Logic: 1) More damage + range is explained by greater concentration of energy delivered in a more efficient manner. (harder to hit, more damage)
IS ERPPC - faster projectile speed and larger contact area (hit reg)
Logic: 2) Lack of range and damage is explained by an inefficient manner of delivery, higher speed and larger contract area. (more easy to hit, less damage)
Clan Lasers - Longer beam duration and smaller damage per second. Increased damage drop off from max range if really needed(******).
Logic: 1) Extended range is explained by more efficient delivery. Less energy over a Longer time allows for keeping the unit cooler while delivering more total energy at the cost of additional time(and exposure). (think bigger wavelengths and wavelength decay you nerd)
(gains range, and more potential damage)
IS Lasers - Shorter beam duration, higher damage per second, shorter range
Logic: By using shorter wavelength IS tech delivers more damage per second at the cost of range and time able to keep a unit cool. (more wave decay thru air) (shorter duration due to weapon heat)
(gains the less time needed to trace)
Clan Autocannon: - Multiple bust round, 3 shot cluster
Logic: Clan tech delivers the energy of an autocannon thru a multi round burst, favoring probability over concentration. (faster reload, less concentration)
IS Autocannon: - Single round
Logic: IS tech delivers the energy of an autocannon in a single cannon like burst favoring concentration over probability. (gains the concentration bonus)
Clan Missiles: - Tighter spread, no splash, faster
Logic: Clans where able to improve distance and decrease weight by taking out the explosive factor of missiles and by relying on kinetic energy. Clan missiles are more like heat seeking auto cannon rounds. By doing so they also eliminated the need for minimum range.(small if any smoke effect)
IS missiles: - splash damage, bigger spread, slower
Logic: IS missiles still rely on the conventional warhead explosive rounds... meaning there is a safe distance where missiles will not detonate.(smoke effect)(splash damage)
By same logic:
Clan SRMS: No splash, smaller spread, non self harming
IS SRMS: Bigger spread, Splash self harming
IS Normal PPC: Feed back damage to location equipped under 90m. (not splash, direct damage)
Edited by ManDaisy, 20 September 2013 - 10:50 PM.