

So, Can We Have Our 10 Tons Back
#121
Posted 16 July 2015 - 01:24 AM
You are just a Troll.
/ignore from now on.
#122
Posted 16 July 2015 - 01:29 AM
Edited by Koshirou, 16 July 2015 - 01:35 AM.
#123
Posted 16 July 2015 - 01:43 AM
And why are you so fixated with cERLL range? If you are really are experienced in CW you know that a decent clan player will use cLPL instead of cERLL. *facepalm*
....
Just a genuine advise Koshirou, concentrate more on improving your overall in-game skills rather than your forum trolling capabilities.
#124
Posted 16 July 2015 - 01:44 AM
cERLL + TC7 + Module:
EffRange = 740*(1+0.15+0.1) = 925
MaxRange = EffRange*2 = 1850
ERLL + TDR5SS Quirk + Module:
EffRange = 675*(1+0.25+0.1) = 911.25
MaxRange = EffRange* = 1822.5
I used the values given in the various openly available sources (wiki, smurfy.) If you believe these to be wrong, please point out the sources for values you believe to be correct. I can only work with the data I have.
Note that even with just the module, the 323 meter max range difference alleged by Marc cannot be explained in any way (unless TCs have been nerfed to affect range negatively.)
Of course, as Aresye Kerensky has correctly pointed out, these slight differences are functionally meaningless which is why I certainly won't be trying them out in "practice". No game I ever played was decided or even substantially influenced by plinking minimal damage at 1800 meters.
Edited by Koshirou, 16 July 2015 - 01:57 AM.
#125
Posted 16 July 2015 - 02:01 AM
Earlier this thread I went trough this with an example of a C-ERLL on a tooled up Hell bringer (10% range module, 2.5% TC Mk1, no range quirks) vs TDR-5SS (25% quirk, no range module added). Of course the Ebon build provided (10% range module, 2.5% TC Mk1, no range quirks) has exactly the same range as the Hell bringer I used in the example but ha what can you do? I even tried drawing a picture.
Anyway I drive both mechs like you and totally get what your saying.
#126
Posted 16 July 2015 - 02:03 AM
If you are trying to say that all TCs, including the TC7 I included, only provide 2.5% range improvements, please show me a source for that. I am not going to buy one just for the fun of it. As before, I'll happily admit that the underlying data I use may be obsolete, but then please point out where. Because the calculations are correct.
Edited by Koshirou, 16 July 2015 - 02:08 AM.
#127
Posted 16 July 2015 - 02:08 AM
If you really play a lot of CW you should have realized that IS players don't get stomped from long ranges (600m beyond) instead Clan players close in at the optimal ranges of cERML and cMPL. the only true long range weapon used by clans are cLPL and cGauss.
And no decent Clan player will ever use a TC7 (TC7??? WTF!) just to have some cERLL range advantage of a TDR5SS. Yes you win the Math contest. The cERLL + TC7 + module Effing jaguar has a whooping 27.5meter range advantage over a TDR5SS with ERLL + module.
But in real combat... TC7??? really? On the other had, TDR5SS with that build is very common. Hence in real CW battles, IS has more range that Clans.
#128
Posted 16 July 2015 - 02:13 AM
Koshirou the TC MK7 only gives 7.5% range as per the in game tooltip. TC's had the snot patched out for them ages ago. You need to use 0.075 instead of 0.15 in your calculations. So.....
740 x (1 + 0.075 + 0.1) = 869.5
So basically a Clan mech running a 7 ton targeting computer still can't out range those IS mechs with the 25% to energy range quirk. Sad but true.
#129
Posted 16 July 2015 - 02:18 AM
Jumping Gigolo, on 16 July 2015 - 01:43 AM, said:
And why are you so fixated with cERLL range? If you are really are experienced in CW you know that a decent clan player will use cLPL instead of cERLL. *facepalm*
....
Just a genuine advise Koshirou, concentrate more on improving your overall in-game skills rather than your forum trolling capabilities.
I havent been using C/ERLL in CW for months. Not even sure why the debate is even worth it. C/LPL does 13 damage at 660, 9.75 damage at 825m, 6.5 damage at 990. I dont personally use IS ERLL anymore either in CW. Prefer LLs on everything at this time for the shorter burn time. Most the the standoffs are at those ranges or closer now for various reasons including new maps. When all we had was Boreal Boreal Boreal all the time, ERLL was much more widely used.
Edited by Kin3ticX, 16 July 2015 - 02:19 AM.
#130
Posted 16 July 2015 - 02:18 AM
Edited by Marc von der Heide, 16 July 2015 - 02:21 AM.
#131
Posted 16 July 2015 - 02:18 AM
Jumping Gigolo, on 16 July 2015 - 02:08 AM, said:
Marc was the one to claim that the alleged IS range advantage was what allowed them to stomp their JF opponents. I think this is complete nonsense because in my opinion the only way that absolute range can decide matches in such a way is if one side voluntarily decides to play long range practice target. 1500m+ plinking is not what wins games, in general.
I just pointed out that even for these practically meaningless extreme examples the TDR-5SS advantage is not as large as Marc apparently thinks it is (as I said, even with just modules, nowhere near the 323 meters he claims) and that on this argument alone, his little anecdote does not hold up.
If you're saying that these builds are uncommon and Clan players usually won't bother with them: I absolutely agree. It was certainly not me who brought up the idea that a few meters of range at the extreme edges on some maps make any kind of meaningfull difference.
#132
Posted 16 July 2015 - 02:23 AM
Koshirou, on 15 July 2015 - 11:34 PM, said:
Not true.
Koshirou, on 16 July 2015 - 02:18 AM, said:
I just pointed out that even for these practically meaningless extreme examples the TDR-5SS advantage is not as large as meaningfull difference.
Thats a difference.
Edited by Marc von der Heide, 16 July 2015 - 02:23 AM.
#133
Posted 16 July 2015 - 02:25 AM
SeventhSL, on 16 July 2015 - 02:13 AM, said:
Well, as I said, I went by the data in the wiki, and I'll be happy to be corrected on the premises. If it's been nerfed to that, then yes, the maximum range is a mere 1739 meters and the TDR-5SS holds a whooping 83.5 meter maximum range lead (nowhere near the claimed 323 meters.) As I said above, I don't think that amounts to any practical advantage in actual play and again I would assume that for ranges ~1500 meters the actual damage difference is miniscule.
But yes, my original assumption that the Clan Mech could outrange that was based on the numbers in the wiki. So, slightly off due to obsolete data. The "323 meters" claim, on the other hand, is just complete nonsense no matter which data you use.
Edited by Koshirou, 16 July 2015 - 02:32 AM.
#134
Posted 16 July 2015 - 02:30 AM
SeventhSL, on 16 July 2015 - 02:13 AM, said:
Koshirou the TC MK7 only gives 7.5% range as per the in game tooltip. TC's had the snot patched out for them ages ago. You need to use 0.075 instead of 0.15 in your calculations. So.....
740 x (1 + 0.075 + 0.1) = 869.5
So basically a Clan mech running a 7 ton targeting computer still can't out range those IS mechs with the 25% to energy range quirk. Sad but true.
All the number crunching you are all doing doesn't matter. Nobody uses TC 2-7s unless they are clueless so whats the point?. LPL + ERML is a big part of the real power driver in Clantech as they synergize well out to 675 meters. The LLaser and MLaser combo is not nearly as versatile. Fortunately there was the ghost heat shift for 3-4+ IS LPL, LL, ERLL which helped out a lot.
Edited by Kin3ticX, 16 July 2015 - 02:33 AM.
#135
Posted 16 July 2015 - 02:39 AM
Kin3ticX, on 16 July 2015 - 02:30 AM, said:
Don't ask me. Someone else apparently thought a few extra meters of theoretically possible maximum range on ERLLs were what decides games in favor of the IS. If that were the case, surely Clan players would use every method at their disposal to rival that terrible IS advantage.
I should have kept my response to what I originally and correctly stated - that it was again a meaningless anecdote - and left it at that.
Edited by Koshirou, 16 July 2015 - 02:58 AM.
#136
Posted 16 July 2015 - 02:43 AM
When you check the other quircks....you see the advantage. But for shure on all maps the Medpuls is better than the ERLL built. Except Boreal when the attacker is not pushing.
These quircks give more than just range.
[color=#FFFFFF]ADDITIONAL STRUCTURE (LT): 15.00[/color][color=#DDDDDD] [/color][color=#FFFFFF]ADDITIONAL STRUCTURE (RT): 15.00[/color][color=#DDDDDD] [/color][color=#FFFFFF]MEDIUM PULSE LASER RANGE: 25.00 %[/color][color=#DDDDDD] [/color][color=#FFFFFF]ENERGY RANGE: 25.00 %[/color][color=#FFFFFF]ENERGY HEAT GENERATION: -15.00 %[/color][color=#DDDDDD] [/color][color=#FFFFFF]ENERGY COOLDOWN: 15.00 %[/color][color=#DDDDDD] [/color][color=#FFFFFF]MISSILE COOLDOWN: 15.00 %[/color]
VS
EBJ : Nothing...and that is better than negativ quircks.
Yes Clans and IS are nearly on one Level. But the crying about Clan nerfs need a counter crying..agree?
#137
Posted 16 July 2015 - 03:06 AM
So what is actually your beef about Clan Mechs in the first place? You said CW is atrocious because of Clan Mech are OP? Why can't you just admit there are more proficient Clan players who bother playing CW than those good IS players (usually members of elite I units) who prefer to play pub games instead?
....
This thread has been derailed thanks to Koshirou's trolling expertise. Congratulations you are indeed a great example to the Community. Going back to topic.... I have no issue with IS dropdeck getting more tonnage. If that will significantly lessen the complains and whines of IS players then so be it. Clan players will just have to adapt and adjust accordingly.
#138
Posted 16 July 2015 - 03:14 AM
Jumping Gigolo, on 16 July 2015 - 03:06 AM, said:
Where, and what do you refer to?
Quote
What? Where the hell am I supposed to have said that?
Okay, just a simple logical interjection here:
That one factor is more important than another does not mean that the less important factor is irrelevant.
If all that mattered was player skill, that would literally mean that it did not matter if you showed up in trials, or even in 3025-era stock IS builds.
Quote
No, it is atrocious because of many, many things. Basically, all the things. The Clan tech is just one of many factors in that. But it is a factor, if but a subordinate factor in the overall problem of faction balance and its complete non-existence.
Quote
Let's just assume for sake of argument that this is true (and yes, I mostly play pub these days as well): Why do you think that happens?
P.S.: 10 tons in the drop deck will not change anything and I would actually rather assume the OP was being sarcastic in order to highlight the current CW imbalance.
Edited by Koshirou, 16 July 2015 - 03:23 AM.
#140
Posted 16 July 2015 - 03:20 AM
HiasRGB, on 16 July 2015 - 03:17 AM, said:
Yes, that's a rather brain-dead build. But if the TDR-5SS (can we just rename the IS to "The TDR-5SS guys", since this appears to be the only relevant IS Mech?) and its mighty ER LL range was such a grave threat, you would certainly use 7 tons to rival this terrible advantage, right?
Unless, of course, you maybe thought that this was not such a big deal. Y'know, like a sane person.

Edited by Koshirou, 16 July 2015 - 03:21 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users