Nightbird, on 26 December 2019 - 07:51 AM, said:
YueFei, on 26 December 2019 - 10:45 AM, said:
Well, sustained infinite DPS isn't that important. What matters is that you can keep up sufficient DPS long enough to put an enemy mech in the ground. After all, a dead enemy mech does 0 DPS.
RickySpanish, on 26 December 2019 - 11:47 AM, said:
There's a reason why there are two different terms, like, DPS and Burst Damage. If there was no difference, it'd be interchangeable. If they are, please tell the guy who used to run that website to change the term and call it something else.
In every game, there's always a different calculation, one for damage and one for DPS. In MWO, it's the same. There is "Firepower" and then there's DPS.
If you're looking for firepower, you can simply go with a dual HGR Fafnir and 5 MPLs or just MLs to stay cool and keep pumping out insane pinpoint "burst" damage at close range. Or go with 2 UAC 10 + 1 UAC20 for 80 double-tap burst damage or a more reliable and no-nonsense AC20/LB20/UAC20 + MRM 60 or the double UAC20 + SRM 6s or higher.
The DPS of that UAC20 + UAC10 build will be low 'cause of the heat, especially on the IS mechs. Hence, to differentiate between the two terms, Burst Damage/Firepower and DPS, the two entirely different meaning phrases/words exists. If they are not relevant here, please tell that guy to remove that term on that website.
panzer1b, on 26 December 2019 - 09:35 AM, said:
All true. Which is why, something like the Keeper with 2 LBx20s + 4 SRM6+A can dish out close to 90 damage in a single burst but also remain cool enough to do it 2 times and then keep pumping out the LBx20s before being able to alpha again. That build's DPS is closer to 10, which is incredible.