Molossian Dog, on 21 September 2014 - 04:21 PM, said:
There is so much wrong in this thread. I don´t have the time to adress all the misconceptions. Just one point:
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As long as the CER-Mlaser does more damage every split second than the M-Laser I will not even start to ponder about "overnerfed."
(Even if leaving the longer range aside. Leaving the chassis advantages -FF, Endo, DHS, magic engine- aside that lets you get MORE of them.)
The whole "IS has FLD-PP, the Clans DPS" train of thought is ludicrous in this light.
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You don´t need FLD if you do more damage every split second.
This is not even debatable. You can miss with a good chunk of your beam or pour it into the ground/hillside and still do more damage. That is what more damage every split second means.
Longer burn time means nothing. The damage in those 0,25 secs is just another bonus on top of a generally better performance.
How that works with the mantra "Clan weapons aren´t OP, they need more skill" I cannot even imagine.
That's why we're saying the IS ML should have it's heat brought back to 3 instead of 4. One of them is almost twice as hot as the other, for a minuscule increase in damage. It's better to actually read the numbers than just whine incessantly without knowing the mechanics.
Right now C-ERML is 0.40 damage per second higher than IS ML, for 0.40 heat per second more than the IS ML.
With the IS ML brought back to it's proper heat level of 3, instead of the current 4. It's going to be a 0.40 dps increase for 0.65 hps. That can bring the weapons more in line in that aspect.
Hoax415, on 21 September 2014 - 04:47 PM, said:
I just want to say thanks to Molossian, Crunk, Wrench, Kin3ticX and of course Adiuvo (who's credibility should be unquestioned so I see Walker and others just ignore his posts).
I responded to every one of his posts, he's the one that argued a point with me and then moved on. Please don't make claims about people without actually reading the thread.
Also, his credibility shouldn't be questioned when he spends almost all of his time in the group queue, while we're in both queues? In a debate that had the PuG queue as a component? He's also in the top tier, the game is very different for him than it is for some of us. Just like it's extremely different between the mid tier players and the bottom rung players.
Again, he's representing his tier of the game, where people are a lot less likely to be stupid, while the lower tiers can afford many mistakes, and afford to run entire teams of non-comp mechs. Or even ECM. (Last night I was with a group of new players. out of the 12 mechs on my team, I was the only ECM mech for the team for 90% of the matches, it was a nightmare running into teams with 4+ ECM mechs, while I was the only one providing ECM cover for people that still couln't grasp how cover works.)
I have no problem with his opinions and his thoughts on the game, they're not wrong, but they're not 100% right either. They are for his tier, not the others. Also, competitive is still very different from casual. These are very different things that you are trying to compare here.
Hoax415, on 21 September 2014 - 04:47 PM, said:
Again I would suggest to everyone on both sides of this "debate"

to suggest to Russ/PGI that they need to run a Clan vs IS test along these lines:
-Challenge Saturday
-Group Queue will be IS vs Clan
Challenge details:
X wins to complete challenge for X prize.
Group size is minimum 4 no maximum.
Groups obviously will have to be pure IS or pure Clan.
Queue all of the "my group is too small and we get fed to the larger groups" (maybe fixed groups of 4 only? That way each team is 3 premades, and the group queue is locked into groups of 4 only.)
Or better yet: What about the groups that ran mix? (A Better solution would be to lock the queue into IS Vs. Clan, before locking the groups)
Or, the good players for X side finished the challenge early and went back to regular queue. (Lock the queues, to prevent that)
Hoax415, on 21 September 2014 - 04:47 PM, said:
Data we would get:
-Group queue data instead of solo queue pubbing with all its vagaries.
-Data where people are more compelled to tryhard because of the challenge. This along with it being group queue should reduce the **** builds, **** mechs, trials etc. noise in the dataset.
-Data on whether more people run IS teams or Clan teams. This tells us what the perception of balance is with the so called "silent majority".
I would rather it wasn't the challenge, because once they win the challenge there is no need to really try hard. You need an incentive that keeps them playing for the duration of the test (could be a few days long maybe?) Something like a tourney, or a match win farm fest, like the faction war event? (Still laugh at the fact that the lone wolves won that one)
However, all of these tests shouldn't be done now. They should be done after the quirk passes for both sides, and after they bring down the IS lasers heat back to where they should be. Possibly adjust the burn times more on the C-lasers as well.
This is to clarify my position:
I'm not saying clan tech is balanced right now. I'm saying that most people in this thread are wrong. They're thinking "it's too powerful, nerf it". Which is the wrong course of action. First of all, it's not THAT powerful, second of all, what should be done is buffing and tweaking the IS tech to where it's on equal footing. IS tech has had some egregiously unnecessary nerfs done to it over the years, and it's time to start removing/tweaking some of them.
The solution isn't nerfing everything without any proper thought or understanding. No, it's fixing what is now broken. When IS tech was competing just against IS tech some stuff had to be nerfed at the time to keep it balanced (it didn't, just made pulse lasers more useless, and made the ML a bit annoying to use, but still ton for ton the best DoT weapon in the game, at the time)
Now, bring back the proper stats for these lasers, and you have proper contenders with clan tech. Adjust the burn times as well.
Here's an example of what an IS ML should look like: (Next to it is the current C-ERML)
IS ML: C-ERML
Damage: 5 7
Heat: 3 6
Cooldown: 2.85 3.00
Range: 270 400
Max: 540 800
Slots: 1 1
Tons: 1 1
Duration: 0.85 1.25
DpS: 1.35 1.65
HpS: 0.81 1.41
Just comparing those stats to the current clan ER-ML already bridges the gap, and makes the weapons comparable, without losing their flavors. Instead of having a 2 second burn time on the C-ER ML, buff the overly-nerfed IS ML instead.
Couple those suggested changes to the IS ML, with some proper tweaking of the C-ERML, and you've got 2 weapons that have a sense of balance between them.
I hope this explains somewhat, where I'm coming from.