Yeah, I tend to write a lot >_<. Sorry I know I can get kinda TLDR.
But the common argument of this thread has been: People will take energy weapons because there is no point to bring anything else, Economics aside, which simply isn't true. If you want to do anything other than pull the trigger and then hold the weapon on target for a few seconds, while carefully watching your heat, hoping no allies stray through your line of fire in the meantime and don't care about having any knockback when you shoot them. Sure... go ahead and energy boat. The only exception to this is the PPC, and we don't know how that is gonna work yet.
In order to do anything else you need ammo. Sure would some players limit themselves to save a few c-bills, yeah... but they are really limiting their options and abilities. I'm ok with a self imposed handicaps to save a few c-bills, especially when balanced against a potential for larger profits the better you do.
We really don't know how c-bills will be rewarded, but... if spending a little more on ammo means I might be able to fill my role better and be more successful in the first place, thus earning more c-bills. Then it's worth it to spend the c-bill for greater potential earnings.
I've already stated in a previous post, if you can't fully repair your mech with the c-bills you ear from even a loosing match, it's going to be a major problem for lots of players. While ammo will cut into your profits, it should be negligible and certainly less than the cost of major repairs. This could also be countered by making an AC cost comparably less to repair if destroyed than a laser does.
Your also much more likely to have FF incidents with lasers, as demonstrated by the video clip where an ally walk through 3 laser beams a good full second or two after they have been fired. If the game builds in a cost for those it will be a economic reason to favor having other options when a friendly is near the fire zone.
Edited by Kreisel, 30 April 2012 - 09:52 PM.