The poster and his method have to be addressed when they shut down any possible constructive discussion about gameplay with the ridiculous statements he's making and the appalling lack of logic he attempts to apply.
And you prove his point that you are just whining about the poster rather than addressing the topic.
What's the issue with the actual first post? Because the first three responses were passive-aggressive sarcasm; so I wonder if blame is not being misplaced.
Why did they put the ammo limit back? Because without it there is no reason to run lasers.
Better shield damage.
No reload time.
No flight delay (so far less missing).
Even if we presumed that your statement was true (that lasers are useless compared to multi-cannons); resolving that by adding "multi-cannons add the inconvenience of occasionally running back to a station or having to spend time on a planet first" doesn't resolve the complaint.
If you could run out in a single battle (see torpedos); that would be one-thing. But if there's no reason to use lasers with unlimited-ammo MCs, then there's no reason to use lasers with limited-ammo MCs either.
To put this another way: this change doesn't effect my ship load-out at all. It merely means it will take me longer to kill the same number of things.
drawback of MCs/cannons/PACs/Rails is making sure you've got enough ammo to finish the fight. Pathetic NPC AI doesn't do a very good job of bringing this economy out because it's boring, fish in a barrel. No one worries about how much ammo they can carry at a shooting range, put a guy in the field with real enemies shooting back and it will suddenly become a significant factor in his decisions.
I've never run out in a single fight, have you?
And even if I accept that premise: synthesis throws that limitation out the window.
You are attempting to deal with one percieved flaw by throwing another at it.
Some *good* flaws in multi-cannons.
Travel time.
Reloading. (between magazines, not at stations)
If they are actually over-powered, then fix what makes them over-powered.
If MCs were coming with 300 rounds instead of 2100: that would be balance effecting; but then no one would use them.
You are welcome to disagree with my statement that trips back to the station to reload are dull game-play; but no one has done that.
Instead they toss insults, or they throw out "realism", and then when I respond to *their* claims accuse me of going off topic.
Having to re-supply MCs at stations does not add balance or challenge. It only takes time.
It isn't even defensible as "realistic" in light of synthesis and the fact that I cannot store more ammo in my cargo hold.
It's not a limitation (like ammo is for torps)... it's just an annoyance.