More to the point they're also on par with what a well-kitted-out light can put out without a COIL. Sure, spread out, but with a good enough MechWarrior and Precision Shot even that gets mitigated.
Four Magna Medium Lasers (+10 damage) nets you 140 damage. That's only 20 damage less than the COIL shot taken by the Flea in the video. Add a Holly SRM-4 (+4 damage) and you've got 48 more damage, for 188 total.
Four Medium Laser, a 4-rack and a ton of SRMs... hmm, let’s just stick with out-of-the-box stats, 132-Damage, 12-Instability, 7 tons and 50-Heat.
And where the COIL-Large will be hit or miss (all that damage or none), the Jenner’s array of weaponry above will serve to likely Damage and Critical Seek multiple locations each and every turn they can Alpha Strike.
There is lots here to recommend Weaponry other than the COIL-Large.
The
Known Unknown for me is just how a Light Mech reaches that 280-points of Damage which is listed as Max Damage for a COIL-Large. I’ve experimented with a Jenner and a Level 10 Pilot, I could never get it to reach a fifth “Purple” COIL Damage Chevron by “Moving.” Is the 280-Damage listed in the demo unobtainable, and only there after a purely theoretical fashion? Or does Jumping still enable a COIL Weapons Damage Curve?
This to me is the critical question and I’ll be bringing it forward in chat to Mitch and Ryan for this coming Thursday’s edition of
Mitch Plays to Win.