Cerberias, on 24 September 2015 - 03:29 AM, said:
@ mischief.
At 1km, the extra range gets you ~0.7 extra damage per beam. Sure it helps, but it's hardly an incredible advantage, as it'll disappear fast if the ranges shorten even a little.
Sorry, your first full paragraph, I'm not sure what you're trying to say there. You start with mobility then move to dps? In regards to mobility, you lose ~25% of your move speed, it hardly turns you into a turret. I will admit that it would help on certain places on certain maps - I'll bow to your CW knowledge.
In regards to sniping, I suppose that's fair enough with the ERLL. Personally I don't find them that bad because realistically, the mechs that use them aren't 'peeking' mechs, they're turrets. That being said, you can't really bring the dire on CW, so again I'll bow to your CW knowledge. I should have specified my topic as being non-CW, I actually find people in CW are generally more team-oriented, had quite a lot of fun over the tourney.
I'll give the BM a shot next time I'm in CW.. not gonna run it for normals though!

I appreciate a good conversation about cw mech balance. I'm going to stay on this topic because I think it's a lot more productive than the rest of where the thread has gone.
For IS mobility and DPS are tightly related. You can't generally stay in a single position and face It's not about your speed relative Stalker to BM, it's your speed relative to Scrows/TWs et al. IS mechs are pretty much universally inferior to their Clan counterparts. You're not going to generally win a firing line vs firing line engagement unless the other team is worse. If you are slower than the Clanners you're going to get left behind and gang-******. So trying to snipe in a slow mech means you can't as effectively reposition. Sniping in CW IS vs Clan is about constantly repositioning.
For the Stalker you're rarely going to drop with a team that will support you so your opportunities to hull down and poke will be relatively few. So you'll Play it on the move a lot and should not expect the Thuds and BJs to stay with you. As the Clan mechs are universally faster you're going to regularly get flanked and overrun and that tankiness only helps for a few seconds because there is not a team there to save you.
I absolutely agree the Stalker is a better platform for those specific tasks than any xl assault. The realities of CW though (IS/Clan broken balance and the corresponding migration of almost all serious groups to Clans) the ability to stay ahead of the Clan mechs supercedes the performance advantages.
You're lucky to get a team that will set a firing line and hold it on Hellbore and Boreal. You need to expect as a given rule that if you're playing IS your team will push and leave you behind regularly or fall back and leave you to it. Sure, drop with a good team and you'll Play the whole match in your stalker. Generally though if you want to win you'll need to stay on the move and carry a lot. If you don't plan for and expect 3 people on your team to score under 500 you're going to have a bad time. Conversely most the Clan players will be pretty stupid; they are used to the brute force of better mechs carrying them. Even really good players and teams will fall prey to that.
No argument on the metrics and survivability of the Stalkers. Saying that the realities of CW play make performance on anything that goes under 75-80 very iffy. You have to carry, a lot, and your team is going to spend a lot time running around and ahead of the Scrow hordes.