a) Alpha strikes are a valid tactic. If you fire 6 medium lasers and are able to melt a target with it, you have a good aim, the enemy is standing still or it is a combination of that. The armor is already doubled. Imagine how a light mech would perform against a single gauss hit, if we use TT-rules. Shot --> *pop*
What if we introduce the
http://www.sarna.net..._Gauss_Rifle_40 ? OP? Not OP?
Later addons to the game will introduce dropships with active weapon platforms. You get hit by 4 PPCs or 4 Gauss rifles. Is this OP? Or did you just made the wrong move?
c) Alpha striking comes with a high risk. You heat is peaking and if you miss, you are a sitting duck. If your heat will not peak and you can constantly alpha, then you loadout is already so thin, that is cannot be called a real alpha.
d) A SRM 6 Cat got a peak dmg output of 90. This is damn high. Do I have a problem with it? No. Why? Because it still need aiming skill, a target that is near and they cannot lock on.
So basicly, it is like 4.5 x AC/20 with damage spreading to your whole mech for the loadout cost of 2 AC/20. When The AC/20 gets its rebalance (faster reload time) the dps will adjust and you get a high dps with point damage on one spot. This could also be called OP - I think, it i valid.
The main problem right now is, that nearly every mech is closing in into brawling range. May it be that you get attacked by a fast scout or that the enemy will just advance to your base, so that you do not have a chance to retreat without getting your base captured. This means, that long range weapons are only effective for a certain time window, until the enemy will go to "advance" which will result in brawling.
If you are good, you can take out the enemy with gauss before it is in range of its SRM 6 pack. You could also try to go reverse and enlarge the time gap, before it is close enough for brawling range. Still, long range weapons do not serve a very good purpose, because the maps are too small and the base cap is just to prominent to do.
SRM6-Cats would be perfectly balanced, if we had maps where you could use your long range weapons and hold the long range. Imagine a map where the enemy must close in while you have long range weapons on an open field. The enemy WILL die in the crossfire of Gauss, LRM, PPCs, Large Lasers.
In a city fight (which is at this point the most prominent kind of map-fight besides caustic valley - and even there I rarely do fights on constant 500 m range) short range weapons have the edge.
On a map with many flanking routes, fast mechs have the advantage.
On an open field, Gauss/Laser-Cats or phracts have an advantage.
In every situation, you have a mech or a loadout, which will excel in a certain tactical and strategical spot.
Alpha stiking is just another part of this mechanic and believe me, in the future, there will be much more combos which will hit you hard. You work is to adapt - in the best case, kill the enemy before it can kill you.
So if you fight again an SRM cat: Kill it with Gauss or LL.
If you fight against a Gauss cat, be fast and try to get it behind cover.
If you fight against ECM-Mech, use LL and Gauss.
If you fight against LRM, use cover or ECM superiority.
If you fight against Autocannons, try to hit them with LRM or streaks or just answer with better skill with your own ACs.
Every tactic got a counter, every position a flaw, every situation an opening. I think, WE have to solve those mysteries and not the Devs. Period.