Nightbird, on 07 November 2017 - 09:41 PM, said:
I really appreciate your taking the time to do the heat calculations. I really do!
Here's why I think this is better than what we have today: Comparing 6 IS-ERLL at 30 tons to 6 C-ERLL at 24 tons
1. DPS: Clans, 8% more DPS
2. Alpha: Clans at 66 versus 54
3. Dmg/heat: Clans, since they can put the 6 saved tons into DHS
The only mech that can win with these disadvantages is the BLR due to superior weapon point locations.
Instead, with my suggestion, I think you will agree that for almost 3 seconds, 4 IS-ERLL trades blows with 6 C-ERLL. 6 IS-ERLL is too hot to be viable so we don't need to worry about excessive boating (heavier mechs would add gauss). I also think you'll agree that a long range pilot will disengage at this point to cool down, so the dps-over time-advantage to the Clan pilot can be reduced with positioning.
Here is where the meta change happens: IS mechs in the 60-70 ton range that could not snipe before, because they couldn't put enough damage downstream, now can snipe with firepower which trades blows with 6 C-ERLL for 3 seconds. True, they will only have 18-20 DHS(quickdraw, riflemen, catapult, thunderbolt, jaeger, warhammer), but they will have speed (>80) and even jump ability and can use it to establish battlefield control. They compare favorably to Hellbringers and Summoners with ERLLs or ERPPCs. This 'burst' firepower can normalize the battlefield in IS' favor. The math also works with the IS-ERPPC as a more pokey option to win trade.
So, this is great for taking the early initiative and this is very good for trading 1v1. But, after that point, you can't really control the map with it. The gaps in your fire are too big and allow the enemy to move up and pressure; even if you space it out so you can shorten the gaps, the firepower you spit out during each isn't enough to dissuade said pushes. Meanwhile, the Clan one is more or less identical to what it is now, trading longer burn for shorter cooldown. More heat, yeah, but it's only 20% more than current vs. 50% extra for the IS, and it dissipates even faster than on live. So Clan ERLL cover remains about the same as now, IS use just two or three ERLL to try and scratch it out.
It will be like the DRG-1C, only it can't stay engaged for as long for the same tonnage because even just two with 21 DHS only gives you a hair over 8.5 seconds of up-time for 9 DPS while today's DRG-1C gets over 31 seconds for 6.5 DPS. Translation: 72 damage before overheat vs. 201.5. If I pace my two Nightbird-style ERLL to have a total cycle time of 2.5 seconds (1 sec for burn, 1.5 sec for firing) for 6.4 DPS, I still only get 16 seconds of up-time. This offers very poor map control.
What your ERLL is really going to be contesting with that 2.78 second double tap cycle time is Clan Laser+Gauss combos, and it might do okay there, but I dunno about going to 96% heat cap for a double-tap equivalent to a single Clan burst that only puts the Clan 'Mech around 70-80%; especially when the LPL does the same thing for more damage and less heat. Ironically, you've turned the ERLL into the poke weapon and the ERPPC into the sustain weapon, even if it's only just because the ERPPC forces a longer cool-down.
As an aside, I am fairly certain that cranking out three volleys with 3x LPL in the span of 3.76 seconds is going to be OP. That's still less time than it takes a 'Mech to expose, fire, and retreat. May even be able to get a fourth in with a cool-shot. A wall of Battlemasters, Stalkers, Dragons, etc. armed with three LPL is going to be impenetrable at mid-range, the burst output is just way too high.
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Lastly, I realize heat capacity to alpha twice in a row will be an issue, but we can fix it so that these builds can alpha twice on neutral maps (increase base heat to 55?)
I would honestly rather increase the dissipation bonus a little bit further. Dissipation makes each point of capacity more valuable by making it harder to reach.
Edited by Yeonne Greene, 08 November 2017 - 07:11 PM.