@Nightbird:
See, this is where the fallacy of "I am tier 1, therefore my opinion is good" runs into problems.
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You missed the part where, none of those IS builds are remotely viable, due to hitboxes not suited to strafing, torso pitch, and speed, before we even get to the DPS problem"
The first point below the mech list was "IS/Mech imbalance", which showed that the Clan mechs were much superior, and the cause of actual imbalance. That said, a Locust, Osiris, Spider or Ember build with machine guns is perfectly viable, just less so than the clans. Most of them have their weapons in the arms, so torso pitch not a factor. The Piranha has
all its' MGs in its torso, that hasn't limited it overmuch. The Urbie I agree is probably limited by speed from being fully effective with MGs.
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There were too many issues to point out, I just picked one"
Basically you are saying you couldn't actually point anything else out, so you just pretended there were 'lots of things' wrong. Those are plain, simple, Smurfy build numbers. Nothing fancy. Fast light, short range weapons, high damage - use speed to locate an outlier mech, get in behind it, rip it to shreds before it responds. If things get hot, use speed and JJs to gtfo. Pretty much what most lights have
always done (except the few sniper/spotter builds), except (some of) these mechs are much more deadly at it.
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which was if you wanted to compare DPS numbers do it for exposed components"
You can't accurately compare DPS for exposed components because the crits are RNG based, and somewhat dependent on how much component/structure is there to hit. Thus, you compare
base damage numbers as I did, which also shows you just how efficiently that build can strip the armor to expose the internals. No point showing exposed damage only if you can't expose a section in the first place.
Really, if you are going to debate a lost point, at least put a minimally viable effort into it.
Edited by MadBadger, 08 April 2018 - 11:24 AM.