#1
Posted 15 January 2016 - 02:20 PM
19/37 light mechs with E hardpoints have at least 10% energy range quirks, and the average is 21.31% extra range across the board of light mechs.
Mediums:
23/59 mediums with E hardpoints have at least 10% energy quirks , and the average of those quirks across the board is 18.91% extra range on mechs in the medium class.
Heavies:
20/45 heavy mechs with E hardpoints have at least 10% energy quirks with the average being 17% extra range on energy weapons for mechs with the quirks for range.
Assaults:
21/51 assaults have at least 10% energy range quirks averaging 15.71% extra range across those mech with them.
Maybe it's time to just push the range of IS lasers up a bit and do away with the range quirks with the exception of a few rare chassis?
#2
Posted 15 January 2016 - 02:22 PM
#3
Posted 15 January 2016 - 02:23 PM
#4
Posted 15 January 2016 - 02:23 PM
I would increase the cER LL range a little bit as well in that case though.
#5
Posted 15 January 2016 - 02:24 PM
Edited by n o x i D, 15 January 2016 - 02:30 PM.
#6
Posted 15 January 2016 - 02:24 PM
The OP wants to soil the TT rules! Blasphemy!
(BTW, I agree. The shorter burn time seems to not offset the range advantage of Clan Lasers, seeing all the IS energy range quirks)
Edited by Prosperity Park, 15 January 2016 - 02:25 PM.
#7
Posted 15 January 2016 - 02:27 PM
Scout Derek, on 15 January 2016 - 02:23 PM, said:
As I was doing this, I noticed a trend. Mechs with higher percentages more often than not, had fewer harpoints (the notable exceptions of course being the BKs, the GHR-5H, the AWS-8Q, Quickdraws, BlackJacks, and the WVR-6K). It was especially notable in lights, with the +40% range quirks going to the lights that couldn't mount more than one or two.
The vast majority of mechs with range quirks still sat at 10%.
#8
Posted 15 January 2016 - 02:31 PM
Lord Scarlett Johan, on 15 January 2016 - 02:27 PM, said:
Ironically some of the strongest IS mechs outside the AWS-8Q. I wonder if there is a connection
Edited by Quicksilver Kalasa, 15 January 2016 - 02:32 PM.
#9
Posted 15 January 2016 - 02:32 PM
Gas Guzzler, on 15 January 2016 - 02:23 PM, said:
I would increase the cER LL range a little bit as well in that case though.
I'd be fine with a simple ~10% boost to be perfectly honest. A bit more in the case of certain IS lasers, like pushing the SPL to 150m, the SL to 175m, the ML to 300m, the MPL to 250m, the LL to 500m, and the ERLL to 700m. I wouldn't mind actually seeing a drop to 350m for the IS LPL, though.
And for the cERLL? I'd rather see a drop in the duration to 1.25s, to be honest.
EDIT: Should also add that the SL and ML need to go back to 1 heat and 3 heat respectively as well as dropping the heat gen quirks across the board IMO.
Edited by Lord Scarlett Johan, 15 January 2016 - 02:35 PM.
#11
Posted 15 January 2016 - 02:34 PM
Quicksilver Kalasa, on 15 January 2016 - 02:31 PM, said:
It hurts me in the feels knowing the ENF-4R has been turned into an LL boat... I refuse to take the AC10 and 5 MLs off mine.
#12
Posted 15 January 2016 - 02:35 PM
Lord Scarlett Johan, on 15 January 2016 - 02:34 PM, said:
It hurts me in the feels knowing the ENF-4R has been turned into an LL boat... I refuse to take the AC10 and 5 MLs off mine.
It hurts me in the feels that the Vindi sucks and the Griffin is a SRM boat instead of a PPC sniper, but we can't always get what we want .
#13
Posted 15 January 2016 - 02:36 PM
Lord Scarlett Johan, on 15 January 2016 - 02:20 PM, said:
19/37 light mechs with E hardpoints have at least 10% energy range quirks, and the average is 21.31% extra range across the board of light mechs.
Mediums:
23/59 mediums with E hardpoints have at least 10% energy quirks , and the average of those quirks across the board is 18.91% extra range on mechs in the medium class.
Heavies:
20/45 heavy mechs with E hardpoints have at least 10% energy quirks with the average being 17% extra range on energy weapons for mechs with the quirks for range.
Assaults:
21/51 assaults have at least 10% energy range quirks averaging 15.71% extra range across those mech with them.
Maybe it's time to just push the range of IS lasers up a bit and do away with the range quirks with the exception of a few rare chassis?
Dartboard of balance (non-Paul object) says "No" (randomly generated meme).
Edited by Deathlike, 15 January 2016 - 02:37 PM.
#16
Posted 15 January 2016 - 02:40 PM
Edited by Kristian Radoulov, 15 January 2016 - 02:41 PM.
#17
Posted 15 January 2016 - 02:42 PM
Kristian Radoulov, on 15 January 2016 - 02:40 PM, said:
Yes, because arms races have worked so well in the past.
#19
Posted 15 January 2016 - 02:43 PM
Lord Scarlett Johan, on 15 January 2016 - 02:32 PM, said:
EDIT: Should also add that the SL and ML need to go back to 1 heat and 3 heat respectively as well as dropping the heat gen quirks across the board IMO.
This please.
Clans have no large laser equivalent for their light mechs except maybe LPL, largely because ERLL is next to unusable. 4 tons and 1 crit slot sure, but I would rather have it on par with the IS LL at 5 tons and 2 crit slots if the burn time was shorter.
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