KursedVixen, on 19 May 2024 - 07:44 AM, said:
I don't see why giving clan a single bullet uac 5 is a problem I'm just talking about the uac5 not the 10 not the 20 nothing else
Clan UAC-5
3 slots
7 tons
5 damage
1,66 heat
1,45 cooldown
optimal range 630m
projectile velocity 1300 m/s
IS UAC-5
5 slots
9 tons
5 damage
1,66 heat
1,45 cooldown
optimal range 600m
projectile velocity 1300 m/s
In plain English, Clan UAC-5 is 2 tons lighter and takes up 2 less equipment slots. Also, Clan UAC-5 has longer range in comparison with IS UAC-5.
Also in plain English, Clan 'Mechs can use those saved two tons and two slots to equip additional ammo or more heat sinks or more armor or whatever else you would wish. I would call it a pretty big Clan advantage.
The only advantage that IS gets for carrying that heavier, bulkier and shorter ranged weapon is the single projectile advantage ... And now you want to take this only advantage from the IS too.
KursedVixen, on 19 May 2024 - 07:44 AM, said:
Show me one clan weapon besides lasers that do more pinpoint damage.
No problem: Meet the Clan Gauss Rifle.
Clan GR does 15 points of Pin-point Front-loaded damage on 810 metres.
Also, such Clan GR needs 1 less slot than the IS model and it is 3 tons lighter. The only disadvantage is 0,75 sec longer cooldown.
KursedVixen, on 19 May 2024 - 07:44 AM, said:
IS get's the heavy gauss which does 25 PINPOINT Damage
You "forgot" to mention that this range ends on 220 metres. Outside that range you experience a sharp damage dropoff.
KursedVixen, on 19 May 2024 - 07:44 AM, said:
Heavy ppc 540 meters 15 damage pinpoint
And Clan GR does 15 points of Pin-point Front-loaded damage on 810 metres with the same cooldown, no minimum range, etc.
KursedVixen, on 19 May 2024 - 07:44 AM, said:
Thunderbolt 5 damage with aimbot ct missile and 2.5 within 150 as much as a single ATM missile but the atm3 is the smallest you can get which fires 3 which do not all go for ct not to mention are absoutly useless within 0-59 meters , which means while the thunderbolt 5 can do damage to a light mech at 0 not true with ATMs.
TBM-5 does mere 2.5 points of damage within 150 metres and that is not going to deterr any 'Mech from closing - not even Locust. On the other hand ATMs start being effective outside 60 metres.
KursedVixen, on 19 May 2024 - 07:44 AM, said:
And don't give me the BS MOAR RANGE argument they Atm damage at max range is only 1.6 slightly better than LRM but they don't arc as well making them not an LRm replacement. If someone is out in the open long enough for atms to hit them at that range it's the pilots fault not the weapons fault.
Do you realize that the ATM range is 1100 metres vs. 630 metres of the Thunderbolt missile and 900 metres of LRMs? You are paying for the ATM minimum range with much longer range: You can spam your ATMs, while being safely out of the enemy's Thunderbolt or LRM range.
KursedVixen, on 19 May 2024 - 07:44 AM, said:
Tell me why again does Inner sphere mechs get more armor???
Have you not noticed that Clan 'Mechs often pack heavier firepower than comparable IS 'Mechs?
So although some IS 'Mechs have armor or structure quirks, Clan 'Mechs' firepower advantage helps those Clan 'Mechs to ablate the IS armor faster.
I have already told you that in your very own thread:
So Why Is It Clan Stuff Is Almost Tt, But Is Stuff Is Much Colder But Higher Damage In Almost All Case