Stanton Langley, on 31 October 2012 - 04:59 PM, said:
OP: interesting analysis and some of the points have a lot of merit. I do think you've disregarded a number of other points that are applicable in this discussion, and I'm curious if it is because they go against your recommendations. I do agree that the increased firing rates without increased heat dissipation is a significant problem for gauss rifles and small lasers. However, there are a couple of counterpoints that reduce the scale of this problem. In Tabletop a big benefit of a gauss is that it does 15 damage. With random hit locations and 9 armor + 3 internal in the head, the gauss has the potential for a single-shot head kill. This potential is mostly absent in MWO, or at least less biased in favor of the gauss over other weapons.
MW:O removes randomness here with player skill.
I think there ar etwo reasons why, compared to MW:O, armour needed to be doubled:
- Instant Head Shots with AC20s or Dual Gauss or Quad PPCs that could kill an enemy before he even knew he was under fire.
- Vastly increased rates of fire overall leading to even the worst shot putting out damage much too fast.
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Second, ammo is a big factor in MWO. Running out of ammo means you have a 15 ton paperweight; lasers can fire indefinitely. Also, energy weapons tend to have greater endurance as a result of occupying fewer crit slots.
I do consider ammo in the efficiency calculations, of course, and I think that I probably am assuming enough ammo to be practically sufficient in a typical MW:O match.
That said - it is absolutely true that some weapons, especially once you consider the ammo you also need to carry, cannot hope to equip some of the more efficient weapons. At least the ballistics. Note that Small Lasers are still relatively efficient, and we have seen people move away from mediums to small lasers on lighter platforms like the Hunchback or the Jenner.
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Missiles are briefly mentioned in your analysis, but I feel that they highlight another reason that gauss rifles, and other low-heat ballistics, are closer to being balanced than many people believe: they have different targeting mechanics than energy weapons (yeah, PPCs are interesting too).
I am not convinced yet that the targeting mechanism of the LRMs really are a drawback. The minimum range certainly is, but being able to fire indirectly at targets that cannot shoot back is a really strong benefit. I am more leaning towards thinking that LRMs are overpowered.
SRMs on the other hand - they really suffer from the weird clustering they do. They are good because when they hit, they deliver a lot of damage for little heat and weight, but they are still hampered by their targeting mechanism.
The recent rise of the "Streakapult" could highlight that they would be too good if they have targeting precision similar to LRMs - and if they are, you have to wonder if the LRMs, which are even more efficient, and can use indirect fire, aren't too strong as well.
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Lasers hit wherever the reticle is, and have some amount of adjustment available mid-shot. Ballistic weapons not so much. Hitting a fast mech with lasers isn't too hard; hitting them with a gauss or AC takes more skill (or luck). Granting a bonus to skilled players doesn't feel like a bad thing to me.
While you can adjust your Laser shot mid-shot, it always comes at the expense of damage. I think for both weapon types, skills matter a lot in bringing them to target.
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Range is an issue for gauss in particular. No effective minimum range, and almost the longest maximum range along with good damage and low heat is just too strong of a combination. LRMs have a very noticeable minimum range; if something similar was implemented for gauss it would lend much more balance to it. Tabletop gauss have a 2 hex minimum range, but I haven't seen any implementation of this in MWO.
I don't really like minimum ranges. I think the best way to balance a range advantage is for a weapon to simply have a low damage to weight efficiency. That means that a shorter range weapon will outdamage a long range weapon, assuming similar weight investment.