Pht, on 24 March 2012 - 02:54 PM, said:
Ok, well, than by your standard, the IS small lasers are trash (and if you don't think so, as you say below, than their only being able to hit out to 3 hex doesn't matter, which is flatly ludicrous. Who's going to let you get that close to them with a dozen small lasers?) , the IS er small laser suffers the same problem - it only reaches out to 5 hex... same for the small pulses, clan and IS; and the pulse lasers suck on heat/damage ratio (especially when you use enough heatsinks)... the ISLPL is a joke on range,
Small lasers are fine, and I even explained why they are fine. They're only
one half ton. A 'mech could sport 6 small lasers as backup weapons atop of other, bigger & better firepower without taking much out of it - adding
six times the damage of an AC2 for only 3 tons in a close range brawl.
To answer your question of "Who is going to let you get close enough to use a bunch of small lasers?" the answer is..
you! While you're trying desperately to plink away at the guy in a recon 'mech with your AC2s, going as far as to mess up his paint job with your
primary weapon, he'll have absolutely no problem walking right up to you and hitting you with both the primary weapons AND secondaries like small lasers. Simply put the AC/2s don't have enough stopping power to prevent this and the AC/2 and AC/5 both take SO much weight out of a 'mech, you won't be able to match the speed of someone using energy weapons - let alone evade while returning fire. Long story short is the AC/2 is so heavy it means you can't outrun them and so non-damaging you can't force them to stay back.
Pht, on 24 March 2012 - 02:54 PM, said:
speaking of which, there's NO reason to have nearly any IS weapon in the game, because the clan weapons are more damaging, lighter, and longer ranged... why bother with sub-par weapons...
It's a different faction. If it's held to it's Table Top balance, it
is outright superior. But the key thing here is if the InnerSphere could gain access to Clan 'mechs. Because if they can, aside from a BV balancing system, your right: It would totally out date all the IS 'mechs in a ton for ton comparison. I really hope that they don't allow the IS factions to access the Clan 'mechs, ever, as a result.
Notably this is why there is concern over a BV system; the only options the devs have really is to nerf the Clans (MW4's approach) or put them at a severe weight & quality disadvantage via BV. Many clan Mediums are more than a match for T1 IS stuff.
This is an entirely different can of worms, though, because again: We're talking different factions. If they left the Clans totally unchecked by BV and unnerfed, you'd end up with everyone leaving IS to play Clan and most IS players quitting the game because they'd
stand absolutely no chance. I trust the devs to balance this issue fine, but I'm just trying to explain why even bringing this up is a
wild deviation from the light AC topic.
Long story short: If everyone had unrestricted access to a Vulture you'd be a massive fool to take a Dragon.
Pht, on 24 March 2012 - 02:54 PM, said:
... x-pulse lasers are too hot, clan heavy lasers are too hot, flamers are completely worthless, missile weapons have crappy damage for space/tonnage/potential to explode in your mech...
Missile weapons have a far better damage to weight ratio than the AC/2. The ammunition for the missile weapons can explode equally on par with the AC/2. Missile weapons nearly as much range as the AC/2..
.. also, now I'm just convinced you're just trying to smoke screen the lack of pro-AC/2 or AC/5 argument by just randomly saying things. Clan Heavy Lasers are hot but as I was saying is the light AC's biggest failing, they
do loads of damage. They actually kill things. For .5 tons they do
three times the damage of an AC/2. It's moot for MWO (wrong time period) but if you've ever played a table top game with a Jaggermech vs a Firemoth with 6 Heavy Smalls... you know what, I'm going back to my original theory. This isn't remotely on topic. The Heavy Smalls have a role - being
extremely light and
extremely damaging. They're great weapons, either as primary on something fast or secondary on something slow (For 2 tons you can do
twelve times as much damage as an AC/2 at close range, giving your missile boat some point-blank defense against harassers, for example). The main point I'm making is
they have a role.
Pht, on 24 March 2012 - 02:54 PM, said:
In fact, there's no reason to really take anything but a clan assault with 4 or 5 large clan pulse lasers with a TC or a clan assault toting 4 Cerppcs; because those two loadouts will trash everything else.
Battle Value, for one. For two, you're completely right - in the table top rolling random armies and BV are what stops you from doing this. If you told me to take any 4 'mechs I wanted to fight any battle ever, I'd probably pick 4 Gargolyes with LPLs and a targeting computer. Because it's
horrendously overpowered.
That, however, is another topic. The topic instead is the fact that I'd
never pick a unit sporting AC/2, AC/5, LBX/2, LBX/5, or UAC/2 and UAC/5. That's 6 weapons that are in the trash pile. Hell, the last official MW game didn't even bother to put in an LBX/2 or LBX/5 because they were already so terrible it wasn't worth it.
Pht, on 24 March 2012 - 02:54 PM, said:
So, either we make everything else just as good as those last two configs, or just get rid of every other config, because those two configs will trash them, virtually every time.
All this is really is another argument for a BV system (a good thing). That or nerfing overpowered weapons like LPLs as they have been in the majority of Mechwarrior games.. not sure if you played Living Legends before they adjusted the heat on the CLPLs, but yeah, pretty much a single tank rolling 4 of them could massacre an entire lance of assaults with minor damage. They've fixed the heat since.
Again, this comes down to two options: Making the AC/2 and AC/5 viable weapons via battle value by making 'mechs sporting them worth far less or making them viable in some niche, by upping their cockpit rock, damage.. something. Other than that there's no reason for them to exist. On TT the BV penalty isn't nearly severe enough, so the only reason you'd ever want something sporting these is by an unfortunate roll of the dice when setting up your army.
That's a lot of the reason RACs were made in the first place. They were literally designed to "fix" lighter ACs without a retcon. The Jaggermech sporting RACs for example is actually a really, really nasty 60 tonner far more in line with what the original design was supposed to be. Compared to the stock model that would be outgunned by a single gun on the Catapult, it's a night and day difference.
Pht, on 24 March 2012 - 02:54 PM, said:
There is absolutely nothing in your standard for what makes a weapon good or bad that argues against these conclusions.
Yes there is. Seriously. I don't even know what you're trying to argue. Small ACs have the
worst damage to weight ratio in the entire game, even in their optimal range bracket. If we're talking T2 TT tech the Light Gauss rifle even
outranges them while still being superior in the damage/weight category. Weapons in close range roles do so much more damage that using Light ACs for fire support insures they'll just walk up and use said weapons and weapons in long range roles can beat them at their own game.. and not just by a small amount, but by a
massive margin of several times as much damage in the least extreme case.
For all the talking you've done I've not heard a single objective argument as to why one of these weapons would be preferable to
anything else, since they can't stop close range people from closing on them effectively nor can they reign supreme in the long range game.
Pht, on 24 March 2012 - 02:54 PM, said:
In fact, if killing everything quickly is the essential essence of a fun video game, why not have everyone drop into a match and let whoever hits the "kill em all' button first win?
I'd prefer 'mechs to last a long time under sustained fire, if they have a pilot that's good at spreading the damage around their body. In early MW4, you could get destroyed in just two hits, yet league matches would take a full hour per drop and end with survivors (before the rise of the high speed melee 'mechs), just because good pilots could allocate their damage around their body.
That said, the problem here is that the AC/2 and AC/5 exist in a world of weapons that
can kill quickly. Regardless if the small ACs are moved into being more powerful or not, it will
not change the fact that a 'mech sporting tons of Medium Lasers and an AC/20 can tear a smaller 'mech apart almost instantly. It will
not change the fact that a couple salvos from a Catapult will tear armor off all over your 'mech. It will
not change the fact a Gauss Rifle to the right spot can blow a smaller 'mechs ammo in one blow.
Again, taking an AC/2 is like taking flintlock into a fight where people have everything from shotguns to SAWs. Sure, you could hurt somebody and maybe even kill them but EVERYBODY has better guns than you for EVERY role.
Pht, on 24 March 2012 - 02:54 PM, said:
... Now you're changing yor definition mid-stream?
First it's: There are no pros to the TT/previous MW AC2/5 in all models (including UAC, LBX) except RAC.
And now it's changed into: .. awful weapons that are easily superseded by all of the above weapons I listed.
... what? I said that there was NO pro to the AC/2 or AC/5 over every single other long ranged weapon of note. Then I said they were terrible weapons outclassed by everything else. How are you
possibly reading this as changing my mind?
Pht, on 24 March 2012 - 02:54 PM, said:
As i already stated, what I think is unreasonable is to think a weapon is a piece of junk because it's not capable of a job it was not built to do!
OK, this has really gotten really, really funny at this point.
Please enlighten me to not only what the AC/2 and AC/5 are supposed to do, but why they are preferable in said role to any other weapon.
Were they designed to weigh as much as extremely powerful weapons while providing less damage than anything on a ton-to-damage ratio in the game? Were they designed to be terrible weapons? Are they supposed to be terrible weapons?
What are they designed to do??? I need to know what you're thinking. I'm actually really curious now because so far you've not made a single point as to what they are supposed to be good at.
Pht, on 24 March 2012 - 02:54 PM, said:
If this; than why have any IS weapons? Why have ACs and UACS and LBX weapons? why have any weapons in the same damage slots?
Have you stopped and applied your standards to all of the weapons, instead of just selectively against the ac2s?
Yes, I have. They're all lighter, more damaging and offer similar range. In T2, some even offer superior range while still fitting the rest of these categories.
So enlighten us..
what are these weapons designed to do? *
*
Excluding anti-aircraft roles. As I've repeatedly said, if we had aircraft in the game, we'd have an excellent solution to this problem.
Edited by Victor Morson, 24 March 2012 - 04:14 PM.