaults don't have any good options for the same. ER Large lasers are a bit of a can of worms, too, with IS ones only being good at a high level on select few chassis that give them Clan-like range, else Clan all the way.
Oh, and the elephant in the room that is Clan Gauss Vomit, but that gets countered by IS HGauss vomit. Different builds for different roles.
Dakka is also fairly competitive against lasers, but they obviously serve a different purpose. Missiles are by far the weakest class, but a decrease to SRM and MRM spread (especially cSRM spread) and we're most of the way back to them being top-rate choice on the right maps.
Dakka and missiles are very dominant in Solaris.
Edited by Yeonne Greene, 09 May 2018 - 04:31 PM.