Dimento Graven, on 17 February 2016 - 09:42 AM, said:
1. Most of them are lighter than the IS equivalent.
2. Most of them are SMALLER than the IS equivalent.
3. As far as I can remember in my much hungover state, ALL Clan weapons do MORE DAMAGE than the IS equivalent.
So allowing a FEW IS 'mechs to have longer range, PLUS, a shorter burn time, doesn't seem to be all that much of an issue, ESPECIALLY considering that items 1+2+3, allow Clan builds to have LARGER more POWERFUL alpha's than most IS 'mechs of equivalent weight class.
Actually, the issue lies in beam duration mostly. If IS has more range and higher damage per 1/10th second, then it is problematic. The IS LPL is a heinous offender in this sense with 3 IS LPL being just shy of 5 damage per 1/10th second. Meanwhile, even if clans could fire 3 LPL without ghost heat, it would still only come out to be about 3.5 damage per 1/10th second.
So, having a range advantage, and an advantage in damage applied per X face time made IS lasers completely OP.
Your IS ERLL can have 1000m range for all I care, as long as the CERLL can fire 3 at a time and do more damage per tick, I will always win. Why? Because I am doing more damage per exposure time over 95% of engagement ranges.
In CW, IS ERLL out damaged CERLL completely past ~1180m, and did it with a .25 or more second beam duration advantage. You simply cannot win trades as clans at that point.
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Clan ACs are slightly worse than IS ACs for the same reason, exposure time. I cannot tell you how many clan players want single slug regular ACs...not even UACs, just plain old AC single projectile weapons. You would see far more clan ACs than you do now if that was the case.
Why?
Because right now, the only effective clan ACs are boated UACs in 5s and 10s. You have to bring an assault mech to bring enough to matter, and the damage still spreads like crazy when your opponent is torso twisting.