Sjorpha, on 02 April 2016 - 04:24 AM, said:
Can we adjust the 4H build so it's supported by the missile tube counts on that mech.
The weenie second volley irks my optimization OCD to no end, simply switching to ASRM4 instead of SRM6 would fix the issue with no other changes to the build.
I would also suggest allowing space rich vikings to use a second 4H for the 3LPL quickie build as well, since it's actually better at it quirk wise and otherwise exactly the same.
Hey,
For starters, i think Daemon mostly misunderstood your post. He really shouldn't be replying on behalf of ISEN for this kind of stuff anyway. But guess what? He is under the assumption that the 4H runs SRM4A's, because they do, even going back and watching some of MtD's videos. That build in the initial post needs to be corrected.
Nice catch.
Also, as Dane said, the 4H is an experiment, and he has played with MPL instead of ML too. That is the mech that is most open to discussion and review, and will evolve as more stormtrooper nights are called.
Now, as for the 4H vs the 4G for LPL. This kinda comes down to what you want to acheive, and somewhat personal taste. I certainly don't think its better generally quirk wise, although I think that in some scenarios the extra range on the 4H (like when solo Q'ing) makes it
possibly preferable.
The better accel/decel on the 4G makes it better for poking corners. LPL already have a very short beam duration, so even with the 4H's duration quirk, you are only saving .06 of a second. If we were using ER LL (or even ML to an extent) i would agree that reducing beam duration has some merit. But with such a short duration already, i don't think you gain much advantage, for what you are giving up.
The 4G setup is meant for a 12 man scenario, with a strong drop caller, who knows the mechs and their effective ranges. I don't think a 40m range advantage in that case really matters much. 440m range isn't enough to beat clan LPL range so you still need to close.
What the 4G does have is better weapon cooldown and beat heat gen quirks for the 3LPL. This really allows the DPS of the mech to shine, to kill things faster and for longer. You can negate this with the 4H by dropping engine down and adding heatsinks, but again, for our 12 man scenario where this is to be applied we decided that speed was more important.
In my opinion the 4G is still the better LPL boat in almost all scenarios. If you would like to discuss it further please hit me up in TS!
P.S. By allowing exceptions, it becomes difficult to manage, as everyone thinks some sort of exception applies to them, and then what was once a uniform deck, becomes a deck with variations in every direction, and can't achieve its purpose as easily or effectively. So initially for this proof of concept in the FRR we need to be a bit stricter, and then as it proves its worth, and other 'uniform' decks become available (like a beserker deck), i am sure variations and exceptions will become more common place.