Bonzai VI, on 15 November 2017 - 10:31 AM, said:
Just jumping in to say: Firing 4 shots with HLL takes 28 seconds of cooldown, it takes another 6.2 seconds for the duration (without quirks)
He needs 34 seconds to get hot. That is to heatefficient if you can't deal enough damage in the meantime.
(And HLL are certainly no DPS weapon)
With quirks it would aproxemately be ~26 seconds cooldown and 5.58 duration.
Thats still ~31.6 seconds.
@MischiefSC
Well, tbh MGs are flat out broken the way they are now.
But the IS-MPL works surprisingly well in scouting, it's maybe the only place they work since range is no problem there.^^
And shooting legs is still inefficient. Just because people don't even try to roll the damage doesn't mean it's good.
I discount the first shot's cooldown but count its duration in my calculations, as you don't have to wait a cooldown duration to fire first shot. When calculating effective DPS its always higher than the weapon's raw DPS value, getting closer to that raw value as the combat time gets closer to infinity.
MischiefSC, on 15 November 2017 - 10:19 AM, said:
A flamer, some MGs and ersmls is also a nasty thing to do to people.
End of the day though you don't want to take a light. You want 2 or 3 hbk/nva/hmn. One or two viper or Ice Ferret (Viper, really).
One or two set for range, the rest brawl. Make sure the range one has decent heat management.
50 or 100pts on legs before you close and you've clinched it. At that point it's just math.
I really have to disagree with IS MPLs being bad, they are extremely accurate, provide a decent alpha strike, and they run just frosty for what you put out. ERML poking works well enough with the Wolfhound, but in more competitive scenarios (including their occasional use in the last WC) the 6 MPL build puts in work. I don't see machine guns to be a serious threat when facing a Wolfhound, the vast majority of their health is in armor and having to have constant face time on them won't work out nicely when their trade duration is under a second, just in terms of how much damage you spread compared to them it would be a losing scenario.
Adding in a ranged guy to the drop of 3 brawlers does mix things up a bit, I can't say I really trust that it outweighs the disadvantage that your brawlers will have being outnumbered *and* out gunned/armored, maybe that ranged guy is able to finish off the remaining enemies if your brawlers managed to leg all of them or at least take out a few so that the ranged guy has enough time to cooldown more than twice.