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Is Heavily Favored With New Tech?


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#161 Jay Leon Hart

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Posted 05 July 2017 - 09:39 AM

View PostDrxAbstract, on 05 July 2017 - 09:17 AM, said:

Define 'perfectly balanced'. And keep in mind that Tech must be balanced between the IS and Clans, not just between the item's own technology trees, otherwise we'd have quite the disparity.

But IS tech is heavy and bulky, so that tonnage saved from swapping an STD for an LFE doesn't go nearly as far, which suggests the ST Loss penalty for LFE should, at the very least, be less than it is for the Clan XL.

This is all I expect. No penalty would be nice, but STD engines already exist for that. Less penalty than the C-XL seems to be the best way, unless you start limiting matches to IS vs IS and Clan vs Clan only.

View PostGas Guzzler, on 05 July 2017 - 09:21 AM, said:

Yeah, this is definitely what I was expecting. How about half the penalty across the board?

Seems the most reasonable approach. We just need to convince PGI of that.

View PostSMDMadCow, on 05 July 2017 - 09:34 AM, said:

As I said, within it's tech base it is the middle ground between the other 2 engine types. We already have a disparity with the IS XLE, I'm sure there was as much crying about it back then too.

Back then? It is still a point of contention and likely will continue to be, despite PGI's insistence the IS-XL needs to be balanced against the STD, so the STD remains a viable choice, yet completely forgetting that the C-XL also competes with that same STD engine, seemingly with no viability issues existing.

#162 SMDMadCow

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Posted 05 July 2017 - 09:53 AM

For the record, I'm expecting to have the same penalty for ST loss as the cXLE because of taking 2 engine hits.

#163 Oberost

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Posted 05 July 2017 - 10:01 AM

View PostSMDMadCow, on 05 July 2017 - 09:53 AM, said:

For the record, I'm expecting to have the same penalty for ST loss as the cXLE because of taking 2 engine hits.

Even when it weights 50% more?

Call that balance...

#164 Jay Leon Hart

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Posted 05 July 2017 - 10:04 AM

View PostSMDMadCow, on 05 July 2017 - 09:53 AM, said:

For the record, I'm expecting to have the same penalty for ST loss as the cXLE because of taking 2 engine hits.

So am I, I just hope we can convince PGI this would be a poor choice, balance wise.

#165 Pjwned

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Posted 05 July 2017 - 12:26 PM

View PostDrxAbstract, on 05 July 2017 - 03:31 AM, said:

That is not the 'centerpiece' of the build, not by far, as numerous Mechs can bring 4xASRM6 to the field. It's the fact it can bring an AC20 + 4xASRM6 + Thick Armor, a combination of 3 otherwise unremarkable features uniquely combined into one package - That is its 'centerpiece', which is overall improved, whether you personally are happy with the alterations necessary to do so or not.


Except that you're saying to downgrade the 4x ASRM6 to cram in a LFE which is according to you a better way of building it.

You might as well use the AS7-D-DC and slap some ECM on there too if you're not going to be using 4x ASRM6.

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That was not part of "my suggested LFE build" because I did not make a "suggested LFE build". What I did in fact do was present choices... options. Saying I suggested it is saying I approve of it in some fashion when I have no opinion on it to begin with--It was a presentation of available choices.


So you bring up using a bigger engine, using a LFE instead of STD, more ammo despite not using the E hardpoints (apparently), downgrading the ASRM6 to fit the LFE, more heatsinks...

That looks like a "suggested LFE build" to me you twit, don't weasel out of what you said by saying "well ACKSHUALLLLLLYYYYYYYY I didn't technically suggest a full build" and then don't also give me that BS that you're only presenting choices when apparently it's only your choices that are valid and not mine.

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But on that note, using a 350STD rather than a 325 is pretty tonnage inefficient for an Assault these days as well--It's all preference.


1) It's even more inefficient going from 350 to 360.

2) The tonnage from upgrading a 325 to 350 isn't really going anywhere else in that build, but the tonnage from upgrading to a 360 is already being used up to keep it as a STD engine and to have a large amount of firepower.

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That's an awful lot of wasted nodes for a sub-1 ton boost in ammo... Totally worth it! Posted Image


Yeah, who would ever want the range, cooldown, and heat nodes along the way on a build that's all about massive firepower #auxiliaryandsensors4life.

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You act like using those energy hardpoints doesn't require tonnage and heat that detracts from the performance of the primary weapon bundle, which it does.


It doesn't detract from the performance enough to discard a couple of 1-ton medium lasers (or small pulse lasers instead if you want) for some reliable damage that doesn't use ammo, and which is also available even if both side torsos are gone when using a STD engine, which isn't exactly a major benefit but still is something.

Putting 2 lasers in the CT doesn't drive the build over the edge of being too hot either, especially considering that the point of that build is to unload a giant amount of damage in short range and annihilate something, but I guess you prefer to not only not use those lasers but also downgrade the SRMs on top of that because you think that brawling lasts for 10 minutes straight or something and need enough ammo for that.

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In point of fact I don't use the energy hardpoints on my AS7-S, nor does your hyperbole properly summarize or convey my concern with the baseline build's general lack of ammo longevity; 1,280 Maximum Potential Damage is pittance unless you plan on hiding for half the game and magically sidestepping your 62-68% Hit Percentage with AC20s and SRMs... Although your approach thus far has been "I don't like it because it doesn't surpass my effect-approval threshold." which is completely beside whether or not it actually makes a difference.


Alright, you can keep using entirely ammo dependent builds that barely do anything to push the limits of heat and somehow consistently get meaningful value out of carrying enough ammo to do 1,500+ damage potentially, and I'll be elsewhere making builds that are actually decent.

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I have read them, thank you very much. The point was unless it's Live then it's not my concern.


Why are we even having this conversation then? Light fusion engines aren't live either but you feel the need to barge in and justify your crappy, inefficient use of them and apparently discard the reality of the engine damage penalties associated with them because you're delusional.

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Well it's the only legitimate issue thus far...


No it isn't, just piss off if you think otherwise.

In fact, I'm done with your stupid **** as well after this response.

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LFE Side torso loss penalties on PTR is likely from PGI haphazardly copy-pasting Clan XL, exercising their usual lack of foresight and general incompetence... But who knows. Posted Image


Oh of course, it couldn't possibly be that the engine damage penalties were intentionally left in place to properly balance them, because the Inner Sphere needs those engines with completely inconsistent engine damage penalties for arbitrary reasons.

Let me know elsewhere when reality slaps you in the face.

Edited by Pjwned, 05 July 2017 - 12:45 PM.


#166 Zergling

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Posted 05 July 2017 - 02:17 PM

View PostKhobai, on 29 June 2017 - 11:51 AM, said:

ISERML (720m) has better max range than the CERML (688m)

this makes absolutely no sense and clearly PGI forgot about the max range nerf on CERMLs. OOPS.

CERML is a sad weapon right now... we pay way more heat for less range than the IS counterpart. Yeah CERML gets extra damage but thats largely nullified by the longer beam duration.


Bit of maths shows the max range advantage of the Inner Sphere ER Medium Laser is meaningless.


Firstly, the cERML does 7 damage up to 405 meters, versus the isERML doing 5 damage up to 360 meters.

While the isERML has 720 max range versus 688, the cERML does more damage up until 647 meters range, when they are doing equal damage of 1.01 per shot.
Between 647 and 720 meters range, the isERML does more damage, but the damage per shot is so low this isn't any practical advantage.


Further, the cERML is more heat efficient; 7 damage to 6 heat equals 1.17 damage per heat, versus the isERML doing 5 damage to 4.5 heat, for 1.11 damage per heat.
The isERML should actually have its heat reduced to 4.0 or 4.2 as a result.

And the cERML will retain this damage/heat efficiency advantage up until 590 meters range, where both lasers are equal at 0.40 damage/heat.
Beyond that range, the isERML is superior, but that is such a tiny advantage again, it is hardly worth mentioning.

#167 Tarl Cabot

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Posted 05 July 2017 - 03:23 PM

View PostSMDMadCow, on 05 July 2017 - 09:34 AM, said:

As I said, within it's tech base it is the middle ground between the other 2 engine types. We already have a disparity with the IS XLE, I'm sure there was as much crying about it back then too.

Not as much because each time PGI added a penalty to the cXL for losing 1 ST, they NOTED that it was basically a placeholder until a fully functional engine crit system is developed, which that has not happened. And if it was they would need to make it robust since both IS w/LFE-isXL and Clan cXL would likely die faster due to generating engine crits in any one of the three torso sections, the need to reduce front loaded armor to beef up the rear armor since 2-4 pts of armor would no longer be feasible. Ha!! Just think of friendly fire grazing the back side of someone who has lost their rear armor....

isXL loses 25% of its shielding w/loss 1ST / cXL/LFE loses 20% of its shielding w/loss 1ST. And this is not the TT where 2D6 is being rolled for hit/miss and location for EACH weapon, not groups of weapons.

LFE - 15.0%-20% movement-20.0% heat. It only has 25% weight savings but same amount of crit slots as cXL.

cXL 20.0% movement-30% heat (only reason not to set it 20% is that PGI has already felt it needed to be 40%, so I would reduce it to 30%

isXL 25% movement-40% heat penalties.

STD - double the current damage reduction for incoming fire that hits destroyed arm/leg/side torso areas, which are transferred to the next location.


Edited by Tarl Cabot, 05 July 2017 - 03:25 PM.


#168 Y E O N N E

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Posted 05 July 2017 - 04:53 PM

View PostZergling, on 05 July 2017 - 02:17 PM, said:


Bit of maths shows the max range advantage of the Inner Sphere ER Medium Laser is meaningless.


Firstly, the cERML does 7 damage up to 405 meters, versus the isERML doing 5 damage up to 360 meters.

While the isERML has 720 max range versus 688, the cERML does more damage up until 647 meters range, when they are doing equal damage of 1.01 per shot.
Between 647 and 720 meters range, the isERML does more damage, but the damage per shot is so low this isn't any practical advantage.


Further, the cERML is more heat efficient; 7 damage to 6 heat equals 1.17 damage per heat, versus the isERML doing 5 damage to 4.5 heat, for 1.11 damage per heat.
The isERML should actually have its heat reduced to 4.0 or 4.2 as a result.

And the cERML will retain this damage/heat efficiency advantage up until 590 meters range, where both lasers are equal at 0.40 damage/heat.
Beyond that range, the isERML is superior, but that is such a tiny advantage again, it is hardly worth mentioning.


Save the effort man. Nobody who keeps using this particular claim is interested in the maths.

#169 Gas Guzzler

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Posted 05 July 2017 - 04:59 PM

View PostYeonne Greene, on 05 July 2017 - 04:53 PM, said:


Save the effort man. Nobody who keeps using this particular claim is interested in the maths.


No, they are just potato-tier Clan loyalist players that see IS ER ML has a SLIGHTLY higher max range and say "Oh IS ERMLs outrange cERMLs and have less heat and duration, that's OP"

#170 DrxAbstract

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Posted 06 July 2017 - 01:42 AM

View PostPjwned, on 05 July 2017 - 12:26 PM, said:

Except that you're saying to downgrade the 4x ASRM6 to cram in a LFE which is according to you a better way of building it.

You might as well use the AS7-D-DC and slap some ECM on there too if you're not going to be using 4x ASRM6.

You're the one that considers a switch from 4xASRM6 to 2xASRM4, 2xASRM6s a 'downgrade', when SRM4s were recently nerfed specifically because they performed better than SRM6s in most circumstances. Considering they are one piece of the whole picture that makes the AS7-S work, and not the 'centerpiece' of it, along with lower spread and reduced heat generation, I see them as a sidegrade at the very worst. Even the D-DC would have to exchange one of its launchers, since you brought it up, which is completely beside the point and not the topic, which you've clearly lost track of.


View PostPjwned, on 05 July 2017 - 12:26 PM, said:

So you bring up using a bigger engine, using a LFE instead of STD, more ammo despite not using the E hardpoints (apparently), downgrading the ASRM6 to fit the LFE, more heatsinks...

That looks like a "suggested LFE build" to me you twit, don't weasel out of what you said by saying "well ACKSHUALLLLLLYYYYYYYY I didn't technically suggest a full build" and then don't also give me that BS that you're only presenting choices when apparently it's only your choices that are valid and not mine.

Reading comprehension clearly isn't your strong suit...

What I gave, and it's pretty clearly stated in that same post, was a direct baseline build to baseline build translation of the AS7-S layout you presented, wherein I outlined what there was to work with and, again very clearly stated, a couple of quick and dirty directions it could be taken at a glance that were, in my opinion, potential ways in which an LFE would be an improvement for that specific build. At no point did I suggest or imply that it was my build, what I would do with it, nor what I thought people should do.

As far as your choices not being valid: Try actually presenting something other than "LFE stoopid, you wrong", because the conversation has been specifically about how LFE could improve that specific AS7-S build and thus far all you've done is argue the STD Engine, which was completely beside the point.

That you've failed to grasp that more than once thus far suggests you should probably put on your reading glasses.


View PostPjwned, on 05 July 2017 - 12:26 PM, said:

1) It's even more inefficient going from 350 to 360.

2) The tonnage from upgrading a 325 to 350 isn't really going anywhere else in that build, but the tonnage from upgrading to a 360 is already being used up to keep it as a STD engine and to have a large amount of firepower.

1. I never said you should go from 350 to 360--I very clearly stated it as a possibility. Give it a rest.

2. Going from a 350 to a 325 could be utilized in several useful ways, like more ammo, heat sinks, etc. Mobility is no longer tied to Engine Rating, which makes having a 350 for the, now defunct, agility boost much less of a priority... Unless you honestly believe 4 KPH is worth 6 tons of extra goodies.


View PostPjwned, on 05 July 2017 - 12:26 PM, said:

Yeah, who would ever want the range, cooldown, and heat nodes along the way on a build that's all about massive firepower #auxiliaryandsensors4life.

Sidestepping the overwhelming ignorance of this statement; You're talking about spending 4 Skill Points to boost ammo less than one full ton a piece where they could otherwise be spent further improving the range/cooldown/heat generation of said massive firepower and utilizing other aspects of the Mech Lab to get more ammo.


View PostPjwned, on 05 July 2017 - 12:26 PM, said:

It doesn't detract from the performance enough to discard a couple of 1-ton medium lasers (or small pulse lasers instead if you want) for some reliable damage that doesn't use ammo, and which is also available even if both side torsos are gone when using a STD engine, which isn't exactly a major benefit but still is something.

Pretty sure you meant to word that differently.


View PostPjwned, on 05 July 2017 - 12:26 PM, said:

Putting 2 lasers in the CT doesn't drive the build over the edge of being too hot either, especially considering that the point of that build is to unload a giant amount of damage in short range and annihilate something, but I guess you prefer to not only not use those lasers but also downgrade the SRMs on top of that because you think that brawling lasts for 10 minutes straight or something and need enough ammo for that.

If you bothered to read what you said and what I responded to, it was concerning the un-used Energy slots on the Mech. Ad-hominem otherwise.


View PostPjwned, on 05 July 2017 - 12:26 PM, said:

Oh of course, it couldn't possibly be that the engine damage penalties were intentionally left in place to properly balance them, because the Inner Sphere needs those engines with completely inconsistent engine damage penalties for arbitrary reasons.

Firstly, the LFE is going to be added to the game, no ifs, ands or buts. The method in which it is implemented is, unlike the engine itself, subject to change... There is a difference between the two, ya know. Glad to know you can't make that distinction.

Secondly, it doesn't take a math wizard to realize the CXL Penalty disproportionately affects IS Mechs primarily because IS Mechs carry far fewer Heat Sinks on average than Clan Mechs and that while pure IS Energy builds may be affected similarly to their Clan counterparts, IS Ballistic, Missile and Hybrid builds are getting the short end of the stick if the LFE goes live with the exact same penalty as the CXL.


View PostPjwned, on 05 July 2017 - 12:26 PM, said:

Alright, you can keep using entirely ammo dependent builds that barely do anything to push the limits of heat and somehow consistently get meaningful value out of carrying enough ammo to do 1,500+ damage potentially, and I'll be elsewhere making builds that are actually decent.

Let me know elsewhere when reality slaps you in the face.

Or I could post the numerous screenshots of my 'ammo laden' builds actually doing 1500+ Damage. Would you like to see the 3-4K Damage FP games? Perhaps I should just be as petty and arrogant as you and leave the conversation with something akin to "Maybe you should put up better numbers on the Leaderboards before running off at the mouth."

Because it's always best to supplement civility and discussion with misdirection and ad-hominem personal attacks, I hear.

#171 Pjwned

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Posted 06 July 2017 - 04:05 PM

View PostDrxAbstract, on 06 July 2017 - 01:42 AM, said:

You're the one that considers a switch from 4xASRM6 to 2xASRM4, 2xASRM6s a 'downgrade', when SRM4s were recently nerfed specifically because they performed better than SRM6s in most circumstances. Considering they are one piece of the whole picture that makes the AS7-S work, and not the 'centerpiece' of it, along with lower spread and reduced heat generation, I see them as a sidegrade at the very worst.


It's a downgrade in firepower for a build meant to have about as much short range firepower as possible, and for the AS7-S in particular yeah the 4x ASRM6 kind of are the centerpiece of the build because you might as well use another Atlas variant instead otherwise e.g the D-DC; if you want to do that to fit a LFE in then go ahead but that build obviously has some different goals in mind.

Especially at the cost of also dealing with engine damage penalties and losing endo steel it comes out to be a piss poor way of using the LFE for that build.

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Even the D-DC would have to exchange one of its launchers, since you brought it up, which is completely beside the point and not the topic, which you've clearly lost track of.


I don't recall saying it had to be 3x ASRM6 with the D-DC, I just said you might as well use the D-DC with ECM; you're already downplaying the SRMs so 2x ASRM6 1x ASRM4 with ECM (or even 3x ASRM4) wouldn't be an issue since the build is resigned to less than maximum SRM firepower for that chassis anyways.

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Reading comprehension clearly isn't your strong suit...

What I gave, and it's pretty clearly stated in that same post, was a direct baseline build to baseline build translation of the AS7-S layout you presented, wherein I outlined what there was to work with and, again very clearly stated, a couple of quick and dirty directions it could be taken at a glance that were, in my opinion, potential ways in which an LFE would be an improvement for that specific build. At no point did I suggest or imply that it was my build, what I would do with it, nor what I thought people should do.


You've been saying the LFE is so great for that build because it can save a pittance of tonnage while ignoring the reality of engine damage penalties and other factors, and now you're clarifying to me you wouldn't build it that way nor should anybody else.

The only point that you seem to be making is to be a contrarian. You bring up some piss poor, inefficient way of building the mech with a LFE instead of STD and apparently it's such a piss poor build that nobody should build it that way nor would you build it that way yourself.

Really makes me reconsider my position heavily...oh wait it doesn't.

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As far as your choices not being valid: Try actually presenting something other than "LFE stoopid, you wrong", because the conversation has been specifically about how LFE could improve that specific AS7-S build and thus far all you've done is argue the STD Engine, which was completely beside the point.


I told you both the pros of using a STD engine for that build and the cons of using a LFE for that build and I argued the latter extensively by refuting all the restrictions placed on that build by using a LFE just to save a pittance of tonnage, so I can only conclude that you either have selective memory or brain damage.

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1. I never said you should go from 350 to 360--I very clearly stated it as a possibility. Give it a rest.


Why even bring it up then? If it's such a lousy way to use up the tonnage by using a LFE, which is already a piss poor way of building the mech, then either make that more clear or don't bring it up.

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2. Going from a 350 to a 325 could be utilized in several useful ways, like more ammo, heat sinks, etc. Mobility is no longer tied to Engine Rating, which makes having a 350 for the, now defunct, agility boost much less of a priority... Unless you honestly believe 4 KPH is worth 6 tons of extra goodies.


Show me a 325 build then, because I can't make one that isn't either too hot by fitting in something like a LPL in the CT--which goes against the theme of the build anyways since LPL is inefficient for brawling--or running out of room with 2x MPL in the CT and significant tonnage left over.

If you have to get rid of endo steel to make room then there goes 5 (out of 6) of those tons you're trying to save by using a smaller engine, which is even less benefit than your options that you already effectively conceded as garbage; I guess if you think 1 ton is worth sacrificing 25 engine rating though then go nuts.

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Sidestepping the overwhelming ignorance of this statement; You're talking about spending 4 Skill Points to boost ammo less than one full ton a piece where they could otherwise be spent further improving the range/cooldown/heat generation of said massive firepower and utilizing other aspects of the Mech Lab to get more ammo.


That's not a problem when you only need a small boost in ammo and when the tonnage & crit slots required for that extra ammo are better spent elsewhere and when the build is hardly lacking in heat/range/cooldown by taking nodes along the way to more ammo capacity, which in the case of my build is all true.

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Pretty sure you meant to word that differently.


How? You said that adding lasers detracts performance from the rest of the build by requiring tonnage & heat, which is exceedingly obvious that yeah there's a tonnage & heat cost for adding lasers, and my point was that it didn't detract from the rest of the build enough to not take a couple of lasers; I figured that it went without saying that the lasers add firepower and that's why you would take them.

I never indicated in any way that medium lasers don't take tonnage and use heat, probably because that's objectively not true, but apparently I need to explicitly acknowledge that fact to you for some extraordinary reason, meanwhile you put words in my mouth like a disingenuous tool.

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If you bothered to read what you said and what I responded to, it was concerning the un-used Energy slots on the Mech. Ad-hominem otherwise.


1) I just went back and read that again and you just pulled that out of your *** because that wasn't at all clear.

"You act like using those energy hardpoints doesn't require tonnage and heat that detracts from the performance of the primary weapon bundle, which it does."

No indication of which hardpoints you meant, and as for what I said, I would suggest that you go back and read what I said, because I was talking about both sets of hardpoints and primarily I was talking about the CT hardpoints; either that or you're being intentionally nebulous so that you can change the meaning of "un-used energy slots."

2) If you're going to bring up ad-hominem then at least do that where it makes sense, rather than throwing it around as a buzzword, because what you quoted there wasn't ad-hominem at all.

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Firstly, the LFE is going to be added to the game, no ifs, ands or buts. The method in which it is implemented is, unlike the engine itself, subject to change... There is a difference between the two, ya know. Glad to know you can't make that distinction.

Secondly, it doesn't take a math wizard to realize the CXL Penalty disproportionately affects IS Mechs primarily because IS Mechs carry far fewer Heat Sinks on average than Clan Mechs and that while pure IS Energy builds may be affected similarly to their Clan counterparts, IS Ballistic, Missile and Hybrid builds are getting the short end of the stick if the LFE goes live with the exact same penalty as the CXL.


Maybe you should have joined in on that other discussion I mentioned earlier then, hmmm? Because I already covered why it's a bad idea to reduce the engine damage penalties for LFE.

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Or I could post the numerous screenshots of my 'ammo laden' builds actually doing 1500+ Damage. Would you like to see the 3-4K Damage FP games? Perhaps I should just be as petty and arrogant as you and leave the conversation with something akin to "Maybe you should put up better numbers on the Leaderboards before running off at the mouth."


I'll admit that was a much too broad statement actually since I'm aware that there are a number of entirely ammo dependent builds that can put out crazy damage, e.g 4x C-UAC10 KDK-3, so that actually was really stupid to say since I clearly didn't think about what I said enough.

A number of those builds aren't brawlers though, or if they are then they are pure SRM boats with a lot more speed, a lot more agility, and a smaller profile which makes them a lot more suitable than the Atlas for what you seem to have in mind.

The rest of what I said about ammo efficiency after a certain level of firepower (at least in the context of that build and other similar builds, anyways) and you suggesting bad builds does still apply though.

Edited by Pjwned, 06 July 2017 - 08:05 PM.


#172 visionGT4

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Posted 07 July 2017 - 12:05 AM

View PostvisionGT4, on 04 July 2017 - 12:35 AM, said:

ill put up a Madcat II basic pack (or next upgrade if j00 already have basic on order) to the first person that can demonstrate via man logic (maths & science) a comp viable IS deck that will have equal or greater Firepower, Survivability & Mobility ton for ton as a clan deck thanks to the introduction of civil war 'tech'. No synthetic deck limit

Bonus kudos if you can use the term "6%" in your man logic based argument


edit: wtf spelling



quoting myself like a champ - any clams from clanada willing to put the effort into prove their point with maths and science or do we all just assume Omission is Admission?

Zergling & Yeonne - PM me with the mech pack you want or paypal details if you prefer cash monies

#173 DrxAbstract

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Posted 07 July 2017 - 10:12 AM

View PostPjwned, on 06 July 2017 - 04:05 PM, said:

snip.

As I've already said, SRMs are not the centerpiece of the build. The only reason people use the S over the D-DC is it has ONE more Missile Hardpoint - That's it. Multiple Mechs can use 4xASRM6 builds - It's nothing special. Not many can combine an AC20/2LBX10 with it, while having layers of armor however... That is what makes the S/D-DC unique.

The 'penalties' for LFE are not set in stone regardless of what you think about it or reducing them, so basing your reasoning on it and these 'other factors' is not ideal for your argument, nor is this obsession you have with Endo Steel because by your logic 5 tons is pittance for all the space it costs you. Posted Image

What I said vs. what you said: The 2 CT lasers were already part of the build, which means the only change/addition of energy weapons would have been the vacant Energy slots: That's bloody obvious to anyone capable of following a conversation, so conclude what you will from that.

That you still can't get over, or even understand, the fact all I did was make a direct translation from STD to LFE of the build you provided goes to show you really just don't understand what you say or read that well, and my patience/energy for trying to explain what's right in front of you, clear as day in black and white, has run out. It had literally nothing to do with what I would have done, used, changed or recommended. Nor was I saying "Oh, don't use this because..." It was a direct translation with a brief list of potential directions to take it--Learn how to read.

AS7-S: STD 325

Superior to the 350 in every way except Top Speed, because 4 KPH is worth it... Posted Image

Quote

The rest of what I said about ammo efficiency after a certain level of firepower (at least in the context of that build and other similar builds, anyways) and you suggesting bad builds does still apply though.

1. Were talking about one build that you brought up.
2. I did not suggest anything--I showed what was possible.
3. Ammo Efficiency was never a topic of discussion: Ammo Reserves was, and should be a chief concern regardless of how much boom boom a build has.
4. With stats like yours, you're in no position to act as an authority on anything, much less what a good or bad build is. It's been clear from the start your rigidity and lack of design imagination is a contributing factor to your otherwise underwhelming performance.

#174 Brain Cancer

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Posted 07 July 2017 - 11:45 AM

Quote

For the record, I'm expecting to have the same penalty for ST loss as the cXLE because of taking 2 engine hits.


Not doing this is an easy windmill to tilt for Paul's dreams of 1:1 balance.

Saves only half the weight, should get half the penalty.

(In TT, they'd be equally hosed but it's asymmetric balance there.)

#175 Clownwarlord

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Posted 07 July 2017 - 11:58 AM

Is IS heavily favored with new tech? If you only compare new tech to new tech yes, but if you take in after new tech is in the game clan vs IS then no clan still wins but very slightly.

In simpler terms it closes the gap even more.

#176 Nightbird

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Posted 07 July 2017 - 12:26 PM

Clans still OP, relax guys. New tech will only make clan FP queue waits shorter.

#177 MustrumRidcully

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Posted 07 July 2017 - 12:35 PM

View PostJay Leon Hart, on 05 July 2017 - 08:35 AM, said:

Why would you balance the new, inferior tech to be penalised less than the old, superior tech? Was that rhetorical?

Because you're PGI and have devised a model where Clan technology is always superior to IS technology, like it was in the table top game, and hope that some drop deck limits and a match-maker can cover the difference.

If they actually made any of the new technology clearly better than what we had before, that means the old gear is superfluous and could be deleted from the game with no loss to anyone. Since this game doesn't really work like an MMORPG where we have Common to EPic quality items and Items of various of dozens or hundreds of level difference, this might be quite suboptimal approach.

The IS LFE and IS XL Engine only have to compete with the Standard Engine. The Clan XL can safely sit at a superior position from PGI's point of view.

#178 Jay Leon Hart

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Posted 07 July 2017 - 12:43 PM

View PostMustrumRidcully, on 07 July 2017 - 12:35 PM, said:

The IS LFE and IS XL Engine only have to compete with the Standard Engine. The Clan XL can safely sit at a superior position from PGI's point of view.

Sad but true Posted Image

#179 Khobai

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Posted 07 July 2017 - 12:46 PM

Quote

The IS LFE and IS XL Engine only have to compete with the Standard Engine. The Clan XL can safely sit at a superior position from PGI's point of view.


clans can use standard engines too. ideally the standard engine should compete with the CXL as well. which means the standard engine could use a pretty huge buff

ISXL should also be able to survive side torso destruction which would allow the removal of IS structure quirks that were added because ISXL couldnt survive side torso destruction.

I still think an engine crit system needs to be implemented that way ISXL would still be slightly inferior to CXL/LFE. But only in the sense that ISXL has 3 crits per side torso and CXL/LFE have 2 crits per side torso. 4 total crits would destroy all three engines though.

So the ISXL would require a side torso destruction (3 crits) + 1 additional crit while the CXL/LFE would require a side torso destruction (2 crits) + 2 additional crits. Each engine crit would give a cumulative -20% heat, -10% speed penalty.

Since taking non-STD engines would be a great deal riskier, that would also be a huge relative buff for the STD engine because it would be immune to crits and could only be destroyed by taking out the CT.

"But waa waa RNG"

IMO the RNG is minimal and doesnt really matter.

Its a straight buff for the ISXL because it can survive a side torso destruction.

Its a comparative buff for the STD engine because itd be immune to crits

The RNG would only affect the CXL/LFE which are both arguably too good compared to the other two engine types anyway. Making them riskier to use seems fair to me.

Edited by Khobai, 07 July 2017 - 12:57 PM.


#180 Lightfoot

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Posted 07 July 2017 - 12:46 PM

Yes, completely skewed to Inner Sphere. DHS 1.4 makes Heavy Lasers useless or not better than er lasers. ATMs are a joke. They are like short, medium, and long rang range ATMs nerfed into one useless missile system. Short range with a minimum range. Long range that doesn't clear hills. Total imbalance.

Inner Sphere weapons are all good to OP.





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