Pugastrius, on 01 February 2013 - 04:22 PM, said:
You generally shouldn't be dying to Gauss cats with as much ground clutter that exists on every map.
A Gausscat with 4 ML's played as a medium range brawler absolutely can rock the leaderboard. Gauss has no minimum range, and while they'll blow up if sneezed on, the side torsos on the CTP are fairly hard to hit. I know when I'm running mine, losing the Gauss is never an issue.
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As for the LL boats: As I mentioned in my OP equipping more than 2 LLs usually eats up more weight than the extra damage justifies. You will certainly do more damage over the course the battle by dropping down to 2 and increasing your heat capacity.
Maybe more damage over the course of a battle, but not necessarily better. A Flame rocking 4 Large Lasers bursts harder, and as you noted in your OP burst is favored in this game. Hit 3-4 times, fall back to cool down, come back. You don't expose yourself as long to get the same damage done.
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UACs provide the best of a lot of worlds, massive range, extremely high burst, and solid consistent damage.
The UAC is inarguably better,
if you can work out a macro or some such to enable continuous non-doubleshot fire.
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Every mech is better served having DHS. Every... one...
Unfortunately. DHS is essentially a mandatory upgrade for every mech. The 10 internal 2x doubles do it, really. You need to fill 10 slots with SHS just to make up for that.
Ok, for reference (and yes, I'm agreeing with the OP here), DHS and SHS are equal in terms of overall heat dissipation per slot once you've added 18 heat sinks over the 10 in-engine sinks (so 28 sinks). That's assuming you're running a 270 or smaller engine with no "extra slots" - those push the calculations even further in favor of DHS. If you run a smaller engine than 250, it'll take slightly fewer extra sinks to reach parity, but if you're running that small an engine you're either in a light (which doesn't need those sorts of numbers of sinks) or you're running a massive mech that's going to move so damn slowly it's not worth considering.
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You're confusing being a skilled pilot and mech strength.
Can a non-optimal mech still do well? Absolutely. Does that mean it's not a sub-optimal mech? No.
You'll notice that I chose my words very carefully when commenting on mechs and weapons. I didn't say that you can't get kills or that you're destined to lose. I said your team would be better off if you piloted a different mech. By using something else, you're handicapping yourself.
Now, here's where I disagree with you most strongly.
ECM simply isn't so significant anymore, it just doesn't have enough impact to make the 3L and D-DC the absolute best mech choices. TAG penetrates readily, you can target mechs just fine once your close regardless. Lock on up close is meaningless.
And Streaks are only an optimal weapon choice (wherein ECM is an important defense) if you're a terrible shot or suffer from terribad lagshields. Personally, I have no trouble hitting lights at all, so taking Streaks is gimping me.
ECM's only significant impact, then, is stealth. That's not to be ignored - information warfare here is important! But it's hardly an I-WIN button. People can still see you, and still readily fire on you.
I could concede the Atlas D-DC's superiority
only in 8-man premades, where there is no weight class balancing, and that's a flaw of a ridiculous matchmaker system wherein tonnage is not just mostly ignored but instead completely ignored. Comparing an 800 ton drop battling a 400 ton drop is grossly unfair.
Outside of the broken 8-man system - which is broken for reasons that have nothing to do with mech balance - this ridiculous "optimal mech" thing is silly.