Shar Wolf, on 10 January 2014 - 01:18 PM, said:
In a game like WoW, where you have to completely deplete your opponents pool of hit points to defeat them, that approach makes sense.
Here it does not, because you can destroy a mech by depleting only part of it's total health value. For standard engine mechs this means the CT armor + internals. For XL mechs that is ST armor + internals. Both of those are the fastest way to destroy an enemy mech.
(Barring headshots, natch. If, dear reader, you can reliably headshot mechs on a routine basis, you need no advice from little old me)
Also, in a game like WoW, you tab select a target and then you are damaging them. Here you have to aim each individual shot. As much as people want to examine combat in the same mathematical way (more DPS == automatically better) they are only seeing part of the picture.
It doesn't matter if X number of Y weapons produces more damage over Z time than your opponent, if Z is greater than the time it takes your opponent using alpha striking (front loaded damage) to destroy your CT or ST (as appropriate). As player skill (ability to position, aim, and coordinate) increases, the disparity between the front loaded approach and the DPS approach becomes more apparent.
This is why no one is sitting down and using math to explain why the "40 point alpha" is dominant, even if it takes X seconds (to cooldown) and in that time weapons A, B, and C can theoretically put out more damage/sec but take 12-24 seconds to surpass the total damage number of the front loaded weapons. And all of this is before accounting for damage spread, defensive twisting, and combined fire.
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All of that is to say that the reason you don't see so much fiddly damage math as a rationalization is that the math required isn't as straight forward as "X damage" in "Y time."
Edited by Bagheera, 10 January 2014 - 02:07 PM.