Snowbluff, on 18 December 2016 - 10:24 PM, said:
Now, my real question is "if 5 ERLL can't be used at the same time according to this chart, why do people equip them?" I mean, I own a banshee 3M, but I've never put 5 ERLL. I don't faction play either. Do people just NOT alpha or is the ghost heat too high?
I mean, I don't know how good of a comparison this is when only 3 of those lasers are firing. Even with clan weight reductions, that few number of lasers is well below that tonnage.
LL duration is (usually) 1.0 seconds. The most you can fire is 3 before you have to dodge ghost heat. Dodging ghost heat means fire 3 LL, wait 0.5 seconds (plus a little lee-way), and fire the other 2 LL. So the entire burn time for 5 LL is generally just over 1.5 seconds, which is longer than any clan laservomit burn duration other then the cERLL itself, which is for an extreme range bracket anyways and typically disregarded.
The chart you saw in this thread was "5LL, 1.12 seconds, dodging ghost heat, 10% range quirk". Dodging ghost heat meaning the total burn time is about 1.50 seconds, but held for only 1.12 seconds (to equal the duration of the cLPL), only roughly 75% of the IS LL damage gets through before the clan mech is done dealing its damage. (probably more like 85% i think, but I didn't do the maths for that yet, probably a differential of less than 5 damage.)
Now of course the 5LL build can alpha, but that rockets you to something like 70% heat on most mechs (don't quote me on that). So yeah, it can out trade Clans when outside of its own optimal range, but how often are you fighting outside of ~650 meters where you wouldn't have brought ERLL anyways? Plus, if you're trading outside of LL optimal, you'll lose trades against any clan mechs that brought PPFLD or cERLL. So generally people like to fight at optimal range itself, which in the case of the IS LL, the clan alternatives will usually win.
Now, I was comparing 5 LL on my charts. But you mentioned 5 ERLL, which would be a burn duration of 1.75 seconds, accounting for ghost heat. (or about 1.63 seconds if the IS mech has a 10% duration quirk.) This competes more at the far reaches of the clan PPFLD meta, where I think they are both fairly well balanced in cases of quirked IS mechs that have good geometry/hardpoints, and also at a range where the targeting-computer'd cERLL is a viable alternative. Not of this is really useful outside of competitive play though, and the occasional niche role for a match on Boreal Vault. So generally I don't talk about ERLL or cERLL.