Comparing Is And Clan Medium Lasers
#1
Posted 18 June 2014 - 11:03 AM
That said, I think the medium lasers might need a little tweaking. Since medium lasers are a bread and butter weapon for a lot of builds, this seems like an important issue. Anyway, my take is that the the clan er medium laser is hands down better than the IS version, while the clan pulse laser is more or less unusable.
There are certainly other questions to consider when making a comparison, but probably the most important given the design philosophy above is how the two versions of the weapon spread their damage out over time. One way to do that is to calculate the damage done per tenth of a second on target. So, a little quick math:
IS medium laser:
5 damage over 1.0 seconds = .5 dmg/.1 seconds.
IS medium pulse laser:
6 damage over .6 seconds = 1.0 dmg/.1 seconds.
Clan ER Medium laser:
7 damage over 1.3 seconds = .53 dmg/.1 seconds.
7 damage over 1.1 seconds = .63 dmg/.1 seconds.
A couple of things jump out here:
1) There's never a case where the Clan ER Medium Laser is not hands down superior to the IS version. Instead of the damage being more spread out (lower per unit of time), it's actually slightly higher. And still has a significantly higher damage potential, dramatically better range, and fairly similar heat per dmg and heat per time.
2) The clan pulse laser is just awful. In the IS version, the medium pulse laser does double the damage per tenth of a second for double the weight, and presents a meaningful trade off: double the weight and a shorter range for the ability to much more reliably focus damage in a single facing. The clan version has ... almost no benefits, but has similar trade offs.
In any case, at the risk of being unpopular, it seems like the duration of the Clan ER Medium laser should be moved up slightly. A change to 1.5 or even 1.6 seconds would move the damage to .46 or .43 dmg per tenth of a second. That would be slightly worse than the IS version, but with significantly higher max damage for the similar weight and heat.
I'm not sure about the clan pulse lasers. Maybe they're bad on purpose? Again, if the idea is prevent clan mechs from being able front load their damage, making pulse lasers a poor choice doesn't seem entirely unreasonable. That said, something like a duration of .9 seconds (or .77 dmg/tenth of a second) would bring them closer (but not quite) into line with the trade offs involved with the IS weapon. As is, it's hard to imagine a case where the clan pulse lasers would ever get used.
TLDR: The Clan ER Medium laser is probably slightly better than it should be, while the clan pulse laser is categorically a poor choice given the current tuning.
#2
Posted 18 June 2014 - 12:51 PM
I agree with the CMPL though, the duration is far too long, what's the point?
#3
Posted 18 June 2014 - 01:30 PM
#4
Posted 18 June 2014 - 02:10 PM
Edited by Bromineberry, 18 June 2014 - 02:21 PM.
#5
Posted 18 June 2014 - 05:04 PM
The only blawler timberwolf I have been able to get working right is a Dual C-Gauss. (and thats very counter-productive). other C weapons, force you to stay on your target, giving you less time to shield. By being exposed for such long durations, I get cored very often above 80% HP. So in order to become an effective brawler, I had to either just sacrifice half my damage by shielding before the duration of my weapons elapsed or switch to Dual C-Gauss. Since I dont like waisting beam damage or autocannon bullets, I just made a full switch to C-Gauss.
Sure, If I dont get shot at, and I get the full Duration of my Lasers, I can output high yields of damage, but that is rarelly the case during a brawl. If possible, I would like IS Autocannons, IS PPCs, and IS lasers. Same tonage, same range, heck i'll even pay more crit slots for them. The other day, I bought a C-AC/20 thinking it was a clan version of the IS AC/20. Nope... more like a chain fire set of AC/5s with slow bullets. Heck, I dont care, I'll even take a small range loss from the IS versions. if that means I could equip them on my Timber Wolf. I dont even understand why arms dont work with Balistics and ppcs...
Heck, I would pay cash-money to have an inner sphere mech that visually looks like a timberwolf (and even reads as a timberwolf when being targeted), but for all in game purposes is an inner sphere heavy mech. 3 slot Double Heat sinks, 14 slot endo steel, 14 slot Ferro-Fibrous, 3 slot side torse XLs...
#6
Posted 18 June 2014 - 05:15 PM
I don't mind the lower DPS, though, as the maximum is higher. It's one of those high-risk, high-reward things. There seems to be a higher skill minimum necessary to use Clan equipment well compared to IS kit. (*dons flame-proof suit*)
#7
Posted 19 June 2014 - 05:02 AM
Bigbacon, on 18 June 2014 - 01:30 PM, said:
This was exactly my point: that's how it should work, but if you look at the math, it doesn't. If you leave a Clan ER Medium laser and an IS medium laser on a target for .5 seconds, the CLAN laser will do slightly more damage.
As for the heat being a balancing factor, the heat per damage is very similar between the two. It's a fair point that having higher heat when you're boating the things makes a big difference, but since it's more or less on par per point of damage, I'm not sure I'd call it a significant drawback.
#8
Posted 19 June 2014 - 08:13 AM
#9
Posted 19 June 2014 - 08:31 AM
#10
Posted 19 June 2014 - 09:19 AM
IS mechs can alter every aspect minus hardpoints and the variations of those Chassis has alternative hardpoint locations, Win/Win. Clan mechs lack the total freedom of customization that IS mechs have and require lighter weapons to make them feasible.
If I want to throw a fast engine in a Griffin or Victor and boat weapons, I can. Clan? Can't do it. If I want to slap 2 AC/20's on a Jagermech, I can do it, with some engine adjustment I can even add more weapons to it. Nothing short of a Warhawk or Dire Wolf on the clan side can mount 2 AC/20's and even then, they aren't pinpoint.
The Clan lasers are, quite literally, their bread and butter. If they tweak the ERSmall, ERMedium and ERLarge to fit more in line with IS lasers, I want the ability to add Endo to my Summoner and alter the JJ's on it, it's that simple. I am forced to use a build that a fricking Blackjack uses at 70 tons if I want to brawl, or a Griffin, or a Shadowhawk. I want the ability to mount Cataphract size loadouts on it, but I know that will never happen.
The Clan lasers are balanced, and the limited space the Clans have to customize is why.
#11
Posted 20 June 2014 - 06:38 AM
Heck just using MPL as example.
IS 180 then 360 vs Clan 400 then 800.... full damage 40 meters past IS Extreme range very limited damage, So from 360-800 clan MPL can hurt IS mech while taking nothing in return.
#12
Posted 20 June 2014 - 08:29 AM
Yes, Clan has better range, but their beams burn longer and generate more heat. Inner Sphere has less range, less damage but shorter beam times, hence a quicker delivery system when those beams do get into range, and less heat, with a customizable heat system. Clan mechs do not have that, they start with an engine and a base amount of HS's, they can only add, which takes away vital space and tonnage that they lack.
It's not a simple as
7 damage, 450 range, 5 heat
vs.
5 damage 270 range 4 heat
It isn't that simple. There are SO MANY other factors to consider in this equation. People on the forums see a figure and go ballistic until they get it nerfed then and only then, do they play with it and decide oh, hey, it was much better the other way.
Stop crying for nerfs!
#13
Posted 20 June 2014 - 08:55 AM
ISML: 1s burn time, 3s cycle time. 4s = 5 damage, if all damage is delivered
CERML: 1.3s burn time, 3s cycle time. 4.3s = 7 damage, if all damage is delivered
You get to pay that extra .3s burn time on a Clan laser whether or not you can hold it on target - if you're only delivering a few tics of damage sweeping beams across a target outmaneuvering you, you get to wait just that little bit longer before trying again.
I doubt it's a crucial difference, but it's a factor that should be considered when discussing balancing for Clan beams, methinks.
That said, yeah. Clan pulsebeams make me sad T_T
Edited by 1453 R, 20 June 2014 - 08:55 AM.
#14
Posted 28 June 2014 - 12:50 PM
Aleksandr Sergeyevich Kerensky, on 18 June 2014 - 05:04 PM, said:
The only blawler timberwolf I have been able to get working right is a Dual C-Gauss. (and thats very counter-productive). other C weapons, force you to stay on your target, giving you less time to shield. By being exposed for such long durations, I get cored very often above 80% HP. So in order to become an effective brawler, I had to either just sacrifice half my damage by shielding before the duration of my weapons elapsed or switch to Dual C-Gauss. Since I dont like waisting beam damage or autocannon bullets, I just made a full switch to C-Gauss.
Sure, If I dont get shot at, and I get the full Duration of my Lasers, I can output high yields of damage, but that is rarelly the case during a brawl. If possible, I would like IS Autocannons, IS PPCs, and IS lasers. Same tonage, same range, heck i'll even pay more crit slots for them. The other day, I bought a C-AC/20 thinking it was a clan version of the IS AC/20. Nope... more like a chain fire set of AC/5s with slow bullets. Heck, I dont care, I'll even take a small range loss from the IS versions. if that means I could equip them on my Timber Wolf. I dont even understand why arms dont work with Balistics and ppcs...
Heck, I would pay cash-money to have an inner sphere mech that visually looks like a timberwolf (and even reads as a timberwolf when being targeted), but for all in game purposes is an inner sphere heavy mech. 3 slot Double Heat sinks, 14 slot endo steel, 14 slot Ferro-Fibrous, 3 slot side torse XLs...
Sounds like you're not protecting your core very well if you're getting cored above 80%. Try twisting and attacking from the side more.
#15
Posted 28 June 2014 - 01:09 PM
ColdBlueOne, on 28 June 2014 - 12:50 PM, said:
Sounds like you're not protecting your core very well if you're getting cored above 80%. Try twisting and attacking from the side more.
He's saying that the burst fire/longer duration damage over time Clan weapons force him to stay facing his target to deal damage, and thats why he takes more damage to his CT. It's not that he doesn't know that torso twisting will help him, its that he doesn't have a choice if he wants to get his damage out there. Hence why he's saying that he prefers the Gauss Rifles more than Clan autocannons since the Guass damage is frontloaded.
He's right to a certain degree. Could you imagine having a Hunchback 4G with an AC/20 that fired a 5 round burst instead of a single shell? You'd lose your hunch a hell of a lot more frequently then it is with the single shot frontloaded AC/20 that we currently have where you can just shoot and immediately twist.
#16
Posted 30 June 2014 - 05:22 AM
While our weapons might be stronger on paper in actual play it doesn't amount to much with how everything so far is designed between the IS and Clans. If IS auto cannons had the same burst fire mechanic as clans did then I could see this being a different point of contention but in the current state of the game an AC40 Jeager/K2/w.e is going to be a much more beneficial drop slot compared to any of the current clan mechs of the same class. As it seems the Timberwolf is the only exception to all rules as it somehow manages to do just fine where all other clan mechs fail.
As for weapon balancing I can already forsee once the devs get the Clan LBX changed to where it can fire alternate ammo slugs all clan mech builds capable of mounting any Ballistics will gravitate to that as it will give the clans an equal to the amount of FLD Inner sphere mechs can currently produce compared to most clan mech builds.
#17
Posted 30 June 2014 - 09:21 PM
You must consider the entire clan weapons package, along with how the clan mechs are built when considering how ERML work. So far, what I have experienced, is clan mechs in general are either out of tonnage or out of crit space when trying to make a heat neutral loadout that still has significant punch to it. In order to run a high output loadout, you run very, very hot. it has it's rewards, but it takes more skill.
I find in general, the clan mechs show the solid players from the almost average(not as good) players as the weapons are more difficult to do full dmg with(burst fire, longer durations, LRM's that scatter and eat AMS so bad) and are generally not sustainable for a close range brawl. hence, the longer range is basically a requirement to have time to maneuver and find cover, flank, etc as when IS mechs get into that magic SRM/AC20 range, you can not sustain enough firepower(a select few loadouts can, bulk of them not) to win a brawl. premades running meta TBR aside, when 4 guys on TS are all shooting one mech with 40 point FLD alphas, you dont need sustainability. For the rest of it, IS simply out brawls clan in that short game.
This itself ties into the skill gap, if you have to shoot from much farther away, you have to have better aim and reaction time. it becomes easier to spread out that laser dmg. It becomes easier to have those burst fire AC's hit 2 or 3 mech sections at long range. THIS IS ALSO VERY GOOD, and I wish IS mechs had gotten this design a long time ago(the ballistics) however it would remove it as a balance tool for clan tech too then.
Other thoughts: traditional loadouts like ML boats are simply not the same for clans. Most clan mechs, you put 6 ERML on it, you will have a hard time with heat unless its your full loadout and you stuff DHS in( I am talking smaller mechs, the heavy and up tend to have at least one ballistic mounted)
In short, the way to counter clans is to NOT CAMP. unfortunatly, herding up and camping at some ridge point or corner on canyon or alpine etc has been the norm to counter sniper fire for like over a year now. CLAN MECHS DEFY THE META< YOU NEED TO FLANK AND MOVE. The range is only an advantage if you sit in one spot and let the clan mech move to find a shot at you at their optimal range. This was true before, but not nearly as much so as it is now. The team that wins now is the team that moves, reacts to the enemy position and moves into the advantageous position faster. Missile boats just get shot in the face by some clan ERLL if they camp out, meta IS snipers can be out dmg'd by clan weapons at range, at ranges even the poptart IS mechs cant return fire effectively at.
In short, picking out one weapon and looking at it in a vacuum is really short changing what the dev team accomplished here, and it is certainly way too early to call for nerfs or buffs etc when it comes to weapon systems.
#18
Posted 01 July 2014 - 07:16 AM
This is my opinion but I feel a possible way to fix a lot of these problems (IS meta/poptarting) would be with community warfare. How one might ask would be as follows.
1. Limit all house/clan/merc units to stock configurations of any mech while fighting in community warfare mode.
2. Implement a separate mechbay lineup for community warfare and normal play.
3. As your loyalty points for your respective faction builds bake in certain rewards that represent your standing.
3a. EX at X loyalty the house allows you full access to engineering bays which allow you to customize within reason. (also maybe tack on a estimated waiting time on how long it would be to retrofit your mech etc)
Edited by storm0545, 01 July 2014 - 07:18 AM.
#20
Posted 01 July 2014 - 07:26 PM
Ronyn, on 20 June 2014 - 08:29 AM, said:
Yes, Clan has better range, but their beams burn longer and generate more heat. Inner Sphere has less range, less damage but shorter beam times, hence a quicker delivery system when those beams do get into range, and less heat, with a customizable heat system. Clan mechs do not have that, they start with an engine and a base amount of HS's, they can only add, which takes away vital space and tonnage that they lack.
It's not a simple as
7 damage, 450 range, 5 heat
vs.
5 damage 270 range 4 heat
It isn't that simple. There are SO MANY other factors to consider in this equation. People on the forums see a figure and go ballistic until they get it nerfed then and only then, do they play with it and decide oh, hey, it was much better the other way.
Stop crying for nerfs!
This right here... not to mention some clan mechs have quirks which also affect this. And im betting we will see more quirks in the future as they tweak clans. Hell IS mechs still need proper quirks (Or atleast get them to display correctly in the quirks bar in mech lab.)
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