Widowmaker1981, on 13 September 2023 - 06:24 AM, said:
Not played yet as ive been away but, from initial theorycrafting, Blazers seem very strong due to the GH cap of 3 - with 6ML thats a theoretical alpha of 84 before ghost heat, significantly higher than the 72 obtainable by clans - at much lower burn time, better damage/heat and IS have stronger quirks. Maybe its balanced by the weight and larger DHS, but im sceptical. The Stalker 7D was already a beast and these buff it significantly.
Without playing it im not going to call it broken, but my initial reaction is that is problematic, since the only thing clans really had going for them over IS was better lasers (granted HAGs might throw a spanner into that statement)
Well, first off, the HSL of 3 was unintended and is going to 2 as of the next patch, AIUI.
But secondly, yeah, it basically is balanced by the weight and slots, coupled with the bulkier IS DHS and lesser IS hardpoint flexibility.
Consider the best case scenario, an elbowless Sphere machine. You put a binary in each torso and one in an arm, which allows you to mount an LFE and fully use the slots in those components for DHS, for a total of 6 DHS. Then you put a laser in the head and two more in the CT. Then you can put one more laser in the other arm and fill the rest with DHS, for a grand total of nine, plus whatever you can fit in the engine. Your only remaining slots (4 total) are in the leg, so you can't fit any of the lightening tech, DHSes, or more weaponry in there. This is only 3x Blazer + 4x ERML, which is a 74 alpha. To get the last two lasers in you need to remove a sink, so you're down to 8 DHS plus engine, and you're trying to cool a ~57.5 heat alpha. 18 DHS (10 from an engine, the 8 added) gives a heat capacity of 54, so you can't even fire it without shutting down without skills or quirks. Since each DHS adds only 0.5 heat capacity you need another
seven DHS, which is unachievable; a 400-rated engine only allows six, and you're not running that much tonnage with a 400-cap engine anyway.
Even allowing for skills to actually let you fire the thing...
Full heat skills reducing the heat generated by 10.5% to ~51.5 and the heat capacity of the sinks by 15%, to ~62). You're only sinking ~4.4/s (~4/s base, plus 10% from cool run). That means you conclude a burn at ~47 heat of ~62, or ~76% of your heat bar. You can therefore fire again when you have 47 heat capacity available, which is at ~15 heat remaining. So, in between the fastest possible alphas (bar cool shot consumables), you need to sink ~32 heat. At ~4.4/s that will take ~7.3s. And that's the fastest pair of alphas you can do; your
sustained alpha rate, where you sink the full 47, is one every 10.7s.
You can add more sinks, but triple binaries plus six ERMLs plus 8 sinks is already a 41t war load, and the only way to get more is to increase your engine size and stuff them into the extra slots, which is an extremely heavy and inefficient way to do it. The 7D Stalker you mention (which doesn't have the optimal hardpoints for this and therefore loses a sink; it can only fit 7 DHS without using engine slots) can run an LFE300 and LFFA and get to 19 DHS total with some armour thinning, or jump to an XL325, remove even more armour and ditch the LFFAA, and get 20 DHS.
But then you're driving an XL Stalker, which isn't a great proposition.
Contra this, you can jam the Clan loadout plus ECM and 24 DHS on a Hellbringer, which can safely fire it with zero skills at all and whose sustained cycle time, again without any skills, is ~9.7s. With skills, that cycle time goes to ~8s.
You're honestly better off not chasing the big alpha number and doing just twin blazers + 6x ERMLs, which is
still extremely hot but much more sustainable since you have more crits and tonnage to work with.
Edited by foamyesque, 13 September 2023 - 10:10 AM.