Powerful is in terms of amount of damage dealt per turn. Efficient is in terms of amount of damage done per point of BV. The two are very very different, and your presumption seems to indicate that you didn't understand what this argument was about in the first place.
The amount of damage a Mech does per turn can often correlate with the amount done per point of BV, and a Mech that is "25% more efficient" (whatever that means, I am presuming it means damage done for the given range bracket) is doing both.
I'm certain he's not running calculations to get the exact percentage of firepower, since as you state there isn't just one generalist and just one specialist. His number seems about right for comparing two similar BV IS mechs. Of course, if you're comparing a Hellstar to an Albatross, then yes, obviously you're going to get a different result
Can you elaborate on what you mean by his numbers "seem" "about right"?
Also using BV here is not really reasonable by any means. BV is meant to balance the game, so it stands to reason that a superior Mech is by its very nature going to have a higher BV then an inferior Mech. A Mech that is 200% more efficient in every imaginable way, is, by its very nature going to have a much higher BV, if the BV system is staying true to its function of retaining balance.
Because the ranged specialists can just walk backwards and fire indefinitely, right? ::)
And I said this where?
Efficiency is based on how well mass is being utilized, power is raw damage output.
Wouldn't how powerful a Mech is be indicative of how well the mass was being utilized?
That was a rough estimate based on my experience designing over a thousand custom designs of various technology bases and levels. Still, this design provides an easy baseline when stacked up against the similar Hellstar.
Mass: 95 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3070
Cost: 26,753,350 C-Bills
Battle Value: 3,350
Chassis: Unknown Endo-Steel
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
3 ER PPCs
6 Medium Pulse Lasers
4 ER Medium Lasers
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 145 points 5.00
Internal Locations: 1 LT, 1 RT, 3 LA, 2 RA
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 23(46) 13.00
Heat Sink Locations: 3 LT, 3 RT, 1 LL, 1 RL
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 288 15.00
Armor Locations: 1 LT, 1 RT, 2 LA, 3 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 30 47
Center Torso (rear) 12
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 31
L/R Leg 20 39
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
3 Medium Pulse Lasers RA 12 3 6.00
2 ER Medium Lasers RA 10 2 2.00
3 Medium Pulse Lasers LA 12 3 6.00
2 ER Medium Lasers LA 10 2 2.00
ER PPC RT 15 2 6.00
ER PPC LT 15 2 6.00
ER PPC CT 15 2 6.00
Flamer HD 3 1 0.50
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 34
4 7 7 3 0 4 2 Structure: 5
Special Abilities: ENE, SRCH, ES, SEAL, SOA
We clearly sacrifice exactly 25% of the long range damage potential (3 ERPPCs vs. 4) and gain a mass of assorted Medium Lasers capable of dishing out far more damage in close combat. It can still be outperformed by a close quarters specialist like the Kodiak, but it is once again not very far behind in that area and gains a tremendous amount of long range damage.
You are comparing a custom design to a canon design.....I would prefer the Cygnus vs the Hellstar, though truth be told finding non-specialized Clan Mechs is pretty hard in the 95 ton bracket aside from certain Omni builds. In this case "efficiency" goes up to +70%.
You can advance at a run and retreat at a walk. That means this design is guaranteed to be able to close at least 2 hexes per turn, and is likely to be able to close faster in practice because the clear line of fire means the terrain between the two designs is probably fairly easy to cross, but the retreating Hellstar has no such guarantee. It is also making the assumption that there is no terrain the generalist can use to restrict line of sight while it closes because that could potentially force the fight to start within range of the close quarters battery. This discrepancy also increases in favor of the generalist as you move towards smaller and faster designs which have a larger absolute difference between their walking and running mp which will allow them to close faster than assaults like the ones discussed here.
Not if there are Jump Jets, let alone Improved Jump Jets, and then terrain also matters. If it is a relatively flat environment punctuated by patches of rough terrain, hills, water or sandtraps then my long-range specialists can keep distance with your generalists forever.
Last- It should be noted that you did not confront my point about cumulative advantage. Even with your 25% number which is hardly proven, the fact is when we get to groups we start getting to way higher percentages. Lance vs Lance 100%, Company vs. Company this is almost 300%. Combine this with focus fire. Of course this is purely abstracted, factors like terrain do matter, the fact that two Mechs cannot occupy the same hex also matters, but in general as the scale of battle increases, these efficiencies accumulate.