Okay, because it annoys me to no end that some people are crying about the SR nerfs - the Stone Rhinos deserve the nerfs, they will still be very good - probably the best assaults in the game, together with the Bullsharks.
Different Stone Rhinos have different strengths, but the stand-outs are the -1, the -6 and the Aksum. I suppose the Koloss also reigns supreme over assault brawl, but assault brawl is just much more difficult to pull off in the QP environment.
The SR-1 is usually played as a variation of this
build. It has an alpha strike of 55 with 6 splash damage. 40 of that is in the dorsal guns with perfect convergence. 55 is a very high amount of PPFLD - pinpoint front loaded damage - at 600m. All the mechs with 2 Heavy Gauss Rifles only have 50, and also only to 280m. 3 Heavy PPCs are 45, but they get a similar range. Without HSL quirks or ignoring heat penalties you are not going to get more pinpoint damage into .11 seconds.
While PPFLD mechs usually have lower DPS and/or bad sustain, the SR-1 can rely on the 4cAC10 to provide 40 ice cold damage every 2 seconds. I'll post some numbers in the format of PPLFD / Peak DPS / Sustained DPS. For the SR-1 with the build I posted above those numbers are 55 / 24.32 / 19.56.
6AC5 Mauler-MX90 30 / 24.35 / 12.29 archetypal dps assault
4HPPC Awesome-8Q 45(60) / 13.64 / 6.43 HPPC pinpoint assault
2SBG 2HPPC Corsair-7A 60 / 15.96 / 12.81 assault without true ppfld
As we can see the SR-1 is superior to these mechs, which usually have some significant disadvantages not captured by the three stats I chose - none of them have JJs, they all have terrible hitboxes compared to the Rhino. The Awesome goes a bit faster, but has to carry an IS XL engine. Neither of the three examples is a bad mech either - they are all good QP mechs, able to hold their own.
The SR-6 on the other hand is pretty much the top end of how good clan laservomit can be. It is a 100t battlemech with 15E hardpoints. The most common build for it was probably either
6cERLL 7cERML or
4cLPL 7cERML. Since the last patch 14cMPL is also popular, but I don't think it is really problematic. There are also gigavomit builds like 2HLL 2cLPL 10cERML, but they are less common.
For laservomit builds the most useful stats to look at are the alpha, the duration and how many alphas you can do back to back. For the 4cLPL 7cERML build those stats are 94, 1.4 (0.94 if ignoring HSL) and 2. On IS side that type of firepower can't really be matched, but it also very sustainable, and goes pretty fast with its 350XL engine. I would say the
Seraph, comes reasonably close (obviously missing a cERML), while having worse mounts and worse hitboxes. On IS side there is the
Stonecrusher, which is similarly powerful offensively, but considerably slower and without a JJ. The MAD-4A can also do very high alpha laser vomit (3BLC 5LL), but really for anything but Seraph and Stonecrusher you are not going to do ~90 damage laser alphas back to back.
The 6cERLL 7cERML build has a strong ranged presence while still being a servicable laservomit mech when pushed - something other cERLL boats like the Rancor or IS Stalker and Battlemaster struggle with.
Finally, the Aksum is one of the best DPS mechs in the game, only surpassed by the Bane-1 and the Sovereign - both of which have very clear drawbacks that hold them back. The Bane is limited to a 300 rated engine and doesn't have JJs, the Sovereign is just as slow, and while it can jump it has ****** mounts. They also both have much worse geometry than the Aksum. The Bane can easily lose all its weapons if its RT is taken off e.g.
8cUAC2 builds and
4cUAC2 4cUAC5 builds have DPS that leaves most good assaults in the dust. Direwolf, Annihilator - even Bullshark can't keep up unless using gimmicky builds that have a big DPS number but are otherwise useless. Because we start fights with all our UACs unjammed the Aksum has absolutely crazy DPS that will drop down to a still insane average DPS over the first couple seconds of firing. I don't really model that fact well yet in my own calculator. I think the Blackhawk showed this very well on its release though, so I will use it as an example of what I mean before I give the numbers for the Aksum.
A 2UAC5 Blackhawk has three different states - both UAC5s are not jammed, one is jammed or both are jammed. Depending on which state the mech is in its DPS at release was either 49.26, 24.63 or 0. The average DPS a calc would give us was 28.65. In reality though, every Blackhawk starts at close to 50dps and goes to cover once both guns jam or it overheats. There is a good chance you get to peek someone, shoot him for two seconds with 50 DPS and then you dip. This is much less likely with the number of UACs the Aksum carries, but it is worthwhile to keep in mind that they begin every encounter with crazy damage, so we do really well in short exchanges - the Aksum is very bursty beyond what its average damage would suggest.
For the 8cUAC2 build the DPS at the start of an exchange is 49.16, which should over time even out to the average of 28.73. For the 4cUAC2 4cUAC5 build it is 52.74 at the beginning and 32.47 average. Please remember that a 6AC5 Mauler has a consistent DPS of 24.35. I hope these numbers illustrate just how dominant an Aksum can be in a lot of fights. On top of that it also has extremely good convergence and a very good staring profile - most people are going to ST an Aksum over trying to CT it. This might feel like your ST are just coming off super easily all the time, but in other mechs you'd just be dead with your CT gone instead.
Idk, we finally get some nerfs to the stronger assaults and people are yapping about those mechs not actually being strong. You are just telling on yourself. You are screaming at the top of your lungs that you don't care to engage with this game and can't accept that sometimes when something goes wrong it is your mistake and not the game's.
Edited by Luminios, 14 February 2025 - 04:04 PM.