Ultimatum X, on 31 March 2015 - 07:11 AM, said:
Unfortunately this just can't happen.
I know it doesn't seem like it in the solo queue, or even at times in the public team queue, but the CERLLAS is already exceptionally powerful.
If you want to see the power of the CERLLAS harnessed, you can watch the alpine match with QQ vs. Clan Kodiak in the recent RHoD match they had (great matches by the way).
You'll notice QQs Hellbringers letting loose Quadruple CERLLAS alphas all the way out to 900m with very low damage drop off.
The CERLLAS is the weapon of choice for long range engagements, that's typically tournaments and CW or players who simply like long range in the solo queue.
It needs to be less efficient heatwise, because it's ridiculously light, it only takes up ONE crit slot and the base range + mod = 814m.
The only drawback is the long beam duration at 1.5s, what that does primarily is make it very inefficient at close range and allow for spread.
However, if you compare it to the IS ER LLAS at 1.25s though, for what you get from the weapon it's overall still clearly superior.
3x IS ERLLAS
15 Tons
6 Crit Slots (can't be mounted in heads)
27 damage
24 heat
1.125 damage per heat
1.25s beam duration
675m range, 740m with module
2x CERLLAS
8 Tons
2 Crit Slots (can be mounted in heads, ex: SCR, HBR, DWF)
22 damage
20 heat
1.1 damage per heat
1.5s beam duration
740m range, 814m with module
The IS ERLLAS is slightly (barely noticable) more efficient damage per heat (+2.3% more efficient damage per heat).
They have a better alpha by 5 points, and a shorter burn time.
The CERLLAS weigh nearly HALF, and take up ONE THIRD of the Crit slots.
They have the ability to be mounted in heads (very useful).
Have an additional 10% range after factoring modules.
Now if you wanted to go nuts, and build a highly specialized build the way people do for tournaments & CW, you can spend 16 tons vs. the IS 15 tons and get FOUR CERLLAS, or you can still stay under weight at 12 tons and get 3 of them in 3 crit slots...
I think these are the right matches, I can't check fully because I'm at work.
You constantly over value range and undervalue heat efficiency and precision
In 95% of situations the 674m range (mod + TC1) of the C-LPL is more than plenty, the extra range on the C-ERLL is pretty much a complete waste, most of the time . Certainly nothing that makes up for the reduced heat efficiency and horrible duration. There is literally one clan build that uses ERLLs at the moment, its the 4xERLL Hellbringer, and that wouldnt gain anything from increasing the cap to 3, since it has 4 and would still need to fire in 2 groups (and id be fine with adjusting modifiers so 4 generates the same heat it does now). If you can somehow find a way of using 3 with the extra hardpoint doing something useful then id like to see it..
Also, why look at the comparison with IS ERLLs? No one fires them at base stats because quirks anyway and clan weapons are NOT balanced 1 to 1 with IS ones. The comparison to the C-LPL is the valid one, because thats the choice players have to make and in literally every case once you look into it the 2xC-LPL is a much better option than 3xC-ERLL..
TBH i can only really think of 3 builds that would become viable with ERLL ghost heat set to 3, and 2 of them are on mechs that are not yet released (WHK Gauss in LA and 3xERLL in RA, SCat with 3xERLL and Ebon Kitty with Gauss RT and 3xERLL LT)
As it stands no one uses C-ERLLs at all outside of Kitfoxes with 2 and Hellbringers with 4 (and tbh if you try the HBR with 2xLPL+2xERML its FAR better anyway, 90% of the dmg for 80% of the heat and ~50% of the duration, since im counting the duration of 4xERLL as 2 seconds since you cant reasonably alpha them)