ThreeStooges, on 15 January 2022 - 04:45 PM, said:
I find it funny the last two pages have been about the two most meta clan lights with their 50-53 alpha in 4 seconds etc.
The question there is: Are those two (three) PIR variants really the "two most meta clan lights"? I do seem to recall that the most recent comp tournament saw quite a few other Lights as far more "meta" and even in my (overall limited) experiences in QP the number of PIRs I get to see isn't truly the highest of all Lights ... even when I'm driving one of my PIRs myself.
So what is your definition of "meta" in this case?
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Since SharDar didn't want to do further testing now let's have a little bit of fun with maths ...
- Consider his original "best [ideal] case" scenario with both attacker and target being stationary targets
- Critical damage to systems is ignored to keep things simple
- All calculations are done without any kind of cooldown or laser duration or heat / coolrun / heat capacity skill nodes. Mech specific quirks are included
- As target we do have the also unskilled and stock AS7-D with its 28 points of rear center torso armor and 62 points of structure. Lower rear armor would indeed change some of the numbers but not necessarily in the way one might expect.
- Loadouts must be able to deliver the required damage without shutting the mech down before the kill occurs
=> The goal is to look at how long it takes a particular mech to deliver 90 points of damage at what range (based on loadout) with which actual engagement times "on target" ("burn" times and projectile travel times).
Note: I could have ignored projectile travel times in some of the calculations but I have included them in general regardless.
Let's start with the 3 clan heavy small laser + 12 clan machine gun PIR-1:
- minimum time to kill (total 90 points of damage applied): 5.264s (1.1s of combined laser + machine gun fire + 3.75 exclusive machine gun fire + 0.414s of next combined laser + machine gun fire
- actual engagement time on target (uninterrupted fire with used weapons): 5.264s
- max range to target with this loadout: 130m
Next let's look at a 3 clan heavy small laser + 12 micro pulse laser PIR-2:
- minimum time to kill (total 90 points of damage applied): 4.249s (2 full cycles for the pulse laser + a small fraction of the third pulse burn)
- actual engagement time on target (uninterrupted fire with used weapons): 1.649s (1.1s for heavy smalls [includes first pulse burn due to overlap] + 0.5s [second pulse burn] + 0.049s [fraction of the third pulse burn])
- max range to target with this loadout: 130m
Now let's see for a 2 heavy gauss + 6 med pulse laser Annihilator ANH-1X:
- minimum time to kill (total 90 points of damage applied): 3.207s (1 full cycle for the pulse lasers + a fraction of the second pulse burn)
- actual engagement time on target (uninterrupted fire with used weapons): 0.903s (charge time gauss [includes first pulse burn due to overlap] + travel time for max range to target with this loadout + fraction of second pulse burn)
- max range to target with this loadout: 220m
How about a Marauder IIC with 6 clan er medium lasers + 2 clan large pulse lasers?
- minimum time to kill (total 90 points of damage applied): 5,162s (1 full cycle for large pulse [includes first er medium burn time due to overlap] + 96.2% of the 2nd pulse burn)
- actual engagement time on target (uninterrupted fire with used weapons: 2.112s (1.15s for er medium burn [includes first pulse burn due to overlap] + 0.962s from second large pulse burn)
- max range to target with this loadout: 400m
Ofc we could have a look at a Blackjack 3 with 2 heavy PPCs ...
- minimum time to kill (total 90 points of damage applied): 10.351s (2 full heavy ppc cycles [cooldown exceeds traveling time] + travel time on third salvo)
- actual engagement time on target: strictly speaking here it would converge to 0 which doesn't occur in actual gameplay and since so far I included travel times to the max range it'll be the same here: 3 x 0.351 = 1.053s
- max range to target with this loadout: 590m (rounded down from 591).
At this point I can't be bothered to look at other mechs / builds because it should have become quite obvious already that the PIR-1 has seriously long engagement times at the closest range with not even the lowest minimum time to kill. Even the far more dangerous PIR-2 isn't the top dog when it comes to either of the inspected values. Will you be able to find builds that can't compete with these numbers within the same constraints? Sure as hell you will but you will still find more than enough others that will also beat those PIR numbers in one way or another if not all and once you take away the ideal scenario things become even worse for those "OP" PIRs.
Side note: The values for PIR-1 and PIR-2 confirm the values witnessed by SharDar once you account for margin of error in his methodology and the fact that he used quirked versions of the mechs.
And with this we can now go back to the lamenting about overpowered Lights ~laugh~
Edited by Der Geisterbaer, 16 January 2022 - 09:52 AM.