shabowie, on 28 May 2013 - 05:40 PM, said:
I was actually trying to just talk about dual big ballistics. 4 LL or PPC can be done by just about anything now.
This is an interesting and important question...
So let's look at it and break it down.
http://mwo.smurfy-net.de/
Name Damage Heat Cooldown Range Max Range Slots Tons Speed Duration DPS HPS EHS Impulse Health
AC/20 20.00 6.00 4.00 270 810 10 14.0 900 7 5.00 1.50 15 0.10
18.00
LARGE LASER 9.00 7.00 3.25 450 900 2 5.0 - 1.00 2.12 1.65 17 -
10.00
PPC 10.00 8.00 4.00 90 - 540 1,080 3 7.0 2,000 - 2.50 2.00 20 0.030 10.00
2 AC20 - 40 dmg alpha - 4s cooldown - hits a target component for 20 dmg x 2 - 12 heat - Range 270 - 810 (realistically up to 500 meters) - 28 tons - 2 x 10 crit slots PLUS AMMUNITION DPS 5x2
4 LL - 36 alpha - 3.25s cooldown - does dmg over time to a target component x 4 - 28 heat - Range up to 800 meters - 20 tons 4 x 2 crit slots - DPS 2.12 x 4
4 PPC - 40 alpha, 4 sec cooldown - 10 dmg component x 2 - 32 heat - Range 90 to 1000 meters - 20 tons - 4 x 3 crit slots
- DPS 2.50 x 4
So here's the thing about Dual AC20s -- obviously, only really big mechs can afford the weight and still move at a decent speed. The DPS as you can see is very similar between 2AC20 and 4PPC, and still close to the 4LL.
What's the difference?
It's the details..
1) Range
2) Ability to crit a component in 1 shot
3) Requiring ammunition
4) Requiring heatsinks
5) Space
1-2 are kind of obvious but let's look at points 3-5...
One must find the right balance of amount of ammunition versus making yourself vulnerable. Too much ammunition not used during a fight can be a live grenade waiting to happen - ammo explosion of 1000 dmg is no joke!
One should think of heat and heatsinks as a resource like ammunition.. even if you can fire your lasers or ppcs every 3-4 seconds, heat buildup and then heat dissipation won't allow you to.
Space is of course a limiting factor into having the weapons you desire.. but also... is a vulnerability. Big weapons like the AC20, while having 18 hitpoints, is easily hit when your armor is stripped and very easy to become disabled. It's an important tactic!
Looking at points 3-5 it's easier now to see the advantages and disadvantages of builds like dual ac20 or 4 LL or 4 ppc...
Dual AC20 needs a lot of space, weight and ammunition... you have limited range... you can be disabled easily if the opposing team / enemy knows where your AC20s are!
4LL requires less space, no ammunition, has impressive range, but can't take out a component in 1 shot... it is damage over time so you need to expose yourself longer to use it... but has the benefits of being adjusted so as to hit more difficult targets... but it needs extra heatinks to deal with its heat...
4PPC is kind of in between both the AC20 / LL -- space, range, crit ability -- but it has a lot more heat than AC20 / LL -- so is even more heatsink dependent...
There's always a trade-off...big engines weigh more... but you move faster and can evade fire easier... smaller engines weigh less, but you move slower and are an easier target...
Plus that extra weight and space... even if you add some extra double heatinks.. you likely have room for 1-3 SRMs or Streak SRMs... or some type of equipment... ECM / BAP / jump jets... and now suddenly your mech is a bit more multi-dimensional and much more difficult to deal with...
I always say to myself... what is this mech designed to do.. where is it strong.. where is it limited.. What does this mech bring to my team that another mech already does, does better or simply cannot do.
This is why some builds in specific mechs sound great... like the dual ac 20 JM6.. but in practice, especially in competition, where teams can adjust and deal with a specific threat more easily, these mechs aren't as competitive... Teams will find a way to use your weakness against you... And the best mechs such as the DDC can counter their weakness such as range with an ability such as ECM! which allows you to get in range!
I hope this also shows why I try to make a distinction between competitive 8 man tier list and solo queue tier list... I'm biased in favour of the competitive tier list... I think many of those tier 1 mechs really do great in solo queue...
But please understand everyone... it's easy to point out the best... it's the middle of the road and the lower ranked mechs that are the hardest to rank... and these mechs especially are controversial.
I hope this exercise helps!
MWO smurfy and all the guys (Widowmakers, Ohmwrecker, Goons) who made mech labs for us have done us an INCREDIBLE favour.. thank you.. thank you.. thank you.. I cannot say thank you enough because this has allowed us to theorycraft and see the different mech's strengths and weaknesses quickly and without having to test in game. Many builds and mechs can be compared to each other and their mathematical stastics are already there! Take into account hundreds of hours of experience and I hope it's obvious why the strengths and weaknesses of mechs can be seen and appreciated.
Edited by MavRCK, 29 May 2013 - 11:25 AM.