Lunatech, on 21 April 2015 - 08:38 PM, said:
As much as I agree with this (I kill Commando's as a hobby in my Locusts), do you really think you could beat a COM-TDK in any Locust?
Obvs assuming a player than can shoot well enough to use a lightweight light.
Short answer? Yes. TDK is good, but Locust is just as good. Idk if you're talking about a mixed MPL build or a ML build, but TDK can mount 2 fewer weapons than the LCT 1E, which means that it has less access to the heat-efficient low-burn time SPL. That added damage is even more improved by the short burn time of the SPL.
For comparison's sake:
4MPL is 6.67 damage/second (effective burn 4/tick) for 4.44 heat/second.
With quirks this is improved to about 6.78 dps (effective burn 4.4/tick) for 4.07 heat per second.
The hypothetical TDK build I envision would have an absolute maximum value of 7.55 with cooldown modules, and a heat per second of 4.53. It should run for about 19 seconds of continuous fire before overheating (1.94 cool/second, cap of 49.4) and do a total of something like 143-168 damage in that span. Total leg health is 48 each.
6 SPL is 8.7 damage/second (effective burn 4.8/tick) for 4.38 heat/second.
With quirks this is improved to about 9.14 dps (effective burn 6.4/tick) for 3.285 heat/second.
The Locust build that I use will have an absolute maximum value of a bit over 10.19 dps from modules for about 3.82 hps, and run for about 24 seconds (1.82 cooling/second with heat cap of 48.2) before overheating, for a total damage inflicted of something like 244-264 damage before overheat under continuous fire, depending on if all these crazy moving parts work like I think they do. Total leg health is 40 each.
If both targets are assumed to hit each other's legs equally, since that is the easiest way to kill light mechs, the commando will take 4 24 point alphas to kill the Locust, and the Locust will also take four alphas to kill the Commando. This seems to lend credence to the idea that Locusts are flat-out better, but I feel that in the dodging and weaving of an actual fight the 8 points of additional leg will go a lot further due to laser spreading. I also feel that the heat efficiency of the Locust is so far superior as to make that irrelevant, especially since in the hands of hypothetically equally skilled players, the Locust shows better numbers on paper.
Now, the old-school Streakmando on the other hand... Well, that's an analysis for a less drunken evening, since I'm not 100% sure my calculations on this stuff are even right.
In conclusion, I have successfully dueled Firestarters in my Locust, and while it is technically something of an outlier in my 1v1 statistics, the fact that it is possible despite the massive advantage afforded to the Firestarter in nearly every aspect of combat just goes to show how important actual pilot ability is in this game. So, you know, go with the mech that you can use the best.