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Clan Laser Vomits Still Pretty Good After Re-Balancing?


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#1 JigglyMoobs

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Posted 05 December 2015 - 02:20 AM

From today, same ol' TBR-C 2x LPL 5x ERML build.

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#2 Tarl Cabot

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Posted 05 December 2015 - 08:36 AM

The patch did nothing about the laser vomit. For the Clanner the patch only shorten the max range, it did not change the optimal damage range output.

#3 MechB Kotare

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Posted 05 December 2015 - 09:13 AM

If i posted all my high scored noob/pug damage farming screens, i think more weapons would be considered meta/OP/Endgame...

Pretty lame.

#4 JigglyMoobs

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Posted 05 December 2015 - 11:14 AM

View PostTarl Cabot, on 05 December 2015 - 08:36 AM, said:

The patch did nothing about the laser vomit. For the Clanner the patch only shorten the max range, it did not change the optimal damage range output.


Yeah, but I thought the lower max heat would make a big difference. Turns out it has lowered the rate of damage output, but not to an extent it becomes unviable, especially if you can control the pace of engagement.


#5 Tiamat of the Sea

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Posted 05 December 2015 - 11:20 AM

View PostJigglyMoobs, on 05 December 2015 - 11:14 AM, said:

Yeah, but I thought the lower max heat would make a big difference. Turns out it has lowered the rate of damage output, but not to an extent it becomes unviable, especially if you can control the pace of engagement.


So really what you're saying here is 'It got weakened, not killed,' which is what PGI at least ought to have been shooting for (if not was shooting for) in order to approach a good point of game balance/equal-imbalance.

#6 Bluttrunken

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Posted 05 December 2015 - 11:24 AM

I saw Locusts with 1000 damage games and 7 kills...

#7 JigglyMoobs

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Posted 05 December 2015 - 11:48 AM

View PostQuickdraw Crobat, on 05 December 2015 - 11:20 AM, said:


So really what you're saying here is 'It got weakened, not killed,' which is what PGI at least ought to have been shooting for (if not was shooting for) in order to approach a good point of game balance/equal-imbalance.


Right, you can still play the exact same mech and enjoy yourself and do pretty well. Even though there are some situations where it's less viable, overall it's still my favorite timby build.

So, it was less of a nerf than I thought it would be.

View Postk05h3lk1n, on 05 December 2015 - 11:24 AM, said:

I saw Locusts with 1000 damage games and 7 kills...


Locust -is- a lot better since hitboxes were changed.

Edited by JigglyMoobs, 05 December 2015 - 11:51 AM.


#8 Wintersdark

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Posted 05 December 2015 - 12:18 PM

View PostTarl Cabot, on 05 December 2015 - 08:36 AM, said:

The patch did nothing about the laser vomit. For the Clanner the patch only shorten the max range, it did not change the optimal damage range output.


Not true. The patch made laser vomit better. It increased DHS heat dissipation, which allows higher DPS output.

View PostJigglyMoobs, on 05 December 2015 - 11:14 AM, said:

Yeah, but I thought the lower max heat would make a big difference. Turns out it has lowered the rate of damage output, but not to an extent it becomes unviable, especially if you can control the pace of engagement.

See above.

Heat cap has pretty much nothing to do with overall damage output; short of potentially having to delay one of your initial alphas a bit but then this is made up for by increased dissipation afterwards making all successive alphas able to be fired faster.

#9 JigglyMoobs

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Posted 05 December 2015 - 12:44 PM

View PostJigglyMoobs, on 05 December 2015 - 12:44 PM, said:

Winters, my typical style is to alpha twice in rapid succession, so this patch made it feel slower


I did not know that the dissipation was increased. Now that you mmention it, the alternate fire modes I use (eg 2lpl 1 erml) did seem better.


Winters, my typical style is to alpha twice in rapid succession, so this patch made it feel slower


I did not know that the dissipation was increased. Now that you mmention it, the alternste fire modes I use (eg 2lpl 1 erml) did seem better.

Edited by JigglyMoobs, 05 December 2015 - 12:44 PM.


#10 aniviron

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Posted 05 December 2015 - 01:34 PM

Clan uACs, LBx, and SRMs are all still really meh. Gauss is pretty much dead, so even though clan lasers got nerfed, they're still the only real option if you're playing to win instead of for fun. The only difference is that gauss + lasers isn't good anymore, now it's only lasers + lasers.

Edited by aniviron, 05 December 2015 - 01:34 PM.


#11 JigglyMoobs

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Posted 05 December 2015 - 01:44 PM

I was thinking about changing my builds yesterday but was suspecting the same thing, so decided to change nothing and give it a try.

are SRM builds any good? lrms seem more effective when massed too, but they are a bit too boring to play for my taste.

Edited by JigglyMoobs, 05 December 2015 - 01:45 PM.


#12 Bident

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Posted 06 December 2015 - 01:47 PM

View PostJigglyMoobs, on 05 December 2015 - 01:44 PM, said:

are SRM builds any good? lrms seem more effective when massed too, but they are a bit too boring to play for my taste.


They are much better after the patch, now i can ride again my favorite (awesome) at least one of his variant with great success.
And i am glad for Atlas too, role of ultimate brawler is once again in his hands.

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Edited by Bident, 06 December 2015 - 01:53 PM.


#13 Bellum Dominum

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Posted 06 December 2015 - 01:58 PM

Did Jiggly quote Jiggly?

#14 RustyBolts

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Posted 06 December 2015 - 02:08 PM

Until PGI unscrews Clan ballistics and missiles you will only get laser vomit.

#15 JigglyMoobs

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Posted 06 December 2015 - 02:58 PM

View PostDeath Drow, on 06 December 2015 - 01:58 PM, said:

Did Jiggly quote Jiggly?


LOL don't know what happened. meant to quote winterstark. posting from a cell phone is hard.

#16 JigglyMoobs

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Posted 06 December 2015 - 03:03 PM

one thing I did notice was that I kept losing component "lock" with my lasers after losing st. then I remembered: 20% lower turn rate, duh.

something to keep in mind from now on.





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