Honeybadgers, on 31 July 2017 - 08:22 PM, said:
"git gud" is hardly part of it. I'm nearly tier 1, and rarely do poorly in games.
Sub-1.0 W/L and sub-1.0 K/B when you are Tier 2 is not 'rarely doing poorly'. That is not good performance, so your stats will drop hard when you hit Tier 1.
Honeybadgers, on 31 July 2017 - 08:22 PM, said:
I've been trying for weeks to get ATM's to work properly. Boating them, support weapons, using LRMS and SRMS to tank for them, running them on lights, mediums, and heavies, in skirmish, front line, brawl setups, NOTHING has worked except a quad ATM12 scorch that is still just outplayed by its meta LB40 SRMA24.
ATM's are a joke. They are not "decent" they range from "completely unusable" to "WAY TOO STRONG" with literally nothing in between. They are a goddamn design joke. They do way too much damage when the connect properly, but 95% of the time they cannot connect effectively and get killed in flight within 10 meters of the tubes. I've literally fired an ATM24 barrage at an annihilator over a crest, 274M away, only to have every single missile die within literally 10 meters of leaving the tubes with nothing but 4 mechs with normal, everyday AMS, no nova or kit fox boats.
Please stop saying things are "decent" because they do work, only when the damnable stars align.
I don't have any significant problems with making ATMs work, with both my Cougar and Mad Cat II.
And it is worth mentioning that my stats with ATMs is currently at 45.96% hit rate, and 2.42 damage per hit.
AMS countering ATMs so hard
is a problem, which I believe should be fixed by buffing ATM missile hitpoints to at least double.
In the mean time, you should do one of the following if AMS is countering your ATMs:
A: stop boating ATMs exclusively so all your firepower isn't negated so easily, instead use mixed builds
or
B: avoid using them in high AMS environments like FP
Honeybadgers, on 31 July 2017 - 08:22 PM, said:
Heavy larges don't overheat you on the second shot, but they will overheat every mech short of a supernova running two and NOTHING ELSE BUT HEAT SINKS on the third. That means that with 2 heavy larges, you cannot run anything except nearly heat neutral secondaries. So no missiles. no other lasers. no AC20 or dual 10. The face time is broken, you can get gunned down in seconds with the burn time. They need less damage, WAY less heat, WAY less burn time, and to off set it, less range.
Oh please, do you even check your facts before spouting this sort of nonsense?
Even a mere 14 DHS is sufficient to allow 3 consecutive salvos of twin Heavy Large Laser.
And that's on a heat neutral map, with no skill nodes unlocked on a Hunchback IIC-A, which has no energy heat gen or heat dissipation quirks.
Hell, with 25 DHS the Hunchback IIC-A is damn near heat neutral; it can fire constantly with only a marginal heat gain.
And yes, I actually tested it; you can go ahead and do the same (as you should have done yourself before making such a claim).
Honeybadgers, on 31 July 2017 - 08:22 PM, said:
And you're simply wrong about the IS mechs still being inferior. You just aren't. Period. We have options to get better hardpoint locations, yes. We can run heavier alphas, yes. But our stuff runs hotter, we have fixed structure/armor that severely limits heat dissipation and engines that LOCK many of our mechs into certain roles (adder, space fridge, dire whale, shitfox, cougar) I would argue that ton for ton, on equal grounds and similar builds, equal players would win in an IS vs clan 1v1 brawl 80% of the time.
You really haven't done any sort of unbiased analysis of this topic, and are basing your claims on anecdotal evidence and personal experience.
To do an unbiased comparison, you look at similar builds that each faction can run.
Eg,
the Hunchback 4P with 6x ER Medium Lasers.
Versus the Hunchback IIC-A with 6x ER Medium Lasers.
Hunchback 4P has
378 meter effective range
0.81 second beam duration
30 damage alpha
7.21 maximum DPS
3.92 sustained DPS
54.33% heat efficiency
Hunchback IIC has:
420 meter effective range
1.25 second beam duration
42 damage alpha
8.40 maximum DPS
4.72 sustained DPS
56.22% heat efficiency
In case you can't tell, the Clan mech has an 11% advantage in range, 40% advantage in alpha, 16% advantage in maximum alpha, 20% advantage in sustained DPS, all for the disadvantage of 0.44 worse beam duration.
To be fair, the Hunchback 4P is more agile than the IIC, but not by a massive amount. The 4P also has some side torso durability quirks.
Those even things up a little bit, but IIC's considerable advantage in firepower means it is the better mech.
Or 2x ER PPC poptarts, starting with
Cataphract 3D for IS, v
ersus Summoner for Clan.
Cataphract has:
810 meter effective range
1900 m/s velocity
20 damage alpha
5.00 max DPS
2.48 sustained DPS
49.63% heat efficiency
Summoner has:
850 meter effective range
1575 m/s velocity
20 damage alpha (plus 10 splash)
4.44 max DPS (not including splash)
2.83 sustained DPS (not including splash)
63.62% heat efficiency
So the Clan mech has a 5% advantage in effective range, 14% advantage in sustained DPS.
Versus the IS mech that has a 13% advantage in max DPS and 21% advantage in projectile velocity.
Sure the Cataphract is tougher due to stronger durability quirks, but the Summoner is also vastly more agile (it has about twice the acceleration, for example).
Overall, the Summoner is better at everything but very long range sniping.
Hell, I can even do brawl build comparisons, with the IS mech being a
Splatpult 6x ASRM6 v
ersus a 6x ASRM6 Mad Dog.
Catapult A1 has:
77.4 damage alpha
19.35 max DPS
7.30 sustained DPS
37.72% heat efficiency
Mad Dog has:
72 damage alpha
18.00 max DPS
9.15 sustained DPS
50.83% heat efficiency
So the Mad Dog has a 25% advantage in sustained DPS, while the Catapult only has a 7.5% advantage in alpha damage and max DPS in return.
In durability they are about equal; Catapult doesn't have strong durability quirks, nor does the Mad Dog, but the Mad Dog does have a slight edge in agility (and with these builds, over 10 kph advantage in top speed).
Overall, the Mad Dog is the better brawler, simply because it is running cooler.
What's the point of these examples? They show that Clan mechs don't actually run hotter when they are running comparable builds, because they can fit so many more DHS.
They also show that in general, Clans still are superior.
Honeybadgers, on 31 July 2017 - 08:22 PM, said:
Playing faction these past few weeks has been just a joke. Even with dedicated, reasonably well coordinated pushes, the IS stuff just smashes us as soon as we close. The only times we win are when we vastly outmaneuver the enemy or when we're defending and keep the IS at >700m.
Anecdotal evidence, and even if true it can just be due to the teams and players involved, not balance.
Edited by Zergling, 01 August 2017 - 02:17 AM.