Quicksilver Kalasa, on 12 October 2023 - 05:31 PM, said:
I mean don't get me wrong, it does change what you can use to poke on the lighter end of the spectrum, but that's sort of a part that's boned in practically every change because they just don't have enough tonnage to really play around with anything really. If there was one of the biggest problem with the TT construction rules, the highly variant tonnages of mechs would definitely be up there.
Well, that's fair. I blame the rising armor and structure quirks that devalue what lights can do, but I guess that is the inherent issue of being light.
But still, I don't see why pulse builds, that which have twice the tons needed, would be conducive with your point, since they are already tonnage starved so naturally the standard and ER lasers are still valid in that regard.
As in you deal 10 damage with 2x ML from a longer range versus 6 damage with 1x MPL, yet the two has the same tonnage of 2. As short as the MPL's duration, at 0.6s and at essentially 10 DPS per burn, the 2x ML at 0.9 duration even though 50% longer have more damage by +2/3rds, and at 11.11 DPS so it's more front loaded even. The standard lasers are simply more tonnage efficient than pulse ones -- more bang per buck, so unless mechs have tonnage to spare -- and lights often don't, they will and do gravitate to standard lasers.
I talked to Cauldron; Brauer and Tiy0s, about +Damage Quirk. Was shut down, but come on, lets face it, they had been rather loose with the quirks and hardpoints lately, it's kinda funny that they're having cold-feet with the logical conclusion of their power-creep. Sure as hell that paltry-weaponed lights are in need to deal more damage per burn of lasers, than to more frequently burn lasers.
Edited by The6thMessenger, 12 October 2023 - 06:05 PM.