Yes, alpha is far too high and it's a serious problem that only gets worse as your tier level improves. This is the most striking difference I noticed reaching tier 2, just how violent matches are and how quickly they snowball. I have a rule of thumb now that if my team is up 2-0 or 3-1 I immediately leave my position and try and close with the enemy for fear of losing rating in a winning match due to not getting a chance to inflict enough damage to get a decent match score.
How do I "prove" alpha is too high? Easy, compare weapon stats to table-top values to show just how far out of whack MWO is considering slot cost and weights were kept aligned with TT:
ERLL Damage:
TT: 8
MWO: IS 9 / Clan 11
Why does the C-ERLL do 11 damage? There's no reason for it to hit that hard... for 1 ton less than IS.
Heavy Large Laser Damage:
TT: 16
MWO: 18
Why? Is 16 alpha not enough? LOL.
Binary Laser Cannon:
TT: 12
MWO: 18
Guess what folks, the BLC doesn't do 2x the damage of a LL in TT, it's only +50%. I used to think the -1 ton provided by the BLC wasn't a big deal. I was wrong. The -1 Ton, freeing up a laser slot for a 2nd smaller laser, and avoiding the ghost heat from firing 4 standard LLs compared to firing a pair of BLCs all combine to be a big deal for the BLC. It doesn't need to do 2x the damage of a LL to be good. I would lower it down to 16.
There is no concept of laser duration in TT. PGI could make laser duration 50% of total laser cycle time in MWO without breaking TT lore if they wanted to. I don't recommend that but what I do recommend is raising the current laser duration from ~20% of cycle time up to ~25% of cycle time. This would mean:
C-Heavy Large Laser Duration 1.45s --> 1.75s
C-Medium Laser Duration 1.05s --> 1.25s
IS-Medium Laser Duration 0.9s --> 1.125s
(Their cooldowns would be lowered by the same amount to keep total cycle time the same)
The IS laser duration reduction skills should be nerfed from -3.75% / point down to being the same as the Clan skills at -2.5% / point. They probably made the IS laser duration skills better to make their impact more noticeable on the shorter duration IS lasers but this misses the fact that their shorter duration makes any reduction more impactful in terms of PPFLD so there's no need for IS lasers to get better duration reduction skills.
As MWO currently stands, lasers can inflict a tremendous amount of PPFLD in less than 1.2s after quirks and laser duration reduction skills. This doesn't take much skill to do with lasers since they don't need to lead their target and instantly begin inflicting damage. These advantages should be counter-balanced by having to maintain aim over a significantly longer duration than ballistics.
Also, blue lasers have longer base range in MWO than TT and there's no concept of damage drop-off in TT(LOL!) which effectively gives a further boost of +50-66% in effective range for lasers in MWO. Blue lasers are OP as hell in MWO compared to TT.
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Removing spread from HAGs was a HORRENDOUS decision. The worst deviation from TT and worst balance change in MWO. I know what the Cluster Hits Table is in TT and it's plain as day that HAGs were intended to be sandblast weapons like MRMs. There is no other way to keep their high alpha, high DPS, relatively low heat, and low weight in check. As a result of removing spread, they were OP as hell for a time and all sorts of goofy changes like giving them splash (LOL!?), jacking up their heat (on Gauss!?), and increasing their cooldown had to be done. All of these wacky nerfs could be reverted simply by putting spread back on HAGs.
These things steal the job of standard Gauss.
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The penalties for losing a side torso are too severe. The potential loss of firepower and guaranteed loss of move speed is enough, but noooooo:
IS XL: YOU DIE
IS LE/Clan XL: You suffer a massive heat spike that can potentially kill you. If you don't die from it, your mech now has massively reduced heat capacity and heat dissipation. No, your mech is not "halved", your mech is more like "one thirded".
Recommended changes for losing a ST:
IS XL: -2 internal heat sinks, -20% heat capacity, -30% move speed
IS LE/Clan XL: -1 internal heat sinks, -10% heat capacity, -15% move speed
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All of these factors contribute to a violent, swiftly snowballing meta of heavy/assaults packed with high alpha / low duration weapons that cripple enemy mechs by popping side torsos and it's sad.
Edited by MechMaster059, 15 June 2024 - 10:15 AM.