Count Zero 74, on 16 December 2016 - 10:25 PM, said:
See this is what it looks like on paper, has nothing to do with reality even though it shows that IS would win at 650+.
The point is both mechs peak and fire their alpha at the same time. Both mechs hit. The Hopper is done after 0.85 sec and starts moving/twisting while the the Clan LPL still has half a sec to go. You can play around with theoretical dmg numbers as much as u want but it means nothing if you can't bring that dmg on target. Just cause something is better on paper doesn't mean its better in reality. Simple fact of life. Oh wait, the Clanner wasn't even better on paper, sry my mistake.
I love how you're still living in the old clan laservomit meta from one year ago. So you're not playing the present clan meta yet you still complain that the IS is winning? (ps, it's not, and look for actual data to support your argument, something that goes beyond just a few anecdotal testimonies)
You're also missing the part where the 5x LL build must dodge ghost heat to be sustainable. That's a 1.0 second burn duration, plus a 0.5 second delay to dodge ghost heat, plus human error, which is probably between 0.05 and 0.15 seconds.
So firing 5x LL as innersphere is a total burn duration of between 1.50 seconds and 1.65 seconds, depending on how good your timing is. Plus there's a little bit of human error after the burn finishes before the pilot twists the mech away or makes some other evasive action.
While clan laservomit (and gaussvomit) is at most a 1.12 second burn, every time, and clan PPFLD is instantaneous, the only limit is the pilot and peek profile, which is why those weapons have been the meta ever since clan laservomit started getting range nerfs.
But let me entertain your concerns with the numbers themselves. Let's assume the 5LL innersphere mech alpha's all five together, because it can and sometimes does. Burn duration of 1.0. Let's account for only how much damage the clan builds can do in 1.0 seconds, and let's also give the IS a 10% range quirk.
And if the Clan laservomit player gets in his 1.12s burn before evading? Looks what happens to the IS player with 5LL, who is avoiding ghost heat (adding 0.5s to his trades), but still at least gets his 10% range quirk. The IS player only gets 72% of his damage on target:
The IS player gets kinda slaughtered, all the way out until it reaches parity at around 620 meters, which is outside of everybody's optimum ranges (except the clan PPFLD player, who's still truckin' full bore.)