Jay Leon Hart, on 07 February 2018 - 12:26 PM, said:
This still doubles the number of effective mgs on "non-boat" configurations that use mgs as side weaponry. Two IS mgs turn into an effective four mg setup where a Clan mech will still have only 2
=> IS becomes the "mg horror" on the low end of mg numbers
In addition to that the Ember - with its current 25% RoF quirk - becomes a machine with an effective number of 10 mgs that merely take up 4 crit slots at a weight of 2t ... a tonnage that provides only 8 mgs to either one of the clan based mg boats. Now instead of one very feeble (Piranha) and feeble (Mist Lynx) mg boat on Clan side you create an IS "mg boat" that when compared to the Crit Lynx looks like this:
- can easily run about 122.7 km/h before skill nodes which is already faster then any speed skilled Crit Lynx
- brings 4 small lasers with - based on the combat profile - negliable range disadvantage, far better heat management (2.0 heat efficency).
- brings the same 4 small lasers with shorter burn duration and significantly better cooldown which is kinda important in the movement heavy combar profile
- slightly lacks in the initial alpha damage of those 4 small laser when comparing against typical Crit Lynx armament of either er-small or heavy small
- is heat neutral with a heat efficency of 100% without any skill nodes where the Lynx - even with an additional heat sink that typically reduces its number of mgs down to 6 instead of 8 - by far is worse ...
- has an effective number of 10 mgs with 3t of ammo where the Crit Lynx then typically fields 6mgs with the same 3t ammo
- is less jump capable with 4 vs. 6 jump jets in the Lynx but certainly jumps
- brings way more armor to the fight than the Lynx in pretty much every zone
The comparison with the Piranha 1 doesn't look to be in favor of the clan mech either:
- Sure, the Piranha goes up to 24 km/h faster but in most cases only 16 km/h due to armor / ammo considerations.
- the Piranha has 3 small lasers max in that configuration that then run hotter and much slower or 3 micros that still run hotter but certainly don't out damage the Ember's four small lasers
- the Piranha has paper armor in comparison to that Ember and ...
- doesn't actually have more ammo for 12 mgs or must drop from 12 to 10 mgs in order to have 0,5 more ammo for the same number of effective mgs.
=> IS also takes the high end crown with a 2x RoF against both clan mg boats ...
And please don't try to throw a 8 mg ACH in the mix. That's a build that's even worse than either Crit Lynx and Piranha 1
Jay Leon Hart, on 07 February 2018 - 12:26 PM, said:
Revert Clan MG spread nerfs
Which still wouldn't compensate on the low end with 1 to 4 mgs in IS mechs vs. Clan mechs with also just 1 to 4 mgs. And only on the high end the vunerable Pir-1 builds with 12 mgs could outperform a mg dedicated Ember. Same ...
Jay Leon Hart, on 07 February 2018 - 12:26 PM, said:
... with normalized crit.
Jay Leon Hart, on 07 February 2018 - 12:26 PM, said:
- Normalise MG component HP
... which isn't much of a thing for either the Crit Lynx or the Piranha ... because the former loses his mg arms way before component HP ever becomes relevant and the latter is similarly pulverized before it loses mgs to crits that don't destroy the whole mech.
Jay Leon Hart, on 07 February 2018 - 12:26 PM, said:
Doesn't actually sound to me like you've successfully "done" a proper balancing pass there.