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Black Lanner Quirks


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#41 FupDup

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Posted 19 February 2018 - 03:01 PM

View PostGas Guzzler, on 19 February 2018 - 02:57 PM, said:

Its not about DPS. Its about a light that can pump out 44 damage at extreme range (twice) and then cool off. In the days of the skill tree and double coolshots, heat would be even less of a problem now.

It might not be too popular now but that exact loadout was actually used by EMP in comp a couple years back. I can't remember the league.

The problem is that you're gonna have to spend a longer time cooling off than something with smaller volleys, say a triple ERLL Adder (also has the benefit of not needing any arm mounts, only high torso mounts). This gives the red team a bigger window to move up and makes you that much more vulnerable if they get in close. Also less adaptable when hot maps get voted in (which happens quite often for me).

#42 Gas Guzzler

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Posted 19 February 2018 - 03:03 PM

View PostFupDup, on 19 February 2018 - 03:01 PM, said:

The problem is that you're gonna have to spend a longer time cooling off than something with smaller volleys, say a triple ERLL Adder (also has the benefit of not needing any arm mounts, only high torso mounts). This gives the red team a bigger window to move up and makes you that much more vulnerable if they get in close. Also less adaptable when hot maps get voted in (which happens quite often for me).


Eh. But you are a light, you don't want to have as much burst DPS as possible so you can expose less. I have used the build in quick play, and it can be effective enough, especially when matches are a little longer and more drawn out. I could see an argument for the 3 ERLL version there instead for that purpose, but I like the 4 ER LL version personally. Works a little better on the Cougar as a matter of fact, but I'll still run the Adder. Hell, after talking about it I probably will tonight

#43 Jackal Noble

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Posted 19 February 2018 - 03:51 PM

View PostThe Lighthouse, on 19 February 2018 - 02:51 PM, said:

I was typing something else and just remembered, isn't PGI going to nerf ERLLs again this patch, right?


Edit : Very fortunately I am wrong.


Was nerfed in December.

https://mwomercs.com...atch-notes/1969

under gameplay

C-ERLL heat changed from 10.8 from 10 (an 8% increase, noticeable on multiple builds utilizing more than 1 C-ERLL)
C-ERLL cooldown increased to 3.5 to 4 (a 12.5% increase, noticeable on C-ERLL boats)

Edited by JackalBeast, 19 February 2018 - 03:52 PM.


#44 Deathlike

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Posted 19 February 2018 - 03:57 PM

View PostGas Guzzler, on 19 February 2018 - 02:57 PM, said:


Its not about DPS. Its about a light that can pump out 44 damage at extreme range (twice) and then cool off. In the days of the skill tree and double coolshots, heat would be even less of a problem now.

It might not be too popular now but that exact loadout was actually used by EMP in comp a couple years back. I can't remember the league.


Pretty sure it was 3 CERLL builds, not 4.

#45 Gas Guzzler

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Posted 19 February 2018 - 03:57 PM

View PostJackalBeast, on 19 February 2018 - 03:51 PM, said:


Was nerfed in December.

https://mwomercs.com...atch-notes/1969

under gameplay

C-ERLL heat changed from 10.8 from 10 (an 8% increase, noticeable on multiple builds utilizing more than 1 C-ERLL)
C-ERLL cooldown increased to 3.5 to 4 (a 12.5% increase, noticeable on C-ERLL boats)


Well that's nice ERLL boats now run more efficiently due to the reduction in HPS.

View PostDeathlike, on 19 February 2018 - 03:57 PM, said:


Pretty sure it was 3 CERLL builds, not 4.


It was definitely 4, I'm 100% sure.

#46 Deathlike

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Posted 19 February 2018 - 04:00 PM

View PostGas Guzzler, on 19 February 2018 - 03:57 PM, said:

It was definitely 4, I'm 100% sure.


I was pretty sure of 3. You would take the ghost heat penalty whenever needed, and you needed the DHS to cool it off reasonably well. It's akin to the 3 CERLL Shadowcat, but the Scat for whatever reason had it worse probably due to limited tonnage. I remember that particular match in question. I'm almost sure of 3.

#47 Gas Guzzler

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Posted 19 February 2018 - 04:01 PM

View PostDeathlike, on 19 February 2018 - 04:00 PM, said:


I was pretty sure of 3. You would take the ghost heat penalty whenever needed, and you needed the DHS to cool it off reasonably well. It's akin to the 3 CERLL Shadowcat, but the Scat for whatever reason had it worse probably due to limited tonnage. I remember that particular match in question. I'm almost sure of 3.


Like I said, I am 100% sure it was 4.

Pwnface and I watched Celyth's video then BOTH built quad ER LL Adders and ran them in the group queue and came to the conclusion that it was legit.

Edited by Gas Guzzler, 19 February 2018 - 04:02 PM.


#48 FupDup

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Posted 19 February 2018 - 04:01 PM

View PostGas Guzzler, on 19 February 2018 - 03:57 PM, said:

Well that's nice ERLL boats now run more efficiently due to the reduction in HPS.

Yes and no. Technically you could still achieve that lower HPS by just waiting an extra half second before refiring, while also having the choice to fire faster when your heat threshold could handle it. Nerfed cooldowns don't give that choice.

#49 Gas Guzzler

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Posted 19 February 2018 - 04:03 PM

View PostFupDup, on 19 February 2018 - 04:01 PM, said:

Yes and no. Technically you could still achieve that lower HPS by just waiting an extra half second before refiring, while also having the choice to fire faster when your heat threshold could handle it. Nerfed cooldowns don't give that choice.


Lol. I'm aware of the mechanics, but still, heat efficiency on ERLL boats goes up because of how it is calculated.

#50 Deathlike

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Posted 19 February 2018 - 04:05 PM

View PostGas Guzzler, on 19 February 2018 - 04:01 PM, said:


Like I said, I am 100% sure it was 4.

Pwnface and I watched Celyth's video then BOTH built quad ER LL Adders and ran them in the group queue and came to the conclusion that it was legit.


They may have used 4. I think our problem is that we never really challenged the Adders that were used for overwatch. However they probably have had better coverage to support that Adder.

I still think 3 would've made more sense anyways:
ADR-PRIME(C)

Also consider the fact that CERLLs been buffed now, compared to back when that particular match was played. It was harder to use such a build then, even if they did sidestep ghost heat (2 groups of 2 CERLL).

#51 Gas Guzzler

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Posted 19 February 2018 - 04:10 PM

View PostDeathlike, on 19 February 2018 - 04:05 PM, said:


They may have used 4. I think our problem is that we never really challenged the Adders that were used for overwatch. However they probably have had better coverage to support that Adder.

I still think 3 would've made more sense anyways:
ADR-PRIME(C)

Also consider the fact that CERLLs been buffed now, compared to back when that particular match was played. It was harder to use such a build then, even if they did sidestep ghost heat (2 groups of 2 CERLL).


I like 4. Probably gonna run it a couple times tonight.

#52 FupDup

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Posted 19 February 2018 - 04:33 PM

View PostPromessa, on 19 February 2018 - 04:32 PM, said:

looks like typical dartboard to me

I think somebody should develop an MWO Balancing Dartboard™ app that randomly generates a list of quirks. It would be funny to see how often its results would correspond to in-game quirks...

#53 Deathlike

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Posted 19 February 2018 - 04:36 PM

View PostFupDup, on 19 February 2018 - 04:33 PM, said:

I think somebody should develop an MWO Balancing Dartboard™ app that randomly generates a list of quirks. It would be funny to see how often its results would correspond to in-game quirks...


That sounds like a challenge.





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