Pariah Devalis, on 13 March 2014 - 04:26 AM, said:
TT wise, Clan ER tech was just as hot as Inner Sphere IS tech. The heat disadvantage clans get is via their ABSOLUTE LACK OF OPTIONS when it comes to Standard vs ER. There are no standard lasers or standard ppcs. It is ER or nothing, resulting in a much higher reliance on heat sinks. Yes, they gain the tonnage and pod space back, but they immediately use it to cool what they use, and having to cool more for every single thing equipped ends up bad for firepower, generally speaking. All the more so with the 1.4 DHS system in place.
Also, they did state that they are considering tuning the range aspect down a bit. So a reduced high end range advantage and an increased burn time on Clan lasers, being the two things they illustrated so far, are the only things we can argue have been screwed with as of yet. Especially considering that, at least in the case of ERLLas, Clan ERLLas (currently) only hit for 10 damage while for some reason IS LLas hit for 9. Not exactly a lot to nerf here.
That is not to say they might not tinker with ghost heat, base heat values, and what not. However, I rather base an argument on what we KNOW vs what we do not know.
yeah there's still a lot of question marks, i mean paul was considering the nerfs using the TT values as examples when the lase rcomparesent is quite different for the MWO values, IS LL for example has been buffed by 1 damage 100M extra range and is 3.5 cooler running than the TT version. other than weight and crits it's very close to already being a clan weapon and you couple it to a mastered mech with 2x cool run heat containment etc it's buffed quite a lot. the erppc is dead though, it'll be as bad if not worse to use than the IS one and putting them in your arms will mean the fixed movement is "hardwired" so we'll see a lot of clan lasers around, unless they keep the 15 dmg people might try and uberstock on heatsinks to make it work but really i agree that a lot of stuff will run too hot despite having room and tonnage enough for an extra 2-4 heatsinks.
it's why i didn't like that paul clantech post, he used all the wrong figures. there's no point comparing clan tech to IS with TT numbers cause TT doesn't consider the cooldowns and beam durations and other values have been changed already for MWO. it's a completely different game and that post didn't give us much light to what was happening other than they're approaching problems from the wrong angle. i was expecting the measurement of clan TT to what we have in MWO so that we really would see the areas of values that would be most hit, but i don't think the clan scare campaigners will be satisfied with just the range being pretty much on par now and the weapon durations, they'll want more or they'll scream "our IS iz trash abandon P2W clan game!". i can only predict that we'll have 10-35% cooldown increases across all weapons, a 40% ammo reduction, some new gh values and of course damage value reductions.
and appologies for going off topic, back to why the timberwolf has a big presence in MW. it think we've seen all the answers already. because it's gooooooooood!
Edited by GalaxyBluestar, 13 March 2014 - 04:32 PM.