Vxheous, on 19 November 2017 - 08:33 PM, said:
I appreciate your attempts to explain/justify why I would prefer the 64 alpha + 2 heatsinks + 78 alpha. It comes down to the fact that rarely (if ever) in my hunchback have I wished my alpha was bigger than what it is (64) while I constantly wish that my build would cool faster, or have a larger heat bar to work with. The upside on having the 2 extra ERML, and only maybe using them sporadically vs having being able to spit out more consistent 64 alphas is why I choose to use the 2 HLL + 4 ERML (and really only in quick plays). I mean, if the 2 HLL + 6 ERML works for Khobai, then good on him, he should run it. My experience is that the 2 HLL + 4 ERML is more well rounded and allows higher damage output over time (not that the 64 alpha is anything to sneeze at). To be fair, I run the 2 HLL + 6 ERML builds on one of my Mad IIc and one of my Super novas (but then I have another 6+ heatsinks to work with in those builds)
Let me put it another way. Builds like 2 HLL (or ERLL) + 4-6 ERML (variable) really depends on the user in the end. It's a balance of how much heat you're willing to build up for 1 alpha vs how often you want to be able to shoot, and how comfortable you are with heat management. If the build works for you and is achieving whatever goal you have set for yourself to determine efficiency (average kills/game, w/l, matchscore, whatever metric you want to use), then by all means use it.
Having spectated a lot of good players it seems to come down to mentality.
Some good players seem to like to stalk a specific kill. They'll play a higher alpha, longer cool and reposition a lot. They'll try to anticipate where the guy they just opened up is going to so they can shoot him again. They have less firing time total and are behaviorally very much a sniper. They tend to put up high damage by going the distance and kiting well. People trying to do this and doing it poorly are very much hated by their teams for obvious reasons; however some people do it really, really well and are very, very frustrating to play against.
Others tend to be super-aggressive. The only reason you're not constantly at 99% heat is waiting to the point where you can shoot again. Repositioning is often done on the fly and in a firing position unless there's a need to flank or there's no targets. They take any/every shot available against any target, locked or not. Positioning for them seems to often be about being the one in position to fire FIRST, then fade the return fire. They can often put up 700-1000 damage in 7 or 8 minutes. Usually they play super aggressive until they're open, then they fade and switch to targets of opportunity engaged with other teammates. They are way less likely to survive the whole match/be the last to die than the first group.
I'm in no position to say one is better than the other but it's two very distinct behavior sets. In any skill, the end game for Git Gud is knowing how everything works well enough to identify how you can optimize what you do best.