Eli5: What Is The Logic Behind Is Firing 3 Lpl No Gh, But Not Clans?
#1
Posted 31 May 2017 - 08:01 PM
#2
Posted 31 May 2017 - 08:10 PM
#3
Posted 31 May 2017 - 08:10 PM
The IS LL gets it because it was pretty stupid back when the IS LL had the same ghost heat limit as the far superior PPC.
#4
Posted 31 May 2017 - 08:11 PM
Though it has been nerfed since the GH limit was set and more importantly they are supposed to be rebalancing all energy weapons soon. So maybe it will change.
Edited by dario03, 31 May 2017 - 08:12 PM.
#5
Posted 31 May 2017 - 08:13 PM
#6
Posted 31 May 2017 - 08:13 PM
#7
Posted 31 May 2017 - 08:17 PM
Jettrik Ryflix, on 31 May 2017 - 08:13 PM, said:
3x11=33
2x13=26
Mortalcoil, on 31 May 2017 - 08:13 PM, said:
You are trying too hard to answer a question with a question m8...
#8
Posted 31 May 2017 - 08:23 PM
Mortalcoil, on 31 May 2017 - 08:13 PM, said:
......
Edited by Johnny Z, 31 May 2017 - 08:25 PM.
#9
Posted 31 May 2017 - 08:25 PM
Johnny Z, on 31 May 2017 - 08:23 PM, said:
I think some fighting civilians for to long have maybe lost sight of things.
lol you have no idea the power of a modern Navy destroyer. I should know, I was on one.
Or how about a sub, that has 40 nukes on it. Is that powerful enough for you? While I'm sure a sub could land a nuke 1 kilo away, I would not recommend it.
Edited by Mortalcoil, 31 May 2017 - 08:27 PM.
#10
Posted 31 May 2017 - 08:45 PM
6 x 7 = 42
Or
3 x 11 = 33
2 x 13 + 6 x 7 = 68
There is your logic
#11
Posted 31 May 2017 - 08:51 PM
Wraith31, on 31 May 2017 - 08:17 PM, said:
3x11=33
2x13=26
And 3*13=39
Now take the 21 tons VS 18 tons
And the 365 optimal VS 600 optimal
Have your answer yet?
Why can the Clam ERMLs fire 42 damage, while the Sphere can only fire 30?
There isn't any logic, just some veiled attempts at asym balance
#13
Posted 31 May 2017 - 08:54 PM
Mcgral18, on 31 May 2017 - 08:51 PM, said:
And 3*13=39
Now take the 21 tons VS 18 tons
And the 365 optimal VS 600 optimal
Have your answer yet?
Why can the Clam ERMLs fire 42 damage, while the Sphere can only fire 30?
There isn't any logic, just some veiled attempts at asym balance
So why not up GH on IS MLs to 8 or something then?
Luminis, on 31 May 2017 - 08:53 PM, said:
3x 13 = 39
That difference isn't much smaller, is it?
Still smaller.
#14
Posted 31 May 2017 - 09:05 PM
Wraith31, on 31 May 2017 - 08:17 PM, said:
2x13=26
For a 6 ton weapon shooting 13 damage at 600 optimum range is already very good. GH-ing them to 3 is not gonna help balance, but rather hinder it.
Wraith31, on 31 May 2017 - 08:54 PM, said:
Cause PGI is trying to increase TTK by lowering powercreep. Your suggestion will do the opposite.
Edited by El Bandito, 31 May 2017 - 09:07 PM.
#17
Posted 31 May 2017 - 09:10 PM
Wraith31, on 31 May 2017 - 08:54 PM, said:
Still smaller.
By one. One!
And you're now favoring the lighter weapon with considerably more range. That's pretty damn stupid, especially considering that Clans are not hurting for firepower.
Wraith31, on 31 May 2017 - 09:05 PM, said:
You could up IS ML GH to 8 so they get 40 instead of 30...why not?
Heat and limited hardpoints?
#18
Posted 31 May 2017 - 09:17 PM
#19
Posted 31 May 2017 - 09:19 PM
El Bandito, on 31 May 2017 - 09:07 PM, said:
TTK should be less IMO. If a main battle tank hits another main battle tank with primary gun, there are at best 2 shots any main battle tank can take. Why should walking battle tanks be different?
Lower TTK means less deathballing, because it is not required when a mech can kill another mech more quickly.
Karl Streiger, on 31 May 2017 - 08:45 PM, said:
6 x 7 = 42
Or
3 x 11 = 33
2 x 13 + 6 x 7 = 68
There is your logic
Show me a 50 ton mech running 2x13 + 6x7 = 68 and we can continue your discussion.
#20
Posted 31 May 2017 - 09:20 PM
Wraith31, on 31 May 2017 - 09:18 PM, said:
TTK should be less IMO. If a main battle tank hits another main battle tank with primary gun, there are at best 2 shots any main battle tank can take. Why should walking battle tanks be different?
Lower TTK means less deathballing, because it is not required when a mech can kill another mech more quickly.
Realistically speaking, yes our mechs are way too durable. Offensive firepower will always beat defensive armor in the real world.
For gameplay purposes, though, being able to take several hits before dying rather than exploding when you get hit by a stiff breeze is something that many people prefer.
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