Delta 62, on 09 May 2016 - 02:34 PM, said:
Direct reply to OP:
If you find IS mechs easy, that means you are an Inner sphere pilot.
Clan mechs and IS mechs require a little bit of a different play style to make them dance. Chances are that you are efficient with both techs, but you might really click with IS mechs.
Its like knowing how to fly helicopters, and airplanes. You will be better at one over the other in this scenario too.
I've always been a Clanner at heart, but I feel like I was made to pilot IS mechs in this game. You might just be right.
Satan n stuff, on 09 May 2016 - 02:36 PM, said:
An IS mech more often than not literally can't bring more heat sinks because they take up so much space. If they could people would do it. As far as your curiously missing stats go, how much damage can you put out in one alpha? What is it's range? I'm guessing at least one of those is significantly higher than the typical IS laserboat.
My IS mechs generally have higher alphas than my clan mechs. I tend to run more lasers on my IS mechs than the clan ones because its way too hot to. For lasers only Black Knight (2 LPL + 5 MPL) vs Timber Wolf (2 CLPL + 3 ERML) my Timber Wolf would have more range and would run cooler, but the Black Knight would have higher damage and would also have burn times that are half of what the Timber Wolf has. It is easy to get within range through back routes to negate a range advantage, but 52 damage in about half a second isn't something to easy to negate with something like a Timber Wolf with its massive shoulders and CT poking out.
The Black Knight would cut the main side torso off the Timber Wolf in 2 alpha strikes leaving it with just 2 ERML. The Timber Wolf would hit with 1 alpha, 2 at best before that happens and its damage would be spread over the 3 torsos of the Black Knight in that beam duration that is over a second long. Throw in structure quirks and agility and firepower boosts on the Black Knight and the negative quirks on some Timber Wolf pods and it is even easier for the Black Knight.
Another example would be Banshee with 5 LPL vs Warhawk with 4 LPL, 55 vs 52 firepower, high mounts vs low mounts, 35 heat for 5 lasers vs 40 heat for 4, heat, range, duration, and cooldown quirks at 10% vs at best a 4% heat duration quirk, and half second duration vs second duration, 10 ton weight gap. The Warhawk's advantages are 0.9 kph more speed and ~200m more optimal range. Would go similar to the Black Knight vs Timber Wolf fight. Both mechs have ghost heat so they split into two groups, so Banshee has a 1-1.5 second duration and Warhawk has a 1.5-2 second duration depending on how the players manage the firing. Warhawk loses a sidetorso after 2 full burns from the Banshee, the Warhawk wouldn't even be able to burn through a full side torso if it had perfect accuracy in that time. The Warhawk would lose in any case in which it didn't have perfect accuracy hitting one side torso all the time, of course with its beam duration and the Banshee's torso twist and arm shields we know that won't be happening.
The heat issue isn't as much that one side or the other can't carry as many heatsinks, its that one side generates much less heat than the other in battle and the range advantage the clans have to make up for that gets negated battles quite easily due to cover.
Edited by Dakota1000, 09 May 2016 - 03:03 PM.