brroleg, on 04 January 2017 - 03:30 AM, said:
Okey.
I could come up only with this 2 builds
First variant (pure laser) even has TC which gives him whopping 54m range advantage. But still problem with C-ERLL burn time is there and he will not be able to do any serious damage at long range. While JESTER will be able to do some noticeable damage, yes, a little less than to Hellbringer, cause Ebon can spread damage a little better, but only a little better, cause hitboxes is big and burn time of IS ERLL is still very short
Second variant (ballistic and laser) will do some cockpit shake to JESTER with his UAC2's, and will paint him some yellow all over the mech with his C-ERLL lightsabers. He will do a little better at range than first variant. But JESTER still will do accurate pinpoint damage, maybe will spread a little bit more cause of cockpit shake.
Id say in long range second variant (ballistic and laser) is better than first (pure laser)
Now most interesting part for both builds is close range. At this range both variants must forget about their CERLL or they will explode from heat.
First variant (pure laser)(which is weaker at long range) will be stronger at close range, and probably will be able to cripple JESTER, maybe even kill if very lucky and JESTER will make mistake in torso twisting. But remember, this first variant was poor at long range, so JESTER has almost fresh armor for this close fight, while Ebon will come to this fight pretty beat-up.
Second variant (ballistic and laser)(which is stronger at long range) will be annoying for JESTER to fight at close range cause of cockpit shake, but JESTER will be winning close range trades with this variant cause of bigger sustained DPS.
BUT. For this most interesting close range part to even start working - Ebon must first get to this close range. But JESTER has speed advantage, so Ebon will have hard time closing distance.
Overall, yes, Ebon will do better against JESTER than Hellbringer did. But not much. Ebon will be on subpar with JESTER at best (not even close to "ClanOP")
I'm assuming you're trolling with this, but I'll indulge
Lets do this:
You bring that ERLL Jester
Me or someone brings this:
http://mwo.smurfy-ne...13989ede5d2888e
It moves faster, peeks from hills tops or sides better because of it.
CERPPCs always outrade ERLL, it also has cooldown, and less heat generation quirks AND a velocity quirk
Better than Jester in every single way
Or this:
http://mwo.smurfy-ne...b#i=403&l=stock
Didn't even change it, it's the steam sale one, will outrade at both long and close range
ALSO here's some weapon comparisons, better Clan equivalent for every IS weapon
1) IS small and IS Small pulse - completely worthless, can be replaced by Clan Machinegun
2) IS medium - replaceable by Clan Small, example:
6 IS mediums do 30 damage for 24 heat at 270 range - 6 tons
6 Clan smalls do 30 damage for 18 heat at 200 range - 3 tons
You can't use 6 IS Mediums as a back up weapon - too hot, too much weight, not enough hardpoints left
You can use 6 Clan Smalls - little weight, more hardpoints and better heat dissipation allows you to
Example - you can have a Clan mech with 2 CERPPCs and 6 Small lasers for close quarters, there is no way you can have an IS mech with 2 ERPPCs and 6 medium lasers without sacrificing something important
3) IS LL - replaced by Clan Medium, 9 damage for 7 heat and 5 tons vs 7 damage for 6 heat and 1 ton
No contest, Clan medium is downright better
Without ghost heat you can use 3 LL for 27 damage at 450 range and 21 heat for 15 tons vs 42 damage at 445 range for 13 tons (TC7 + 6 CERMED) - yes it would be hotter, but that does not matter, because you peek, go back and cool down
3) IS ERLL - replaced by Clan Large Pulse, it's better in near every way for just 1 ton more, slightly less range but that's irrelevant since you're not a turret and you CAN move believe it or not, so closing that irrelevantly small distance is no problem
4) Clan PPCs are just better, period, more damage, less weight, less space used for ~same heat.
If you involve quirks - do yourself a favor and use Clan mechs that have quirks as well, the suddenly Warhawk and Linebacker appears, both with significant ppc quirks that help them be superior ppc mechs than any IS equivalent.
5) LRMs - absolutely no contest, clans have them for half the weight, doesn't matter that salvos are different, they're still much, much, much better
6) Clan ballistics, no contest, they're just better, there is a niche exceptions, sure, but at the extremes, they're just better.
There is absolutely nothing that can match a Direwhale with 8 cuac2s, it will absolutely anihilate any IS assault boating ballistics
KDK3 will be better in all other cases
7) SRMs - hah, don't even compare, aside from a few mechs, it's absolutely not a contest, Clans win bigtime
ALL in ALL - CLAN tech is better, that's why I wouldn't even mibd a 230 vs 260 tons, I could still manage to bring equivalent force with that much less tonnage
Edited by DovisKhan, 04 January 2017 - 04:22 AM.