Quicksilver Kalasa, on 07 July 2017 - 06:53 AM, said:
Actually, the DHS needed to make the SRM mech as heat efficient as an ATM boat ends up eating more tonnage AND space than the ATM launcher. Why do you think the ATM mech can't make use of coolshots either? They are still hot, just not as hot as SRMs......seriously, stop relying on exaggerations and actually do the math yourself.
Because you don't need to be as heat efficient as the ATMs, you just need to be heat efficient ENOUGH. There's a give and take to many weapons, like why people take 4x LRM10 over 2x LRM20 because they don't need the heat efficiency, they need the low cooldown. Again, the thing is that, they don't have to, and just compensate with whatever is in hand. People can stop firing once hot, they could just do that.
Give and take, to specific performance people want to achieve.
Why people take laser vomit over ACs, despite being hot? Or why do people take ACs over Laser vomit despite having to lead projectiles? If anything, you need to stop.
Quicksilver Kalasa, on 07 July 2017 - 06:53 AM, said:
An ATM9 is the same tonnage as 2 ASRM6, so you should have 4 tons of ammo depending on whether you want to bother with JJs or not.
KFX-PRIME
If i want to take a non-ECM missile-boat light, i'd take an adder.
Quicksilver Kalasa, on 07 July 2017 - 06:53 AM, said:
12 v 12 also doesn't magically increase ammo needed either. If it does, it isn't by much, because guess what, the enemy isn't alone in having 4 more people and the more people on the field the less carrying you will see.
Surely better than doing only 432 damage max. And then you have to account for mid-range and long-range use.
Quicksilver Kalasa, on 07 July 2017 - 06:53 AM, said:
Yes, and you don't get close to do it, that's a pretty key thing for doing flanks in lights especially is to always keep some distance so that you can get away safely. If you are walking to within 100m of a mech, more often than not, you are committed at that point which means trying to run only gets you shot in the rear. That's why SRMs are pretty much jokes for "hit-and-run" mechs because they don't have the range to actually do that.
Except 270m means they do. But even if i give that to you, that just falls on the ATM being able to deal with above 270m, which isn't really relevant.
Quicksilver Kalasa, on 07 July 2017 - 06:53 AM, said:
Again, fringe roles isn't good enough lest we have all but one missile system be fringe use.
Again, problem of the SRMs above close range, it's irrelevant to our topic. Since we're comparing ATMs vs SRMs at close range.
Quicksilver Kalasa, on 07 July 2017 - 06:53 AM, said:
That's if you hit with all those missiles at 270. One of these weapons is hitscan, one of these is a 400m/s projectile with inherent spread....if you can't tell why the ERSL does more efficient damage at 270m then I don't know what to tell you, I guess us comp players have no idea what we are talking about
.
Considering that you're doing 36 heat, for 33.75 damage for 1.8s that can be torso twisted, and unless you want excess heat you partition 12 ERSLs and if you think 1.8s is not long for a laser duration, 1.5s of C-ERLL made it bad and it can do long range. Versus SRM24a 51.6 damage for 24 heat, that is blasted out in an instant. Yes not every mech has good convergence like the HBK-IIC-B, but isn't hardpoint and hit-box difference kind of why there are meta builds? That some builds on some mechs are not meta? Lasers may be hitscan yes, but that just assist with the ease of use. Considering veterans, which you are, comp people would be, they should have amassed enough experience playing the game, and have enough skill to compensate with SRMs' volley.
Oh please, you're comp person therefore you're right? Comp people can't make mistakes? Can't get heads up their asses? All I've been doing is being reasonable with you, but you gotta pull this ****.
But you know what, we're done. You win. Even if you say C-SPL for 800m sniping, cool whatever you say.
Edited by The6thMessenger, 07 July 2017 - 02:52 PM.