Drunk Canuck, on 12 June 2018 - 02:17 AM, said:
So, because I don't play in comp play competitions, I have no say? Sounds like a well formed counter point.
It was a random idea, which could be considered. It's an alternative way to balance a weapon. If the C Gauss' ammo count is adjusted, then you need to take an extra ton or two of it to "be effective" or be "sustainable". Now, the Clans can't take as many other pieces of equipment as they could before hand without giving something up.
It could fit into what PGI was looking for from their description. Even if it's just a single slug or two per ton, bringing it from 10 shots to 8 or 9 per ton, might be enough to make it that little bit more difficult to mix.
Then again, maybe it wont work at all and it makes Gauss less viable because of such low ammo amounts for the cost making it too heavy...
If PGI wants to change the weapon, this suggestion could fall into their acceptable fix without touching any weapon stats.
I will question: What do you not like about this concept? You decided to insult me directly, rather than the concept.
Also, what "level' is the "level of about half the players in this thread"? That's very vague.
Drunk Canuck, on 12 June 2018 - 01:33 AM, said:
Those Clan mechs with large fixed engines where becoming a problem because they where too agile for their weight, especially in cases of the Gargoyle (which was becoming a top mech when teams had the tonnage to spare). The Executioner was becoming a problem when it engaged MASC, but was never a top mech from my recollection. I've never heard of the Warhawk being "amazing", and was always considered an under-performer when compared to other Clan assaults, of particular note the Dire Wolf (despite it's low speed).
As I've stated numerous times already, we are probably over due for an agility pass. We've only had small tweaks since the system was released, and I do recall PGI saying they would adjust it more shortly after it's release... Which I also don't recall happening... Hey! PGI! Did you forget this, or did I miss something? Or is this like the Urbanmech's release where it literally was forgotten when it was time for it to be released for C-bills (yes, that happened).
As far as engine size, I try not to drop beneath a 250 engine, not for crit slots (necessarily), but because of the boost the first 10 fully in engine heat sinks get (which they shouldn't get). I have several mechs with sub 200 engines. Blackjack has a 200 engine in it. Hunchback 4J only has a 225. My Uziel 3Ps has 200 and 225 engines... Those are just my Medium mechs. I would make mention.... WEIGHT is also finite... And resyncing engines to torso twist speed will hurt mechs and diversity. Going slower should be the only penalty for having a smaller engine. It prevents you from dodging damage.
I am not disagreeing that agility could use a helping hand. However, I don't believe resyncing it back to engines is a good idea. If anything, agility just needs to be looked into again and readjusted on a per mech biases.
justcallme A S H, on 11 June 2018 - 10:12 PM, said:
Kinda like the 100+ damage mechs for the IS, which typically are LRM mechs with almost no ammo, or MRM mechs with much the same, plus spread. But the fact that it can do it and still actually be viable (if risky) out does many similar IS counterparts, which normally can't.
To be honest, I do not know the builds in question. I know my Maruader IIC has a heavy punch, maybe too heavy of a punch. Sitting with two HLLs and six ERMLs, it can alpha them several times before needing to cool down, and it cools down rather quick. And that's an alpha of 78 damage with a cooling of 1.3 (via mechlab stats), and I think that is too high of a sustainable alpha. My favorite Linebacker build (two HLL and four ERML) is 57 alpha for 1.3 cooling, and I think it's borderline too much (even if I like it a lot).
D V Devnull, on 12 June 2018 - 03:00 AM, said:
- King Crab and a STAGGERING 100 ALPHA that it CAN do. Try 2 Gauss, 3 Large Pulse, and 4 MRM 10, to start.
- Annihilator and an 80+ ALPHA that it CAN do. Try 2 LB20-X, 2 LB10-X, and at least 4+ Medium Lasers.
- Annihilator OR Mauler, also with a DEADLY 86 ALPHA that it CAN do. Try 2 Heavy Gauss, and 6 Medium Pulse Lasers.
- Fafnir and a MINIMUM 90 ALPHA that it CAN do. Try 2 Heavy Gauss, 2 MRM 10 (or Larger), and 4 Medium Lasers.
- HighLander and a MINIMUM 84 ALPHA that it CAN do. Try 3 MRM 20, and 4 Medium Pulse Lasers
- Anything INNER SPHERE with 3 ROTARY AC2, including the Dragon and RoughNeck, blowing WELL BEYOND A 90 ALPHA as well.
- RoughNeck and a POSSIBLE UNHOLY 138 ALPHA that it MIGHT do. Try 3 Rotary AC2, with 4 MRM 10 to do the seasoning. (YEOWCH!!!)
- Anything INNER SPHERE with 2 ROTARY AC5, such as the BushWacker, WarHammer, and/or Thanatos, blowing WAY OUT PAST THE 100 ALPHA LINE, DEFINITELY FURTHER INCREASED BY ANY WEAPON.
MRMs tend to spread their damage, making much of their "alpha" value inconsistent and/or nearly irrelevant. They aren't exactly known for dealing all their damage into a single location... Thus they are alpha number increasers, much like LRMs can be.
RACs of any class tend to also spread their damage, which isn't exactly an "alpha". It's more direct-able than MRMs are and can kill, but that can be a lot of stare time and heat... They tend to take so long to deal their damage, most mechs can slink back into cover before much is actually done (unless poor positioning, etc). Not saying they aren't deadly, but triple AC2s don't exactly strike the fear of God into me... (Heavy Gauss does though.
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I also would have to ask, how many of those builds are actually playable and sustainable?