Templar Dane, on 11 May 2017 - 11:21 AM, said:
Duration always matters. Your target may be twisting, it may be going back into cover, it may be a fast light zooming around, it may be a poptart that's only exposed for a short time. You may only get half a second to shoot the component you want before it's gone behind cover. Shorter durations also help you to be in cover sooner or help you to not be spotted by the enemy.
If the IS mech gets a shot opportunity of 0.67 seconds and dumps three large pulse lasers into the target, it does 33 damage.
If the Clan mech gets the same 0.67 second shot opportunity and dumps its alpha into the target, it does 40 damage.
The only advantage IS has in such a snap shot situation is heat efficiency.
An IS mech with more than 3 large pulse has the option of sacrificing that heat efficiency for more damage, but either way the options aren't exactly superior to Clan, as they both have trade-offs.
They aren't entirely inferior either, just not strictly superior either.
Templar Dane, on 11 May 2017 - 11:21 AM, said:
How often is an opponent that stares you down on a featureless map going to come into play?
I never said they'd 'stare', only that the mechs would fire an optimal amount of time at the other before twisting to spread further damage.
Templar Dane, on 11 May 2017 - 11:21 AM, said:
You are in a thread, created by whiners who think they are losing this event because clan OP. Arguing that IS has no advantage.
Just because I'm arguing against you, doesn't mean I hold the position that Clans are horribly OP.
Templar Dane, on 11 May 2017 - 11:21 AM, said:
I am arguing that IS has some major advantages and that they are losing because of a higher concentration of units. I move around a lot in FP and I'd rather not see another season of play go by with clan mechs being practically unplayable.
See, my opinion is that there is a difference in power between IS and Clan, but it isn't as large a difference as this Tukayyid event makes it appear to be.
This is because the difference in power has been amplified greatly by skill stack, thanks to competitive players (who are naturally higher in skill than more casual players) seeking any advantage they can get and going Clan.
IMO, Inner Sphere mechs certainly do have some advantages in certain specific situations, but the overall advantage is still in favor of Clans.
The posts I've been making in this thread and others are to disprove some certain false notions people hold about the IS vs Clan balance (eg, heat and damage/tick), and show just where some advantage and disadvantages between the factions lie.
Templar Dane, on 11 May 2017 - 11:21 AM, said:
I'm also arguing against the skill tree. Things are balanced in general right now and the skill tree + any potential nerfs due to kneejerk reactions like what happened with Tuk1 will ruin balance.
I'd prefer a deeper balance overhaul, instead of the constant band-aid fixes that never achieve a good level of balance.
Eg, make IS XL survive side torso loss like Clan XL, then remove most durability quirks (and probably some other quirks too) from IS mechs.
Game ends up simpler to balance because the two factions are closer in base tech.
Templar Dane, on 11 May 2017 - 11:21 AM, said:
Battlemaster is such an easier target to hit.
The Marauder IIC's profile is much more optimised for a frontal engagement, while the Battlemaster's is more suited to torso twisting.
When the BLR is facing the MADIIC, it has a definite disadvantage; the BLR will have to time its unshielding twists to when the MADIIC's weapons are on cooldown.
EDIT: also, apologies for getting snarky, I blame it on tiredness. Calmed down now, and going to get some sleep.
Edited by Zergling, 11 May 2017 - 11:57 AM.