1453 R, on 11 March 2024 - 07:54 AM, said:
...DPH isn't the point of plasma cannons, though? They're a light, compact LPPC-equivalent for the Clan side, which was seriously hurting for lack of LPPC equivalent. PPCs have bad DPH/DPS, yes, because their advantages lie in other areas. If you want deeps, do autocannons.
Yeah alright, fine, let's just see what's the DPS/DPH of LPPCs then, oh 1.83 DPS that doesn't have splash damage and 1.22 DPH. And not every mech has the hardpoint/tonnage for an autocannon.
Look, I wish plasma is good/decent but it's not even a good LPPC equivalent.
Let's just take I dunno, Mist Lynx-C for our hypothetical 2PC loadout. Should be good for it right? ECM, jump jets, a decently agile 25t light, some quirks that synergize with this even.
https://mwo.nav-alph...=65d6d0c4_MLX-C
MPLs+AMS ammo as placeholder for same slot and tonnage use.
How many DPS would we have? 4.12 with splash? But shouldn't matter because it's a hit and run/poptart weapon right.
DPH? 2.06
ATO? With ECM we have 4 (7) cDHS, let's go with this loadout for now.
Everytime we fire our 2PCs we'd be generating 12.6 heat, and with 3.15s cooldown we would've dissipated 6.93 of this heat by the time we can fire again for a heat gain of 5.67. So that's 8.9 ATO? Each of those alphas doing 13 damage each time for a total of let's just round it up to 9 ATO, 117 total damage assuming 100% accuracy and nonstop alphaing which is unrealistic I'd admit. Also does 9 alphas within 28.3 seconds of constant firing.
But oh wait! I forgot to take into account jump jet heat! Aaargh, I can't be bothered to crunch the number for that so let's just forget that for now as this number only gets worse anyway.
Oh right, did you also know that movement causes heat?
It's a pretty far cry to LPPCs you ask me.
Yeah alright should we try this with the Nova instead or the Viper maybe?
Yeah sure, let's go with Nova-A, same deal right? Poptart medium with PPC quirks, 3PC loadout.
https://mwo.nav-alph...=3f8de3db_NVA-A
Total DPS, 6.18 with splash, doing 19.5 damage per alpha.
ATO, 12.58, not counting JJ heat, pretty decent, a total of 234 damage on 12 alphas before overheat, again assuming 100% accuracy and nonstop firing. Also reaches overheat within 40 seconds of constant firing.
Maybe it's better off going with 2LPL or 2cERPPCs for better burst damage.
Duke Falcon, on 11 March 2024 - 08:42 AM, said:
Anyone else feels that "continous" laser is like a clan X-pulse? Well, not exactly but kind of...
The heat damage is negligible. Plasma is trully but a cLPPC. And as such it could\may work pretty well if boated.
Proto ACs not looks so much "persuasive" currently. I think MGs would remain preferred on most builds instead of PrACs.
Thunderbolts...
Well, ladies and gentlemen, there's one in every family, so to say...
Sorry, no pun intended!
Beam laser works like flamers, 5 DPS, 1.66 DPH (Better than LXPL post-nerf coming this patch also), 3 HPS (dubious because flamer ramp mechanic), 600m OpRange (pretty good).
Kinda hard to compare in reality because LXPL benefits from cooldown and laserduration quirks/skills. While this thing has to deal with flamer ramp mechanic.
Flamer ramp mechanic works in that you have a meter that fills up after firing it for 5 seconds, this meter is shared across ALL mounted flamers. So if you have 1 flamer in weapon group 1 and 3 flamers in weapon group 2, ALL of the meters will fill up even if you only fire one flamer.
This meter fills up after 5 seconds of constant firing, begins ramping down AFTER 5 seconds of not firing and resets the delay everytime it fires, and fully empties after 5 seconds of ramping down from full meter. You can fire with full meter but the weapon gains exponential heat multiplier, unclear how much.
Just not benefiting from laser duration and cooldown already puts it down, but dealing with this on top? Kind of a headache to measure actually. Might be more obnoxious than LXPLs once it gets added since people would see it having 600m range and use it to snipe all over the place (only to realize it's less efficient than just using HLLs).
As for the L/PACs, they're really a bunch of whatevers even to me, PAC8 seems strikingly bad though.
AP/MGauss and the SBGauss are potentially the broken ones.
The SBGauss spread is narrow enough (it's tighter than LB2) that you can just use it like you would a gauss rifle at medium range except with superior cooldown.
AP/MGauss weighs the same as cHMG/IS MG with medium laser range and the damage of AC2s, extremely good for hit and run on paper.
Edited by Ttly, 11 March 2024 - 09:15 AM.