Soy, on 05 March 2015 - 12:23 PM, said:
Absolutely.
When I realized that it's not tart heyday and that everyone sits around stroking harbl behind a rock for 10 mins before the actual engagement opens up, hell yes 300m is enough.
Gotta get over the fear of range. Even I had trouble/insecurity with it for about 2 weeks in my build. Hell, fights turn into facehumping all the time. It's about going unchecked and using the mobility of the mech to position correctly.
The more I play the mech the more I stare at Seismic/map only and never the actual game screen unless it's to pull a Dorito, or place a shot. I crutch Seismic like never before, if you saw me you'd think I was narcoleptic for how many bunny hops to dead stops I do just to check it every few secs/meters.
Remember I played poptart sniper so I used to play from a zillion meters out. If I can return after 18 months and sit down and wreck in a mech that shoots only to 380m, then you know it's fine. Really.
PS - it's 10 cuz 10xSPL = same dmg as 12xERSL btw, less duration, faster cycle, range isn't important, it's recycle time and exposure time (specifically tarting exp)... double alpha is just below shutdown too at 10.
PPS - you said "at 400m?" Lets make one thing clear - if anyone has trouble closing ~100meters of range, they need to stop playin like the Nova, learn to soak in something tankier, get comfy, come back, and try again...
I know how to use the Nova; after 430 drops, it's sitting at a K/d of 3.95. Perhaps not up to your Lordly standards, but perfectly acceptable.
Should I shame myself by using this? Yes, I might as well:
http://mwomercs.com/...t=201410chassis
I'm no stranger to the chassis. I also have no illusions of it being great. 120% heat ERMLs, 150% heat SPLs, ERSLs and MPLs. The 10% heat quirks offset those slightly, and they did receive some buffs for the heat nerfs. MPLs would be better off with the 4 heat and less damage, on top of losing some range. Smalls were adequately buffed in range or damage.
Dealing 11.35 damage per arm with the 5 SPLs at 300M, or dealing 20 damage with 6 ERSLs is significant enough. Where the SPLs deal nothing at 370M, the 6 ERSLs still deal 10 damage per arm.
That's not insignificant.
It allows you to stay near the ever important cover.
There's also the matter of heatsinks. My preferred ERSL build mounts 13 ERSLs (I don't like stripping armour, or leaving a half ton free) 21 DHS, AP and a TC1.
NVA-13 ERSL 21DHS
I could drop the LAA and AP for another DHS on one arm, but the actuation is nice.
I'll assume your build is something similar to this:
NVA-10SPL 18 DHS
Though, stripping a half ton somewhere for 19 DHS?
Now, ghost heat is much better on SPLs; since there's both fewer lasers and also less of a multiplier. 55% heat for a 60 damage alpha. Not bad, on par with most LOLpha's at that damage, although at a third of the range.
~15% heat per arm VS 20% heat per arm, more for range, almost worth it.
I guess that is acceptable. Still, the range isn't insignificant. PUGs don't push.
Anyhow, do you remember that picture I posted earlier, the 21% Nova? Here's how that ended:
That's with being red in nearly all components, using those 80 meters bonus on the ERSLs has it's benefits.
Of course, simply using 6 ERMLs also has it's benefits. Greater alpha, twice the effective range, 40% heat per alpha. A bit worse up close of course, but that one mounts MGs without any sacrifice. Much more easily neutered, though.
The Hunch got 40% more IS+A, a full 30, so if we get no additional weapon quirks, 15-20 structure per arm should suffice. An additional LOLpha to remove it.