Templar Dane, on 08 May 2017 - 12:57 PM, said:
2x CERLL = 22 damage/20 heat/1.5s duration @ 740m
3x ISERLL = 27 damage/24 heat/1.25s duration @ 675m (742.5m with 10% range quirk)
5x CERML = 35 damage/30 heat/1.15s duration @ 405m
3x ISLPL = 33 damage/21 heat/.67s duration @ 365m (401.5m with 10% range quirk)
Base stats with no quirks, 10% range quirk in parentheses. Where's that massive range advantage? Even with targeting computers, I'd still take the IS vomit any day of the week because of the shorter durations.
CXL vs ISXL........clan weapons tend to spread damage more than IS equivalents. It's easier to core out your target when your damage goes where you want rather than spreading around the target as it moves.
Better heat sinks? How about having to fire less volleys to kill something because your damage isn't spread around the target as much, thus generating less heat?
You handily forgot to mention weight when comparing your apples to oranges
Here I fixed that for you.
8 tonnes 2x CERLL = 22 damage/20 heat/1.5s duration @ 740m
15 tonnes 3x ISERLL = 27 damage/24 heat/1.25s duration @ 675m (
742.5m with 10% range quirk)
5 Tonnes 5x CERML = 35 damage/30 heat/
1.15s duration @ 405m
21 Tonnes 3x ISLPL = 33 damage/21 heat/
.67s duration @ 365m (
401.5m with 10% range quirk)
5 Tonnes 5x CERML = 35 damage/30 heat/
1.15s duration @ 405m
15 Tonnes 3x IS LL = 27 damage/21 heat/1.00s duration @ 450m
So for the massive weight savings you could slap in one of them there targeting computers that you also forgot to mention, that's what 15% range and 25% crit chance? Maybe a few PPCs or ballistics?
When you're poking away at a distance, heat doesn't matter.
A more realistic comparison is the following.
5 Tonnes 5x CERML = 35 damage/30 heat/
1.15s duration @ 405m
8 tonnes 2x CERLL = 22 damage/20 heat/1.5s duration @ 740m
so 13 ton 57 damage @ 50 heat
At say 400m for 13 tonnes of weight an IS mech can poke back with large lasers or large pulse lasers or PPCs
But can only take one ppc or LPL!!!
Or possibly 2 large lasers and 3 medium running at around 50% damage
So for 2 ll and 3 med
13 tonnes 25.5 damage @ 26 heat
So yeah much cooler, but massively lower damage.
This dynamic plays out in most scenarios you can come up with.
Clan weapons allow you to boat more weapons, yes they're hotter but when trading at range it doesn't matter. Also if you look at damage per heat used, clan weapons aren't much hotter for the damage they do! Certain clan weapons do more damage per heat unit!
http://mwo.smurfy-net.de/equipment
When you're playing the hill poking game, you always lose as IS, every single time.
And that's the crux of the matter, it's easy to poke, it's a natural behaviour that every pug does.
For IS to dominate, they need to push in a coordinated fashion and get right up in the clans face and use what heat advantage they have. Even then, it's a risky play, by the time you close the distance, a good clan team can focus down 2 or 3 assaults without too much of a problem. There's also the mobility advantage that allows their heavies to outrun many IS mediums, a Timberwolf or two in the rear of a push can totally derail it.
Try getting a pug group to push properly - doesn't really happen.
I am not complaining as such, just correcting dodgy comparisons and noting my observations.
SO tl;dr. IS needs far more in the way of coordination to win in faction play. I believe this to be the primary reason for the imbalance in the result of the recent event.