http://mwo.smurfy-ne...4b0f2dbdaa704d1
Edit: SNV-3Improved <-Same thing better laser combo.
Edit: https://tarogato-mwo...4c-2518aee41690
This would be an ideal average PPC build... The limiter is time and the opposite is closing distance... To have versatility the mech needs to have a chance to take down enemies in decent time. That usually means 2 full shots(one instant and one after the CD) and some followups... this is because Clan have slow weapons and general bad maneuverability for high powered mechs.
Under the current system.4 PPC's do 40 damage... This means 3 shots to take down an enemy CT and apply proper structure damage. This means in a single heat bar you can only do 80 damage and spread. so only 80 toners or ST draining.(This is not viable for clan assaults. They cannot play like IS for strategic reasons) The 22 damage is for getting a good amount of structure.
For clan that means it takes 7 seconds to take down an assault or even a heavy. this is an entire mech category below it's own. This is insane for a clan mech of this type. It cannot defend itself and has no versatility which it is designed to have for this type of build. This means the only single proper long range laser weapon, which is what clan must have as a counter, is usless for TTK... The only thing clan have going for them to survive in the proper long range category. Clan allowing IS to pop back and forth is suicide. This has consequences to the game overall strategy. This is why clan lasers can get in positions with no long range counter to remove them.
Because Clan have high heat builds they need to be able to take down enemies in a short time then hide and gain steam back. This means this thing can only take down Heavies and lower in single short range engagements. And that means faster smaller heavies can close in much faster and kill it to easily. This is bad for longer battles like CW where this will matter more because it allows proper heat to damage ratios.
If it were 15, this proper build, would be able to do 60 damage. Instead of 7 seconds it fires the first off and can then fire again 3.5 seconds later and anywhere inbetween fire some lasers at the structure. This is how the clan survive and function. and their main weapon is nerfed. The clan to fight must thin numbers to compensate for heat. The natural counter to this is the heat cycle between shots. It's vital you kill not maim. You must be more accurate and get the kill. Sloppiness is not an option for clan mechs.
at 3.5 he can actually core the 120 armor and get up to 1/3 chance to kill. This means Clan cannot take on incoming large amounts of units reasonably(literally can never win against superior or even numbers) because their main long range weapon is doa. This means these mechs become unviable and Long range LOS support is gimped as well. This kills versatility in strategy and helps stagnate the game.
This is why everyone keeps setting up IS setups on Clan PPC mechs instead of Clan PPC builds... this would allow PPC on clan to fight like PPC on IS and have some ability to actualy brawl and fight back(Although at much higher heat and smaller margines for error). This is needed because this is how clan fight both short and long range. If they cannot brawl they do not have heat to take on incoming enemies and thus literally loose effectiveness in all categories(it disupts the cycle) and can never fight in a reasonable manner. hence they get swarmed easily or killed at range in a stalemate situation. You need to be able to act in all situations to some degree. And with hard energy limits and slower fire this is important.
7 seconds is an eternity to take down another assault mech. And killing heavies like they were equals is stupid and destructive to all potential strategy in the game. Especially on a vehicle designed around heat management as it's whole strategy. Spread does not work in this game and is hurting it wether people realize it or not. There would be much more play ability if this weapon did proper damage. And as clan has more limited weapons this sadly is more significant both to clan and general gameplay.. In fact it is part of the reason certain laser spamming has been an issue. This is no proper counter to IS Laser spam because this is the counter(Especially vs IS heavies/assaults). And this is not working as it should to balance it out. Because hiding behind hill would have to cede to grouping up and using more advanced tactics. When you are clan there are limited options and you can't gimp the few you have. It has more impact. In this case negative. Making This weapon alone do 15 damage would resolve the entire IS/Clan laser issue. Because there would be a proper counter to the lazy tactics this has allowed to occur. The game would be better for it if this were put back to it's proper value and people have to learn to work around it. Clan builds are properly all about damage to armor and TTK ratios. This gimps all clan PPC. The only proper clan counter to lasers. This has nullified most of the proper clan builds from doing what they should. This game plays like WoT now because of this..
Note: I bet most IS Laser vomit is Heavy based. This is working in the way it is because of the lack of the ability for clan to retaliate. This is the main reason for laser vomit. If this wasn't an issue hill popping would be more dangerous and you would have to rely on aggression and group dynamics more. Clan is designed around these weapons because unlike the IS they don't have weapon versatility/options, speed, and maneuver. The clan mechs that can move well are significantly weaker in build potential. This is on purpose. So they must play more straightforward. This is part of their balance. And gimping their one proper long range weapon is very damaging for real strategy.
Clans weakness is always supposed to be messing up shots/tighter margins for error.. IS is based around killing and slowly weakening enemies(ST/Arms). Clan is meant to take down CT and back and maybe legs. because there is less reiteration of shots. So it must go for kills more than not and be efficient in the TTK department. Is also have faster weapons attacks. These combos are why clan need strong attacks. And why they are based on getting faster kills. If they mess up the difference allows IS to rip them up. It seems tough but it's a good dynamic. This also is what forces IS out of solo mode so they have to do more than hide behind hills. Which because of mech sizes and the nature of hills is a solo task. Clans only counter, again, is killing then quicker and being accurate. This weapon not being able to achieve this in normal builds mean no counters and no options. Just sit and die. This is why these mechs are not in CW. They would be otherwise. and the game would get much more interesting. Clan must be accurate. IS has room for error and more area to fire on and more recovery from mistakes. And if IS can close in without Clan having proper fire power or hitting accuracy they win. This weapon damage removes even the possibility for proper category to category play. Hence no clan upper mechs in play.
To put it in a different light. Clan cannot retreat. When they engage they must win. IS can retreat and repeat more easily. Two different play styles. But with clan having less weapons it cannot have it's main long range weapon counter not working as it is designed to. It must be able to kill a 120 armored CT in one heat bar! It cannot wait 10 seconds to finish it off(Clan must have faster potential TTK than IS at all times). They are not built around the same weapon diversity and maneuverability as IS. So it works out more simply. Kill CT. Kill structure with remaining smaller heat weapons. But do so with much less room for error and bigger consequences if you mess up. The above build should be totally viable. And should be a mainstay in larger Clan Mech designs. Without this issue the game would be much more balanced.
Edited by Arugela, 31 May 2017 - 07:08 PM.