Not really too upset with this. The lower damage isn't lore friendly, but I think if the heat and burn time were toned down a more it'd be pretty functional. Something like 5 heat and a 1 second burn time for the ERML could be pretty viable. Clan DPS goes up, and the time needed to be facing the enemy goes down a little. Laser vomit is still viable, but the total amount of damage per alpha is reduced. I think it'd achieve PGI's goals without invalidating an entire playstyle. Clan lasers still do a little more damage than IS ones, but they only burn slightly longer and generate slightly more heat to balance it out.
Secondly, Gauss changes:
Really not seeing what this accomplishes. I bought a Deathstrike in order to test how the changes effect the build that probably caused this change to show up and I have to say, the mech really isn't all that effected. Gauss recoil effects don't really do anything to effect the standard firing pattern of gauss vomit mechs, which is to fire the lasers as the gauss rifles are charging. The recoil effects only cause deviation once the weapon has fired, so most of the laser damage will already be dealt before the recoil happens.
*Edit* Also, I'm not entirely sure if this is something done this patch or not, but something needs to be done about Clan ERPPCs. I was running a Timber Wolf build with 2 ERPPCs and 2 UAC2s to see if the old MW2 intro build could be done in MWO. It had 2 extra heat sinks beyond the locked engine ones and I almost shut down just from firing the two PPCs twice. It hit like 90% heat. This is ridiculous.
Edited by AncientRaig, 14 July 2018 - 09:38 PM.