You know, what I said earlier wasn't fair. You'll never get better if no one corrects you. So, here we go!
EDIT: I apologize for the absurd length here guys. Skip, unless you want to see some absurdly stupid arguments, which are the only ones that make sense when faced with such absurdly dumb claims.
brroleg, on 03 January 2017 - 08:25 PM, said:
Your obsession with heat neutral weapons is absurd,
and it need not concern us much during a comparison. As per Smurfy's, a IS ER PPC requires 34 SHS to be neutral. The Clan ER PPC requires 35 SHS. That works out to 17 DHS on an IS mech, and 18 DHS on Clan mechs.
However.
Two IS ER PPCs require 34 DHS. Two Clan ER PPCs require.... 35 DHS. So which puts the Clan ER PPC ahead on tonnage.
And Clan ER PPCs do an extra 5 damage a piece, making them more damage efficient per heat, and per ton, even including that one extra heat sink.
Also, the theoretical DHS Inner Sphere limit is 28. So it can't even run two ER PPCs in your insane scenario. CORRECTION: Theoretical DHS limit for IS is actually 30. The build is still impossible.
The Clan theoretical limit is
39 41.
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BUT TEH CLAN RANGE
Every IS mech with more than 2 energy hardpoints has +10% energy range quirk, which makes IS ER PPC range 1782 (while C-ER PPC range 1620)
That's a lie. The first Inner Sphere mech to show up in the ingame mech store with two energy hard points doesn't have such a perk, and I didn't look any further then that.
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A lie, as we've established. Each
two ER PPCs require an additional heat sink.
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Actually, it would be ...
2x ER PPC (12 tons, 4 crits) + 35 DHS (25 tons, 50 crits) + TC7 (7 tons, 7 crits) = 45 tons, 61 crits
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2 ER PPC (14 tons, 6 crits) + 34 DHS (24 tons, 72 crits) = 38 tons, 78 Crits
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So clan pays additional 7 tons and 9 crit slots for same range.[/spoiler]
Actually, they pay, in your bizarre logic, 7 tons and -17 crits for 10% range and 35% beam speed, and various other secondary benefits.
For funsies, neither of those builds is actually possible.
The clan build falls short by 4 heat sinks (Lack of Internal Space)
The Inner Sphere build falls short by
8 heat sinks.
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Again, they pay 7 tons for increased range and beam speed and crit chance, while actually saving critical space.
I guess I did know where to start.
Edited by Bombast, 03 January 2017 - 09:16 PM.