KoalaBrownie, on 07 June 2018 - 03:18 PM, said:
Nope, I'm losing those match-ups because the opponents get huge buffs in armor and structure and use weapons that don't have ghost heat like small lasers. SRM spread is also irrelevant if it's some light mech humping your leg. Meanwhile light mechs often have big armor or structure bonuses, allowing them survive much more punishment than they should be able to while being so fast as to be hard to hit.
The small family of lasers is one of the weakest in the game, if you're losing to that (and losing to point-blank SRM), you are probably failing to use your range advantage. With 4xAC5, you should be able to pull a leg in 2 to 3 hits, and even at 25% accuracy you should have it in 20 seconds.
Quote
In one match I hit a Locust square in the rear CT with an AC/20 and it didn't die even though in tabletop it would be dead twice over, probably was a 3V with +15 structure. Other light mechs, hit them with 5 or more AC/20s before they go down because many have +10 or +15 structure nearly across the board (Commando).
You shouldn't expect to splatter a light in one AC/20 shot. Light mech play is risky as it is, they have to have some chance of bailing out when opened up, rather than just instantly dying. Even as it is now, Light mechs are the weakest performing weight class in the game.
When I'm on top of my game, I can pull a leg off a short-range brawling Light mech in two salvos. When I fail to do so, I can only blame myself.
Even if I'm missing half of my shots, that leg still comes off in 12 seconds. If I'm missing more often than that, well.... at the end of the day, this game
is a
shooter, so the onus is on the player behind the controls to actually hit what they're aiming at.
Quote
And as for Lasers, mechs mounting lasers will have more heat sinks which means they'll have higher shutdown thresholds. Fast medium and light mechs will have more heat sinks in the engine, giving them more efficiency.
Laser boats typically only have the ability to salvo 2 or 3 times before they're riding the threshold. In the 22 seconds that you can keep the trigger down, you should be pulling ahead on damage. Unless you just aren't hitting your shots... your superior damage-per-heat is
theoretical, and your
effective damage-per-heat depends on your accuracy.
And of course, if you're just trading in sharp engagements you'll be losing regardless of the heat situation because each time they're hitting you for more damage than you're hitting them back with, and able to cool off behind cover.
If you can force a sustained engagement on your opponent, you still need to be keen to shoulder-roll off his initial front-loaded damage, so that you can survive long enough to actually pull ahead on damage.
Quote
Doesn't matter. Even with that it should still take a full 50 seconds of continuous firing for my mech to shutdown and that certainly is not the case, instead it takes about 22 seconds. Mech has a -22% cooldown but that shouldn't equate to shutting down in half the time.
22 seconds is enough for you to dish out 260+ damage before overheat.
In contrast, the HBK-4SP I used to drive most of the time would overheat after dishing out just 100 damage. Granted, it was 100 damage in about 5 seconds, but as I said, if you maneuver defensively to survive the initial front-loaded damage, you can pull ahead once your opponent is heat-capped.