Andi Nagasia, on 11 May 2018 - 06:15 PM, said:
im willing to see how this all pans out,
im hopeful that the HLL will only get +4-6 extra heat much like 2xMRM40,
allowing them to still be used as a Pair of HLL just not with all the ERML back up,
again please remember everyone,
IS = 6xERML + 2LL = 48Damge, 41Heat, 16Tons,
Clan = 4xERML + 2LPL = 52Damge, 45.2Heat, 16Tons
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Clan also still has a range advantage over IS, which though not much is something,
also Cooldowns IS vs Clan are around half a second in favor of IS, but thats not much,
and the Damage per Tic that clan has is the same as IS(1.22Dam/Tic for both ERLLs)
Clan also Enjoy better heat dissipation, usually carrying nearly double the DHS IS can,
all Engine heat Sinks are TrueDubs(0.20) where as out of Engine DHSs are around 0.15,
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an IS mech carrying a 250LFE + 6DHS will have around 2.9Heat Dissipation/Sec @21.5 & 28Crits,
an Clan mech carrying a 250XL + 6DHS will have around 3.5Heat Dissipation/Sec @22.0 & 30Crits,
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and with Clan Endo / Ferro being over all better(Crits / Weight Savings) i think it balances out,
personally i think we should see how it plays before claiming the sky is falling? https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png
That is some nice fancy math, but lacking in:
Quirks.
Skill Node Tree.
Burn Time.
Cooldown.
Let's add some, shall we?
First off all burn times (without skill nodes)
Longest burn time on clan:
1.25
Longest burn time on IS:
1.1
0.15 on 4 ER mediums: 0.84dmg per medium laser lost = 3.36 dmg not on target.
With skill nodes:
1.125 ER Med
0,935 Large Laser
Difference of 0.19 leading to: 1.182 dmg per medium laser lost = 4.728 dmg not on target.
Survivability (going full survivability quirks and no back amour):
174 on the ct of a warhammer
153 on the ct of a hellbringer
174 on the ct of a summoner (wich sacrifices lots of tons for jumpjets)
Cooldown:
Clan Medium: 4.5 (after a longer fireing cycle), total of 5.625 seconds before the next alpha can be fired.
IS LL: 3.1 (after a shorter fireing cycle), total of 4,035 seconds before the next alpha can be fired.
Note: did not use cooldown nodes for this, but the difference is pretty clear.
So the IS mech will be ready to fire sooner and can take its time to aim, potentially putting all the damage in to the enemy before they can even retarget properly to apply their damage.
Furthermore we have 0.6 vs 0.75 heat gen quirks in favour of IS. Though clans might even this out by investment in to the opertions tree which gives them more heatsinks being effected by this.
In regards to energy the only relevant warhammer gets +10% range. This means the medium lasers of both in your example are basically indistinguishable. The clan mech should have a slight advantage with its pulse lasers at a range greater than 500 meters. But it will lose an engagement at more than 900 meters due to the clan large pulse laser only having 50% falloff addtion.
So we have:
IS = 6xERML + 2LL = 48Damge, 41Heat, 16Tons, 4,035 seconds refire, nearly 1000 meters max range due to energy range quirk proliferation.
Clan = 4xERML + 2LPL =
52 47.3Damge, 45.2Heat, 16Tons, 5.625 seconds refire, 900 meters max range
And the IS mech is going to live longer.
It takes 3.6 salvoes for the clan mech to kill the IS mech.
It takes 3.2 salvoes for the IS mech to kill the clan mech.
So you can conclude that the the is mechs are going to be superior to clan mechs in laser vomit.
Incidentally andi, could you tell me the average engagement range in mwo?
Edited by Sixpack, 11 May 2018 - 07:06 PM.