


About Those Is Range Reductions
#81
Posted 17 February 2016 - 02:18 PM

#82
Posted 17 February 2016 - 02:21 PM
pwnface, on 17 February 2016 - 02:17 PM, said:
Let's not pretend you aren't a huge clan fanboy out to get all IS mechs nerfed into unplayability.
I AM TRYING TO GET IS THEIR OWN DAMNED TIER 2 TECH TO MAKE THE GAME BALANCED...
How the hell is that nerfing IS by giving them OP new toys?
EDIT: Also, you never answered my question.
If the IS LPL had 1000m range, would it not be the most powerful energy weapon in the game inside effective range?
The IS LPL is so strong right now, that it does not matter the range it has, it is the most OP weapon inside the effective range you give it, correct?
Edited by Gyrok, 17 February 2016 - 02:23 PM.
#83
Posted 17 February 2016 - 02:24 PM
Gyrok, on 21 January 2016 - 09:19 PM, said:
So, let me get this straight...
You are telling me that this build: http://mwo.smurfy-ne...a749e5fc681b985 which is capable of 17 DPS burst, with no double tapping...is somehow worse than a build that requires double tapping to get to a similar number?
We are not even counting cooldown modules right now and you are approaching 20 DPS without them.
Seriously...?
DW is not supreme dakka anymore...and that mech above has better torso twist and mobility overall + STD engine.
Yep not biased at all. Nothing to see here.
Edited by pwnface, 17 February 2016 - 02:25 PM.
#84
Posted 17 February 2016 - 02:31 PM
pwnface, on 17 February 2016 - 02:24 PM, said:
Yep not biased at all. Nothing to see here.
I am not trying to get the IS nerfed you moron.
https://www.reddit.c...ath_to_balance/
Quite the opposite, I am trying to get them on equal footing so this seesaw circus act can move on and we can get an actual enjoyably balanced game.
#86
Posted 17 February 2016 - 02:43 PM
Gyrok, on 17 February 2016 - 02:21 PM, said:
If the IS LPL had 1000m range, would it not be the most powerful energy weapon in the game inside effective range?
There is no 'mech in this game that can fire an LPL 1000 meters, that I am aware of at least.
Quote
How many OTHER Clan energy weapons have an effective range MUCH greater than the IS LPL? If I remember correctly everything other than like the CERSL, CSPL, CMPL has an effective range GREATER than the IS LPL, meaning the Clan 'mech only has to stay outside of that range (not typically difficult) to render MWO's most deadly weapon nothing more than a flash light...
Edited by Dimento Graven, 17 February 2016 - 02:43 PM.
#87
Posted 17 February 2016 - 02:49 PM
Dimento Graven, on 17 February 2016 - 01:29 PM, said:
Ebjag, because prior to the undoing of the Timmy's duration nerfs, the Ebjag was more worth the tonnage.
Dimento Graven, on 17 February 2016 - 01:29 PM, said:
B. Get outside the LPL range and let him peek all he wants while I whittle him away.
Your closing the distance scenario relies heavily on the other pilot letting you close the distance, and even then, brawls are dominated by mechs with good DPS, not mechs that shutdown after two shots.
The second scenario sounds good, except 3 LPLs with 450m range out-range all but your LPLs, and relying on just those weapons isn't about as silly of a scenario as the first (ie not practical).
Honestly though, this thread has gotten silly the past few pages.
Yes, Griffins (3M and 2N, though 3M tends to be more common) and Atlases are meta (to a degree).
Dakka Mauler and Dakka Whale are different, Mauler has more range and velocity, but not the melting power the Whale has. You use one when you expect the enemy to push across open terrain on a big map, you use the other when you expect them to push across a small amount of ground (Dakka Whale melts Atlases faster than the Mauler at 400-500m).
Edited by Quicksilver Kalasa, 17 February 2016 - 02:52 PM.
#89
Posted 17 February 2016 - 02:57 PM
Dimento Graven, on 17 February 2016 - 02:43 PM, said:
There is no 'mech in this game that can fire an LPL 1000 meters, that I am aware of at least.
Actually, the current WHM-6D can hit 914m with range 5 module...
Prior to that, the TDR-9SE could get LPLs to hit close to 1000m with range 5 module, and the CDA-X5 could get them to break 1000m @ a whopping 530m effective range.
#90
Posted 17 February 2016 - 02:57 PM
pwnface, on 17 February 2016 - 02:56 PM, said:
Depends on your Mauler build

Even 4 UAC5s pales in comparison to the 3 UAC5/2 UAC10 Dire. Don't get me wrong, the 4 UAC5 Mauler is fun to destroy stuff with and is pretty awesome, but it isn't as fast at melting Atlases, even with 15% cooldown quirks.
Edited by Quicksilver Kalasa, 17 February 2016 - 02:58 PM.
#91
Posted 17 February 2016 - 03:00 PM
Dimento Graven, on 17 February 2016 - 02:43 PM, said:
There is no 'mech in this game that can fire an LPL 1000 meters, that I am aware of at least.
Except that your qualifier is where I think you slide into disingenuousness on the issue.
How many OTHER Clan energy weapons have an effective range MUCH greater than the IS LPL? If I remember correctly everything other than like the CERSL, CSPL, CMPL has an effective range GREATER than the IS LPL, meaning the Clan 'mech only has to stay outside of that range (not typically difficult) to render MWO's most deadly weapon nothing more than a flash light...
By the time you add quirks...
the IS LPL gets into a 450m effective range pretty quickly...meaning it *easily* outpaces anything medium and less by a long shot because unnecessary fall off nerfs...whatever.
That leaves only the CERLL and the CLPL that outreach it...the CLPL not by much at all, and the IS LPL has a monster duration advantage over both...so...if you are trading at 500-600m, the IS LPL is still better.
#92
Posted 17 February 2016 - 03:02 PM
Quicksilver Kalasa, on 17 February 2016 - 02:57 PM, said:
4 UAC5 Mauler isn't the highest DPS Mauler build.
Edited by pwnface, 17 February 2016 - 03:07 PM.
#93
Posted 17 February 2016 - 03:06 PM
pwnface, on 17 February 2016 - 03:02 PM, said:
4 UAC5 Mauler isn't the highest DPS Mauler build. You should ask Gman about it he knows whats up.

Quad LBX10s is technically higher DPS...with 15% cooldown would run 18.4 dps sustained with cooldown module would run 20 dps sustained.
Edited by Gyrok, 17 February 2016 - 03:08 PM.
#94
Posted 17 February 2016 - 03:07 PM
pwnface, on 17 February 2016 - 03:02 PM, said:
Well stop being coy, tell me what is (it has AC2s doesn't it)

Btw, it isn't just about adjusted DPS either, the Dakka Whale can manage to put out a lot of damage before it starts to hit jams, which is what really matters and makes the Whale potent enough.
Edited by Quicksilver Kalasa, 17 February 2016 - 03:09 PM.
#95
Posted 17 February 2016 - 03:09 PM
Quicksilver Kalasa, on 17 February 2016 - 02:49 PM, said:
Quote
Quote
Quote
Quote
Dakka Mauler and Dakka Whale are different, Mauler has more range and velocity, but not the melting power the Whale has. You use one when you expect the enemy to push across open terrain on a big map, you use the other when you expect them to push across a small amount of ground (Dakka Whale melts Atlases faster than the Mauler at 400-500m).
#96
Posted 17 February 2016 - 03:10 PM
Clans have had and continue to have close range, brawl advantage.
So everyone go to Clans now for easy mode play & Clans win their space back which is what PGI wants.
#97
Posted 17 February 2016 - 03:10 PM
Light: cheetos dorritos
Med: Derpcrow
Heavy:Timbergod
Assault:Datwhale with pedo bear comming soon.
But yea i guess a few IS mechs being able to fight back is bad. MOAR NERF!
#98
Posted 17 February 2016 - 03:13 PM
Gyrok, on 17 February 2016 - 03:06 PM, said:
Quad LBX10s is technically higher DPS...with 15% cooldown would run 18.4 dps sustained with cooldown module would run 20 dps sustained.
Well LBX10s have 4 dps. UAC5s have an average of roughly 3.8 dps.
So technically yes the 4 x LBX10s have a slightly higher dps at the cost of 1. Way more tonnage and 2. Waaaaaaay more spread. If you are trying to burn an Atlas down 4xUAC5 is a much better build.
Edited by pwnface, 17 February 2016 - 03:18 PM.
#99
Posted 17 February 2016 - 03:14 PM
Gyrok, on 17 February 2016 - 03:00 PM, said:
the IS LPL gets into a 450m effective range pretty quickly...meaning it *easily* outpaces anything medium and less by a long shot because unnecessary fall off nerfs...whatever.
That leaves only the CERLL and the CLPL that outreach it...the CLPL not by much at all, and the IS LPL has a monster duration advantage over both...so...if you are trading at 500-600m, the IS LPL is still better.
All the Clan has to do is pop ONE ST, game over. Certainly requiring less damage than the IS's popping either both ST's, or CT, or both legs, and yes, again all the while the IS is trying with his faster longer reaching LPL, the Clanner is ALSO torso twisting, spreading that damage.
The ONLY thing the IS can do to match the Clanner survivability is to load a standard engine and more often times than not, that means sacrificing a ton of speed and/or alpha and/or armor.
Advantage: Clan.
#100
Posted 17 February 2016 - 03:14 PM
Dimento Graven, on 17 February 2016 - 03:09 PM, said:
2 LPL-4-6 ERML, I preferred the 6 prior to the QKD-4G nerf simply because you needed to maximize the damage you hit them with because they would be able to out-poke you, heat efficiency be damned.
Dimento Graven, on 17 February 2016 - 03:09 PM, said:
Your build hinges on him making mistakes, and there you have the beginning of the problem.
Dimento Graven, on 17 February 2016 - 03:09 PM, said:
I'm know very well what it is capable of, but despite that, it is a very niche design. Other mechs offer much more versatility and use cases.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users