Khobai, on 18 June 2019 - 04:58 AM, said:
Because when it comes to balancing CAC2 vs LBX2 as separate weapons one will always be objectively better than the other. There isnt enough design space for both.
Specifically because theyre not supposed to be competing weapons but rather two halves of the same weapon. Thats the reason theyre so similar.
You do realize that your answer is basically "Drugs should be illegal, because they are illegal", you know that right?
Nevertheless they don't have to be competing, or about which is objectively better, it's about having their own niche. One doesn't have to out peform another, just do a different job well enough. That's practically the LPPC problem, and PGI is just ignoring such an obvious solution of just giving LPPC a lower CD.
Khobai, on 18 June 2019 - 11:43 AM, said:
Not really since those mechs can already use SRM2s to circumvent the ghost heat.
I'm pretty sure that SRM-Boats not only have better synergy, they could also run higher over-the-GH builds with less heat penalty.
Khobai, on 18 June 2019 - 11:43 AM, said:
I still maintain SRM2s could be eliminated entirely if you just tightened the spread on SRM4s and gave them +1 ghost heat limit.
And a dumb thing to maintain, because aside from stock builds that actually use them which their elimination would require a massive deviation from the lore which PGI has shown to be unwilling to do, the SRM2s still provide a good variety.
Ash is right, you should play the game. I can't ignore it anymore to maintain a sense of professionalism, there's just plenty of uses for SRM2s, and it's just asinine for you to come up to people who actually play the game and tell them otherwise.
Khobai, on 18 June 2019 - 11:43 AM, said:
Theres just too many weapons in the game with overlapping roles.
Why are you so preoccupied with what makes them the same? You should be looking at what makes them different, like the SRM2 has completely tighter spread and faster rate of fire, which would work well with Lights -- and if anything it might help them to have even lower CD, but first Ammo-Ton quirk.
Your tunnel vision is just jaw dropping. SRM2 en-masse has a bit of different playstyle than just simple SRM4s or SRM6s, and your problem exactly is forcing SRM2 to play like SRM4s or SRM6s, instead of coming up ways in making SRM2s work -- like 6x SRM2 Javelin.
Even if there are overlapping roles, it doesn't matter, the point is variety. We're on a game that we could play around with the loadouts, what you want we might as well remove the option of a mechlab and just limit everyone for stock builds.
You keep pointing out that damage deadzones are dumb and aren't fun, and sure, fine. You know what else isn't fun? A bland selection of equipments.
Edited by The6thMessenger, 18 June 2019 - 02:45 PM.