Lykaon, on 15 July 2014 - 09:44 AM, said:
However,while this is correct there are a couple of odd quirks not mentioned with ripple fire Clan LRMs.
The AMS fires off near constantly leaving the AMS dry about 5 minutes after contact in LRM heavy games.Also I.S. AMS has half the ammo of clan AMS this will be a bigger issue once we no longer have mixed IS and Clan teams.
Clan LRMs have half the tonnage of I.S. counterparts and require fewer critical slots.This allows Clan LRM launchers to be added in on top of another more specialized build while I.S. mechs will more often than not be purpose built for LRMs clan mechs may have an LRM launcher or two simply because they fit.Since the clan LRMs do not become 100% useless at sub 180m ranges I will count on seeing brawlers with LRMs built on clan chassis.This means higher number of clan LRM launchers will be fielded and on mechs capable of defending themselves in a brawl. More LRMs vs more effective AMS = null overall effect.The AMS shoots off like crazy for the first third of a match then it's empty.
When all things are considered the clan LRMs are vastly superior to I.S. counterparts. with having one fault that has a useful side effect (ripple fire prevents concentration of damage yet drains AMS ammo) Everything else about clan LRMs is great.
You have a point but your taking that point way to far.
The AMS running out of ammo faster is really a non-issue when the same amount of AMS is taking out 3 clan LRMs for every 1 IS LRM. Sure you end up with a little less AMS coverage late game but by late game the LRM spam has considerable lessened due to racks begining to run dry.
Also your correct about the weight of the Clan Launchers. However because the Clan LRMs in general are about 20-30% less effective overall, a Clan mech has to compensate for this somehow.
Option 1 is to equip more tubes (add in an an additional launcher) so it has a higher throw weight which will be required to gain the same per salvo damage and effectiveness.
Obviously if you add another launcher, you add more weight which offsets the advantage in weight a Clan launcher provide. Additional if you add more launchers you also add more heat which requires more heat sinks so you are adding even more weight or heat whatever you prefer.
Option 2 is to equip more ammo so that over time, you are able to output the same total amounts of damage an IS Mech equiped LRMs over the course of the battle.
Well to start off with, more Ammo equals more weight, again offseting the weight advantage. Also with this option you have to consider target exposure time. An enemy target might only be out of cover for say 10-12 seconds where it can actually be effectively hit by LRMs. In this situation, having more ammo doesn't offer an advantage because of the limited exposure time only allowing for 3 salvos to actually hit. Since we have already established that IS LRMs might be 30% more effective, having to fire 4 Clan LRM salvos to make up for that difference doesn't help when you only have time to hit with 3.
Now this illustrates exactly what the problem is with most balancing discussions. For anyone to discuss balance, you have to look at any and all situations where two weapon system might be used and look at how they perform in all those situations. Many times what looks good on paper doesn't translate well to actual conditions and Clan LRMs are a prime example of this.