Lily from animove, on 17 July 2015 - 06:34 AM, said:
Yes this is the entire story of how to judge anythign very biased.
So you wanna judge a system objectively by a lost showing "utility" of a weapon which has its utility values given by also subjective judgement.
Of course it's biased, I'm only one person playing and I haven't polled anybody to rank the variables in order and magnitude of importance. But I'm not for or against Clans, I just want every weapon in the game to be as useful as the next. They don't have to be useful in exactly the same way, but if, for example, I take a Small Laser, I damn well better be able to wreck the ever-living crap out of anything taking Medium lasers if I get close enough, otherwise what is the point in handicapping the range so severely? Same story for an IS ML versus a C-ERML. The IS ML doesn't do better spike DPS, it doesn't do better cyclic DPS, it has worse range, and its only advantage is better heat. Those are facts. Cold hard numbers. They are not esoteric interpretations. That is, in fact, the story behind Clan and IS tech; the trade-offs made for the Clan advantages are not quite sufficient to obtain a "different but equal" type of game.
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IS wepaons have a lot more heat efficiency, so who is in charge to say heat is only a 0.18 modifier?
It has that modifier because of the nature of fighting from cover, which in my experience is the style of play that is most prevalent. The heat is far less important when you can take cover and give yourself a chance to dissipate. That's also why cool-downs are weighted so low, because cyclic DPS is not anywhere near as important as spike DPS. Trying to take advantage of high cyclic DPS more often than not gets you killed. Still, at 18% the weight on heat is almost a fifth of the performance section. My current tables have heat as 20%, so exactly a fifth.
Updated table:
As for IS having more heat efficiency, they also can't fit the same number of heat-sinks in. If it weren't for the quirks, they'd be completely boned. You're talking about 'Mechs that require 14 slots for just one chassis upgrade, require 12 slots for XL, have larger DHS, have larger guns, and have heavier equipment. And after all that, they still don't usually even have the option of moving as fast with the same quantity and quality of firepower, forget durability.
And before you even
think of trying to say it,
locked slots and other hardware are there because Clan weapons are small and light and punchier, not the other way around.
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CERLL are a good example, they suddenly get so much more "utility value" by their range, while in fact on many maps you can not even play this range, yet their heat is so much more, but this hardly effects the utility score. and 1.5 secons beamduration is a real ****** thing hence why everyone uses C-LPL if possible. Yet in this list they are considered of having less utility value. So the clan beamweapon thats said to be the worst, turns out in your list as the best. That alone shows how wrong the list is.
No, the C-ERLL is actually a terrible example. The CERLL's utility shot way up because it is a mere 1 slot and 4 tons; playing with the range and heat didn't really change it all that much without being insanely ridiculous, and neither did placing more emphasis on the weapon performance and less on the resource usage. Just bumping it to 2 slots would cut the delta between it and the IS ERLL by 35%; that's huge. The other major contributor was damage. Because the spike DPS is actually higher than the IS ERLL despite the longer duration, it creates a synergy that inflates the value of the weapon. You don't have to hold for 1.25 seconds to do 9 damage with the C-ERLL and you can do that 9 damage from much farther away than the IS option can.
I would also point out that nobody uses the IS ERLL all that much any more for pretty much the same reasons. The beam has worse spike DPS than the C-ERLL, it runs hot with big-arse IS DHS, and the range advantage isn't that great over quirked and moduled LL, which is often quite comparable to a C-LPL.
Finally, the C-ERLL isn't the worst, it's just the worst at what you and most are apparently trying to do with it. The C-ERLL is amazing when you use it properly as a long range sniping weapon. Thinking it would be great at a mid-close-range fight is the same mistake as thinking the Small Laser would be great at a mid-range fight. Same problem, different extreme. The utility value doesn't tell you in what way a weapon is useful, just that there exists a niche where it is as useful as any other weapon in the game would be within its respective niche. You can figure out what those niches are if you know how to apply and interpret the weapon traits.
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The list may be an interesting way trying to compare the systems, but the judgement of the values weights is totally off.
You are welcome to come up with your own weights, and yours would be just as bad as mine, but I disagree. I think the weights are actually fairly close to reality, though I admit it isn't perfect. Without the IS future-tech, I actually don't even try to get the C-ERLL and C-LPL exactly into line with the rest precisely because I am fairly sure that the performance gap isn't as large as the number would have me believe and because my hands are tied by being unable to change weight, size, and damage. PGI has shown willingness to alter range, heat, duration, and cool-down all the time, but they rarely touch damage. But the gap between the rest of the lasers? Seems about spot-on.
Edited by Yeonne Greene, 17 July 2015 - 11:06 PM.