trycksh0t, on 02 November 2012 - 11:44 PM, said:
See, the issue here is you're trying to equate critical slots to physical size..it has nothing to do with physical anything. If it did, there is no way a Commando could carry the same amount of equipment as an Atlas, but according to BattleTech rules it can. It is nothing more than a balancing mechanic.
As for fixing the weapons, we've been waiting MONTHS for that to happen, and it was never even hinted at. Actually, the PPC was made WORSE at one point with a RoF increase...so you can overheat faster. Sure, DHS would allow Jenners to run around with massed lasers, they would also allow an AWS-9M to punch 'em in the face with 3 ERPPCs...repeatedly. DHS would let a -K2 Catapult actually be a -K2 Catapult in all it's charged particle death dealing glory. The only thing the 1.4 heatsinks accomplish is making builds that boat low-heat weapons the kings of MWO because they're the only 'Mechs with sustainable damage output.
This 100%
The fact is, the game is starting out at the brink of, what amounts to, Armageddon. The setting we're in now is so comparatively primitive after 300 years of warfare, that all the shiney new level 2 tech (ER lasers and PPCs, streaks, DHS, ect.) seems 100% OP. it should. It was cutting edge when the things we have now were still considered relatively high tech. By hour 2 of the Clan invasion, I guarantee you would be rage flipping tables if they didn't change their current implimentation of double heat sinks. Clan tech makes our current tech look antiquated to say the least. And it very well should considering they spent the same 300 years perfecting and advancing the tech while the Inner Sphere was blowing it all up.
Look, you can say all you want about not caring about the settings and fluff in the Battletech universe, but without it, it's going to mean nothing. Without it, things that are the way they are will have you scratching your head saying, "what the phuch?!". That's not your fault completely. You could simply do a google search othings or visit the Sarna website, but I think the largest fault lies with PGI for not really making it abundantly clear at times for the players that have no drive to find out what the game is all about. Mechwarrior is NOT about giant walking tanks with pew pew and whoosh. It's about 5 noble houses locked in constant warfare over who is going to gain control over the sovereignty of the Inner Sphere after the exodus of the Star League Defense Forces and collapse of the Star League itself. The battlemech is simply the ends to the means. The proverbial might of rule that the noble houses leverage when they really want something done. THAT is mechwarrior. Not some weapons balancing act or fair play simulator. There WILL be inferior weapons and sub standard tech. It's the crap you're using right now and the crap that new players will start with in their trial mechs. It gives then a reason to play so that can upgrade to the non-craptastic gear that lets them start earning the big money.
All that said and done, PGI had really dropped the ball on the overall feel of these weapons. PPCs used to be the go to pew pew and the AC/10 was your standard issue thud gun. This was even after the recovered lostech. Gauss rifles were still pretty OP, but they were hard to maintain and easily damaged, so most people stuck by their AC/5s and 10s and perhaps an ultra. But as the tech developed, even these mainstays get FULLY REPLACED by their tier 2 counterpart. By 3058 you DO NOT see a battlemech running single heat sinks or standard AC. Just about anyone who can afford it had upgraded because it very much IS an arms race to that extent. It goes level 1 tech < level 2 tech < Clan tech (generation 1) < Clan tech (generation 2). Period.
If you don't understand this or are unwilling to accept it, I hear there's a game called Hawken that might just fit you better...