Lykaon, on 26 March 2018 - 12:15 PM, said:
It is 100% factual that all 65 ton mechs have the same structure and armor caps. It's QUIRKS that when present grant the advantage to the Inner Sphere mech. Since there are no quirks that grant I.S. mechs the powers of innate clan tech there are quirks granted to compensate for those innate abilities.
So let's look at the heat dissapation. An I.S. mech may have a 10% heat efficency quirk while the clan mech counterpart simply has more available tonnage and space to load up on heatsinks because of the lighter and more compact clantech gear. In addition to just being capable of putting in more heatsinks the clan mech gets more health from simply loading in heatsinks. Each heatsink is now a potential target to take damage. a flat percentile based quirk does not crit pad a chassis but having the tonnage and space to just put in more stuff does.
And that is part of the reason for I.S. mechs getting structure quirks. The quirked hitpoints on structure is to equalize the Inner Sphere mechs simply not having anything to take the hits but the mech's structure.
what?
You take structural damage any time you are open in the structure. Crits happen whether or not anything is in the section and they deal 15% of their damage to structure. Not only that but due to the extremely low health of Clan components they still have lower health than IS would.
So for a Hellbringer in a laser build its torsos would have 1ECM, 3ERML, and 3DHS in one side, and 2 HLL and 2DHS in the other. This is 29 HP and 20hp respectively. A Warhammer would have 2 large class lasers and 2 DHS in one torso and 1 large class laser, 2 DHS, and 2 ERML in the other which is 35 HP and 40 HP respectively. So the Warhammer has 20% and 100% the internal HP of the Hellbringer's side torsos when both are set in the role of laser boating.
Nobody talks about IS mechs without quirks because they're irrelevant. If you aren't using the IS mech quirked up to the task you're trying to do then that's user error, not a faction problem. IS is made entirely out of specialists while Clan is primarily generalist. Pick the right tool for the job.
Besides that, IS mechs getting armor quirks means that not only do they have the advantage of those quirks over the Clanner, they also have the advantage now in skill tree. If your mech is the same weight as the other mech but your CT has 10% more armor than the Clan mech then suddenly the armor skills 10% better for you than the clanner, and consider that there are examples of IS mechs having about 24% higher CT hp than a mech of their weight class without durability quirks. This further helps out IS mechs in trades against Clan mechs. Not only do they have 40% lower beam duration times so that clan mechs only actually do 55 damage in the time that the IS mech can fire up to 57 (3LL+6 ERML, beam duration gets even lower and damage goes to 60 if you swap to LPL, or the unholy old meta of the Wubshee's MPL and LPL combos), they also have more durability.
HBR CT is 126 total health, this is dead in 2 and 22% of an IS alpha. The IS mech needs a total of 2.442 seconds of beam time on target to kill the HBR. The HBR needs 2.504 seconds of beam time to destroy the same target yet must fight things that actually have more total health. This means that the trades are in favor of the IS mech in both damage per tick and total health pool and that if the IS mech pilot is properly torso twisting after he has shot, even if he is absorbing damage for the full duration of his own burn, he should be able to defeat the Clan mech without a problem even in a laservomit fight.