First, the CERML. I went into this thinking it was dead with this build. I no longer think that. It still serves its purpose, though the dph ratio is trash, and Clan scientists would be executed for coming up with the weapon as it stands now. Ultimately, while it didn't kill the weapon system, it did go too far. I freely admit that the CERML was a much more versatile weapon system than the IS version I think setting the damage to 6, and shortening the duration, cooldown, and heat BY THE SAME PERCENTAGE would be the best option. That will allow it to retain relevance in medium range combat while giving the IS ERML a chance to compete, and at the same time increasing its effectiveness in short range combat where beam duration and cycle time is king.
Next up, the large lasers. The changes here actually provide a net buff to the large lasers for heavies and assaults, while decreasing their viability on lights and mediums. This is the opposite of what needs to happen. I actually think that the large laser balance is at a pretty good place right now:
The IS ERLLs have a net superiority over CERLLs, because of the ranges that are typically encountered, but CERLLs can still best IS ERLLs on a select few maps, especially Alpine Peaks.
The LPLs are a bit less balanced, with IS having a nearly equal 2.72 dps (Clan=2.8) and a much higher 1.38 dph (Clan=1.2) The dps decrease on the IS LPL is arguably sufficient to account for the 35% shorter burn time, but 16% more weight is more than worth 15% more heat efficiency and 33% more health. The only drawback to the IS LPL is the optimal range, which is significantly less (40%), but the maximum ranges are only 13% different, and the tendency of engagements to close to brawling ranges, combined with the ability to fire 3 IS LPLs at a time makes up for that difference about equally. Given that lights rarely use LPLs anyway, I think the PTS changes for the LPLs are about in line with what needs to happen here.
The Heavy Large laser changes are right on track. Lore values for this system are 16 damage for 18 heat, so the changes here are moving closer to the lore, while still aiming to keep the system relevant (because the lore dph ratio is pretty brutal). I agree with trying out 16 and 16 for a while, and possibly moving to lore values later, depending on the results on a live server.
Now for the final items:
CERSL is already worse than the IS SLs and ERSLs, on the ghost heat alone. If this damage nerf goes through, the ghost heat threshold needs to rise on the CERSLs, otherwise, leave them where they are. I do not see the slightest inkling of OP in the CERSLs. I would also settle with a value change to 4.5 or 4.6 damage, 3.2 heat, and 3.2 cooldown. That would bring them more in line with the effectiveness of the IS small laser class, though still worse overall because of the ghost heat threshold.
CMPL currently feels fairly balanced. It has a miniscule (0.03) dps advantage, a relatively small (0.11) dph disadvantage, and a substantial range advantage (33% optimal, 9% max) If anything, a slight optimal range buff to the IS MPL, with no change to the max, would bring these two weapons closer into parity, but the component health and dph advantage already provide a balance to the range disparity.
C-Gauss. What? Where is this nerf coming from? There are a very few Clan mechs that use the gauss rifle effectively, but from my experience in Faction Play, the Clan Gauss is hardly ever used, while IS relies heavily on the Gauss. The enormous health difference (50%) and the 100% chance of explosion (as opposed to 90% for IS Gauss) has already killed the weapon for Clan use. It is simply not worth the risk, with the exception of a few mechs with high arm ballistic mounts. If the shake is added, it needs to be less than the Heavy Gauss, and it needs to be added to IS gauss as well, though ultimately, I really don't think it needs to be added at all. This change feels completely out of left field, and I have no idea why it was even proposed, at least as a Clan only change. I get trying to nerf gauss+laser synergy, but that is equally present for IS and Clan, and if the lasers are balanced (which is what you are claiming to do with these changes), then there is no difference between Clan Gauss vomit and IS Gauss vomit. And ultimately, I don't think gauss vomit needs to be nerfed. It is just an IS advantage that Clan has to figure out how to overcome.
Alright, that's my two cents. Let me know what you guys think, and PGI, I hope you see this. I spent a long time writing it, and I tried to be completely fair and focus on the numbers. Also, I focused exclusively on the weapon systems, ignoring the durability differences between Clan and IS, which needs to go away if the weapons are considered to be balanced.
Edited by -Spectre, 16 July 2018 - 09:05 AM.