I.S. Lg. Laser 5 2 600 7.5 2.5 5 3 1.5 3.75 1.5
Clan ER Lg. Laser 4 2 800 8 4 5 2 2 4 1.6
I.S. PPC 7 3 750 10 5 6 2 1.429 3.333 1.667
Clan ER PPC 6 3 900 14 7.5 8 1.867 2.333 4.667 1.75
I.S. Gauss Rifle 16 3 800 17 .5 8 34 1.0635 5.567 2.125
I.S. Lt. Gauss Rifle 13 2 1200 12 .4 6 30 .9230 6 2
Clan Gauss Rifle 13 3 800 17 .5 8 34 1.308 5.567 2.125
I.S. LRM 20 11 2 1000 16 1.8 6 8.887 1.455 8 2.667
I.S. LRM 10 6 1 1000 8 1.2 6 6.667 1.333 8 1.333
Clan LRM 20 6 2 1000 16 1.8 6 8.887 2.667 8 2.667
Clan LRM 10 3.5 1 1000 8 1.2 6 6.667 2.286 8 1.333
First; subjectively speaking, of the weapons listed which one is the "best"? In my opinion the answer is the Clan Gauss Rifle. If you think otherwise by all means make an argument for your favorite weapon.
So why is the Clan Gauss Rifle better than the other weapons listed, what categories did it "win"? I would argue that it wins damage/second. How is that possible? The numbers clearly show that the LRM 20's have the highest dmg/sec. What the numbers do not show is that a missile lock is required to fire LRM's with any hope of hitting the target, and that missile lock is achieved by hovering the retacle over the enemy continuously for several (3-4) seconds. If the retacle is moved off the enemy being targeted the lock must be re-aquired. For the sake of argument, let us say that you are an expert with missiles, and the lock time is 3 seconds. LRM 20, 16 Damage, 6 second recycle + 3 second lock on = 16 Damage every 9 Seconds 1.778 Dmg/Sec.
BUT I can keep the retacle over the target indefinitely and never have to re-aquire lock on. Yeah... while maneuvering your mech against a moving target, *cough* bull*$%! *cough*. 9 seconds is generous. LRM 20's also get only 12 salvos unless you add ammunition (12 additional salvos / Ton of ammo) so their dmg/ton is also optomistic to say the least.
So whats the problem with PPC's and L. Lasers? At best they only do 82.35% of the dmg/sec of the Clan Gauss Rifles. (assuming you’re talking about the Clan ER PPC, the highest dmg/sec weapon out of that group). Also, the dmg/ton is quite skewed for energy weapons, in order to fire as the weapon come off recycle every time several heatsinks per weapon are required. If you figure 1 ton of heatsink for every 2 heat (that is extremely optimistic but I am understating it to give the weapon the best dmg/ton rating possible) that would mean the actual weight of the Clan ER PPC is 9.75 tons, 6 tons of weapon weight + 3.75 tons of heatsinks (7.5 heat 1 ton of heatsink for every 2 heat) At 9.75 tons with a dmg rating of 14 the dmg/ton rating would be 1.4359 still ahead of the dmg/ton rating of the Clan Gauss Rifle, (1.3077) but only by 9.8% not the 52.94% the table indicates. Yes the Gauss requires Ammo, but it gets 24 shots/ton, and I almost never use more than 72 shots, and as I previously indicated, 1 ton of heatsink for every 2 heat the weapons generate is VERY optomistic, I think most people who have played MW4 would agree.
Large Lasers are too large (2 Crits) and too Heavy (6 tons if you include the minimum number of heatsinks needed) to mount them in sufficient numbers to be effective. PPC's have exactly the same problem, the damage output is not high enough to justify the excessive weight (10 tons if you include the minimum number of heatsinks needed) and bulk. (3 Crits)
Personally, I would like to see Large Lasers decreased in size to 1 Critical, and the heat disapation capacity of heatsinks substantially increased (such that 1 single heatsink dissapates 1.5 heat/second and 1 double heatsink 3 heat/second). For PPC's I would like to see the size decreased (from 3 crits to 2) and the damage increased from 14 (Clan ER PPC) to 20. As far as missiles, I would like to target an enemy, initiate missile lock on, and have the mech's targeting computer maintain the lock regardless of my actions as long as the enemy is visible to the mechs radar (I.E. as long as it is in line of sight and in range) Of course I would also like to see the dmg changed to 1.25 dmg/missile, assuming the missile hits the target. Actually, these are not the only changes that I would make to missiles, but this post is already too long. If there is any interest perhaps I will elaborate further.
So then here is the question, what is the best or the worst LONG RANGE weapon in the previous mechwarrior combat simulation titles. Why is the weapon so good, or so bad? Most importantly, If the weapon was "bad" how would you change that weapon to make it more viable/fun?
P.S. I wrote this little post in MS word, and then imported it, and the nicely laid out chart I created didnt survive process in tact. If you know how to import with the format in-tact feel free to share, thanks, Gabe.
Edited by Gabriel Amarell, 26 January 2012 - 02:55 PM.