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Give Clan 3 Large Lasers!


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#1 Arugela

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Posted 10 March 2017 - 05:48 PM

From what I"m noticing the clan mechs are designed around builds that need 3 lasers to fire without ghost heat.

The KDK-5 is perfect for 3 LPL +8 SPL or MPL. This is the same ammount for chain on the smaller lasers and a large blast on the LPLS'. It begs for this design.

The SVN-1 can be build around 3 ERLL in each arm and being able to both fire them in mass and chainfir ein each arm for side peaking would be invaluable.

Ok, That is all I can think of off the top of my head. But there are alot of other cases where 3 is perfectly fit to clan hardpoint and heat etc.

In exchange for this, assuming there is something not more fitting for IS, give IS 4 large lasers without ghost heat. Or if they are fine with the new system give both of them 3. But If there are IS built where 4 is convenient bounce them up again.

Or change the ghost heat per mech for mechs where it is viable to use a different amount on each side and give it a quirk changing it's max lasers.

Example:

Quirk:

KDK-1 +1 Large lasers fired without ghost heat.(IE LPL and ERLL, 3 LPL/ERLL)
KDK-5: +1 Large Laser fired without ghost heat; +2 SL/ML(max 8 total SL/ML ER or pulse.)
SNV-1: +2 ERLaser fireable without ghost heat. (IE ERLL/ML/SL, 4ERLL or 8 ERML/SL)

Then the ghost heat is a default and each mech is given what it is capable when it can do more. This would give a lot of mechs more usefulness.

And it's a good use of the quirk system to go with the new skill tree system. It will help give all mechs what they are good at and allow customization.

In fact this may be needed because of the armor and structure buffs coming. It is very appropriate for the new game realities and getting past armor.

Example:
KDK-1: UAC/20x1,LPLx3,MPLx6,SRM6x2: Alpha(151@88heat)
KDK-1: UAC/20x1,LPLx3,SPLx6,SRM6x2: Alpha(139@70heat)
KDK-5: UAC/20x1,LPLx3,MPLx8: Alpha(143@92heat)
KDK-5: UAC/20x1,LPLx3,ERMLx8: Alpha(135@92heat)
KDK-5: UAC/20x1,LPLx3,SPLx8: Alpha(127@68heat)
SNV-1: 8xERLL: (44@40heat per hand)
SNV-1: 8xMPL: Alpha (64@48heat)
SNV-1: 8xSPL: Alpha (48@24heat)

If armor is increased from 15-25% then we get 100 ton mechs with 120 CT having 138-150 CT armor. This lines mechs with this setup in line as CT gutter and useful for alphas in the correct time.

If these bonuses are per mech variant then it gives more unique rolls to each mech.

The new system would need a bigger bonus to heat capacity or a drop in heat(From skills) though to fit these builds.

Edited by Arugela, 10 March 2017 - 06:37 PM.






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