Preternatural, on December 13 2013 - 09:38 AM, said:
Burst every time.
Between fast dodge speed and sufficient cover, there is no room for sustain weapons in this game. Burst will win against sustained fire in 99% of cases.
I don't fully agree with this statement. Sustain doesn't
always loose. However, it is at a substantial disadvantage, and that does need to change. The sad thing is, it's never going to change.
Sylhiri, on December 13 2013 - 10:16 AM, said:
The funny thing about primary burst weapons is that the mechs they come on have secondary burst weapons as well.
Just a thought, but count how many secondaries have sustain damage_ Secondaries have always been long reloading hard hitting weapons. The only exceptions are the predator and the tech, and both of those mechs are not normal. All the other mechs have large burst weapons on their right arms.
draco7891, on December 13 2013 - 10:51 AM, said:
Sure there is: exchange the base heatsink values of the Scout (91%) with that of the Brawler (101%). They have identical weapon selection, so the comparison to how they will play is easy. Most everyone can tell you that the Brawler right now is an extremely hot mech that can't deal very well with more than 1 full-health opponent at a time without overheating.
Balance the Scout by working around this philosophy (and also fix a great deal of the Brawlers issues at a stroke). The Scout is extremely fast and nimble, but can't sustain a fight for long and requires the user to carefully consider his shots (and make them count) while always having an exit plan available. The Brawler then would be a juggernaut with significant weapon staying power and a big hitpoint pool, but little ability to chase and easily outmaneuvered or flanked.
Scout's issues are not just speed + Burst. They're really more like speed + Burst + low heat + silly internals.
This funny thing is, I prefer the heat cannon, and I can deal with flak scouts just as well as I can in my raider. And man does the heat cannon generate a ton of heat. Increasing the heat gen isn't going to change the scout much. I mean, I can't remember the last time I overheated with the scout. I'm never in a position where I need to spam my weapons and push overheating limits, and if I do, staying out of damage for 6 seconds isn't very hard, since I'm used to staying behind cover for 4 seconds with the raider. Heat gen isn't going to change anything. I already deal with huge heat problems and I use the scout just fine. Next objection please.
Also,
check the stats of the heat cannon. Will adding more heat change much_ It's already stupid fast at overheating. Adding more heat to the scout will probably result in a heat reduction for the heat cannon, making it slightly better than it was.
draco7891, on December 13 2013 - 10:51 AM, said:
The best way to go about redressing the burst/sustain dichotomy as earlier suggested (and previously in myriad other threads) is to reduce the ROF on burst weapons. One of the biggest issues is that Hawken's burst weapons right now have analogous DPS to their sustain counterparts, which coupled with their mechanics and the games movement philosophy makes them the default choice. There's no reason the Flak should be doing 105 DPS, or the uncharged HEAT 94 DPS, or the charged Bolt at 126 DPS (compared to the AR at 86 or Vulcan at 114 or even arguably MiniFlak at 115). This level of overlap lets burst mechs work in both realms at the same time, either corner-hugging or standing toe-to-toe, while sustain mechs only get the latter.
Give burst weapons an exploitable weakness like a slower ROF, and sustain weapons will come into their own.
Lets play the reload limbo game. How slow can you go_ I mainly play raider, and I work just fine with the stupidly huge 4 second cooldown on the secondary. That's my main punch weapon, and I am able to stick behind cover long enough to reload the weapon reliably. At four seconds, there's not much slower you can go. The latest patch changed the overheating cool down to 6-7 seconds because longer than that was just plain stupid, so lets say that four seconds is the max. Imagine the flak with a four second reload. Will that break the crazy awesomeness of burst_ Lets look at it logically. If the flak had its damage cut in half, it would do about 50 dps. That's literally lower than every other primary weapon in the game, comparable with secondary weapon dps. With a four second reload, that means that the flak would do 200 damage on a direct hit. Would that make the flak less powerful_ I think it would make it so broken that it wasn't even funny. Who cares about a four second reload when you're doing 200 damage_ Scouts would boost through areas hitting stuff with flak+tow and boost out. Deflectors plus fuel converters plus armor tuning means the scout will most likely survive most damage it will take if it plays smart. Hitting stuff for near 400 damage is enough to kill any A class if it is slightly damaged, and two shots will kill any B class. Reducing the rate of fire isn't going to help. It will make the problem worse, even with a huge stupidly large cut in overall dps. Even a simple slash of the rate of fire down to 1.5 seconds to reload isn't going to kill the flak.
If there's enough cover to keep from getting hit, burst weapons will always win out, even with a stupidly long cooldown, because sustain weapons simply can't do any damage when the enemy mech is behind cover. Even if you only manage to hide behind cover 30% of the time, once you factor in missed shots from a sustain weapon, the dps is looking really bad.
draco7891, on December 13 2013 - 12:23 PM, said:
But ROF affects how fast you can duck out of cover to take a shot, and how long you have to remain in cover to avoid damage while you reload. The current ROF of burst weapons is so short that burst mechs can essentially duck in/out on their cooldowns and suffer little if any reduction in DPS while staying in cover. Reducing the ROF means not just fewer shots, but more time in cover, which sustain mechs can use for positioning and flanking.
What kind of flanking happens around a large square wall in four seconds_ Nothing that will put the sustain weapon at any sort of advantage. Plus, trying to flank a scout is kinda silly. It's never going to give a large advantage.