And here's the problem with that issue. I've not seen a COIL be able to do 280 yet; it may only scale that high on a sprint or if slotted on a Locust (the current fastest unit - period). We've not seen the full range data for the COIL-L. We've not seen heat numbers for it, either, though we can tell in the Urban Biome and on the demo Flea it was about a third of a bar. And they also had to Precise Shot to make it hit, too . . .
I dunno, I don't think this weapon is as monstrously OP as it seems to be from the initial sales pitch. It doesn't feel right.
“Feel” is one of the reasons I think a lot of people aren’t big fans of the idea. Tactically it’s interesting, fluff wise it’s a mess, game mechanics wise right now it does look rather OP.
That’s just a colossal amount of damage for six tons. However, I started running some numbers, assuming we’re balancing the COIL to compete with endgame tech:
4 Medium Laser ++d: 140 d, 48 h, 4 t
6 Medium Laser ++d: 210 d, 72 h, 6 t
2 ML++d/5SL++d Firestarter: 220d, 54 h, 4.5 t
COIL: weird positioning based scaling damage and heat, 6t.
Assume: 7 chevrons of movement + fire is only possible in the locust, Spider, and fast Cicada. I’m not sure if the fast Cicada even has 6 tons, sticking a COIL-L on a Locust requires armoring it like the -M (2 LRM 5+ 1t ammo+ 1 ML = 6t). The Spider can fit it if you drop all the Jump Jets, but the armor is still miserable.
So if you’re OK with putting an elite Sure Footed max Piloting skill pilot in a locust-M and running around in direct LOS at medium laser range outside of cover... 240 - 280 damage in one hit actually seems kind of reasonable considering the risk you’re taking.
Assume: a highly skilled sure-footed Pilot in a 7 speed light (Jenner) or medium (“slow” Cicada, Assassin) mech can reliably hit 5 Chevrons walking. 6 may be possible in open terrain, but not-getting-punched considerations and needing to keep in a firing arc make this unlikely.
So expected max COIL-L damage = 200.
A ++d-ed “stock” Jenner, which runs very light on the armor, has a max alpha of 188. Some of that is missiles, so pinpoint is probably around 164.
Assume: a highly skilled sure footed pilot in a Firestarter (6 speed) can move into position without getting punched reliably at 4, possibly 5 chevrons. Alternative mechs include the Phoenix Hawk (which wants to jump everywhere), Commando, Javelin, and Flea.
Expected max COIL damage: 160-200.
Endgame Firestarter max damage: 220, but in support weapon range.
Same Firestarter without endgame all ++d weaponry max damage: 150.
So the damage looks ridiculous, but when you eliminate high-risk edge cases it’s more comparable to boating normal lasers.
If you want to argue that the damage is still too high because it’s concentrated, (Pback vs Gback) maybe consider the following damage curve:
Chevrons/Damage: (was)
0 / 25 (40)
1 / 40 (40)
2 / 60 (80)
3 / 90 (120)
4 / 120 (160)
5 / 150 (200)
6 / 180 (240)
7 / 220 (280)
Suggested Heat:
0: 18
1: 24
2: 36
3: 46
4: 54
5: 60
6: 64
7: 66
The idea here is that whatever energy harvesting tech the COIL uses, it becomes dramatically more efficient when the mech is operating close to the desired performance band.