Atheus, on 24 June 2014 - 11:34 AM, said:
Now on to your #2 point, it isn't always the beam duration that determines how long you are exposed to enemy fire. The limiting factor is quite likely to be the rate at which your mech can change speed/direction, or the nature of the barrier you are using for cover. In some cases, you may be right. I doubt that this is a substantial factor for heavies and assaults, though, unless you're trying to pop-tart with lasers.
For #3, ghost heat is a far smaller concern for clan, because you still have your small/medium lasers in one ghost heat group, and large in another, but the key difference is the medium laser is nearly as strong as the IS large laser. In that sense, you get to use up to 8 lasers at a time in a way that your IS competition just can't compete with. Give it a shot in a battlemaster or whatever if you want. that 270m range means you're skipping quite a lot of shots that a clan mech would be nailing. Ghost heat works out massively in favor of clan's weapons, because you can just about always design your lasers in a way that it is impossible to trigger ghost heat in the first place. I'm sure you're thinking about the Nova as I say this, but that's one special case, but you still get to decide how you're going to use all that firepower. If it were me, I'd just do this.
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#1. There is a DPS case due to inner sphere pulse lasers having significantly higher DPS than clan pulse lasers. A person can accurately state inner sphere lasers have higher DPS if they're referring to pulse lasers.
#2. To target an enemy mech with lasers, your torso needs to be facing them. A torso directly facing enemies means being vulnerable to head shots, and having any specific component on your mech targetable. If you watched the tournament, you might have noticed dragon slayers immediately *torso twist* to face the right side of their mechs towards enemies after firing weapons. This is to limit which parts of their mech someone can target and the time duration in which they can be targeted. Clans having a 30% longer beam duration lengthens the amount of time their torso is directly facing the enemy, leaving them open and vulnerable. It is a disadvantage. I don't think you can disagree on that point.
#3. Simple scenario. Battlemaser with 5 ER large lasers versus a Warhawk with 5 clan ER large lasers.
A Clan ER Large Laser generates 8 heat with a 1.5 second beam duration.
An inner sphere ER Large Laser generates 8 heat with 1 second beam duration.
Let's say you want to chain fire large lasers, one-at-a-time.
You could chain fire 5 inner sphere ER LL's in 7 seconds (with .5 second ghost heat delay) without individual lasers overlapping resulting in a ghost heat malus.
To chain fire clan 5 ER LL's, it would take 9.5 seconds to avoid overlap & ghost heat.
Its harder to avoid ghost heat with clan lasers than it is with inner sphere lasers due to lengthened beam duration.
And no. Clan mechs are the only types that can split small, medium and large lasers into different groups. Its off topic and misleading to say only clan mechs can split lasers into different groups and inner sphere mechs can't do the same.
A lot of people make loadouts with the intent of avoiding ghost heat. There's no difference between inner sphere and clan mechs in that regard.
What is different is clan lasers having a longer beam duration making it tougher to avoid ghost heat.