Noguchi-san, on 11 May 2018 - 06:39 PM, said:
You totally forget about the IS Quirks and the paper clan mechs.
didnt forget about them, they do matter, but if this Nerf opens the door for Clan to get some Quirk love, ill be happy,
all in all IS mechs with the largest Quirks usually only have 2-3 hardpoints for those quirks,
Sixpack, on 11 May 2018 - 06:59 PM, said:
That is some nice fancy math, but lacking in:
Quirks.
Skill Node Tree.
Burn Time.
Cooldown.
Let's add some, shall we?
ok sure,
Sixpack, on 11 May 2018 - 06:59 PM, said:
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.
ether way both weapons still have the same damage per tic(1dam per 0.122sec)
um why are you puting up ERLL burn times then using an ERML analogy,
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IS-ERLL for 1.1Laser Burn is 9Damage(3.4Cooldown @5Tons & 2Crits)
C-ERLL for 1.1Laser Burn is also 9Damage(4.0Cooldown @4Tons & 1Crits)
so the Clan ERLL does get a longer Cooldown but also is smaller and lighter,
with quirks the IS ERLL may come out on top but its not by a huge margian,
Sixpack, on 11 May 2018 - 06:59 PM, said:
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)
ok but your comparing a 75Ton mech(only+11CT-Armor) with a 65Ton mech,
a TBR(no Quirks just Skill tree) has around 165Total Hp&Armor,
thats just 9 short of your WHM(174)(with Quirks and Skills)
Sixpack, on 11 May 2018 - 06:59 PM, said:
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.
again your comparing dissimilar items, also your math seems abit off, assuming unquirked/skill tree,
C-ERML has 4.5Cooldown + 1.25Burn = 5.75Full-Cooldown(assuming no quirks/Skills),
IS-LL has 3.1Cooldown + 1.10Burn = 4.2Full-Cooldown & -10% = 3.78Cooldown(no Skills)
yes it would have much less cooldown, but at 4more Tons per weapon!
this is why we need to balance ERML vs ERML not ERML vs LL,
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C-ERML has 4.5Cooldown + 1.25Burn = 5.75Full-Cooldown(assuming no quirks/Skills),
IS-ERML has 4.0Cooldown + 0.90Burn = 4.90Full-Cooldown & -10% = 4.41Cooldown(no Skills)
it would have less cooldown, but at 2 less damage and alittle less Range & heat,
Sixpack, on 11 May 2018 - 06:59 PM, said:
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.
the problem is you cant compare (insert Clan Mech here) vs (specific Meta IS mech)
as it doesnt offer a full picture of whats going on, it has to be Meta vs Meta, or Avrage vs Avreage,
(yes i agree, with the heat gen things IS comes out on top)
Sixpack, on 11 May 2018 - 06:59 PM, said:
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.
it does take abit more damage to kill an IS mech, but even your stats show less than a half a alpha diffrence,
mech health is in IS favor, but its countered by Clan doing slightly more damage,
Sixpack, on 11 May 2018 - 06:59 PM, said:
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?
its 300-500, ERML Range,
im not saying that this will fully balance the game,
just that if it leads to Clan getting some more quirk love to chassis that need it, why not atleast try it out?