Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
SHS only has a light engine in it, adjusting it drops heat capacity down to only 9.3 points different.
alpha heat is only .9 off, totaling 6% in difference in heat after an alpha strike.
A piranha with double heatsinks is with correct build able to get 3 or even 4 alpha strikes in quick sessions using a combination of different low heat weapons.
Dissipate has most uses to reduce the heat before the engine explode. Drop the engine to 100 standard and use standard heatsinks.
Only the 120-170kph mechs are really benefiting from bigger engines. Clan assault mechs are fast enough that they're competing with heavier inner sphere light mechs on speed with many running at 80-85, You need at least 130kph to be able escape being hunted around the map by clan assault mechs. What they don't have in speed is range and the distance getting shorter the bigger gun and further they can shoot.
What you wish to use is up to you. standard heatsink allow the alpha strike without killing the mech. Those heatsinks can be placed a little of anywhere and soak up critical hits.
If you not going to run around there's not much benefit of doubles. To have the ability to overheat your opponent can be a strategy. That strategy is today obsolete as mechs don't overheat by flamers any longer on their own. Old ideas are not always true when the game changes.
Sure it can feel that we push the button and it feels like something happened but as example artemis most benefit is that you don't need to carry as much ammo. LRM 15 reduced to a LRM10 means 5 less missiles fired but they are shot down by AMS that it has to be considered of "pushing the button" because it feels like it changed something makes it worth it. Then we can look at the facts inside the game and the truth that artemis is reducing missiles , increases ammo but reduces penetration of defenses if there are such.
There's no truths since one standard heatsink build may work better on one build than the other. but standard at least let you stack targets for critical hits which otherwise would had destroyed small weapons.
Why would the engine matter - i thought that a XL/STD/Light engine don't have any kind of difference in heat loss
https://mwo.nav-alpha.com/mechlab?b=723e39df_STK-4N i stuck in a standard and it has less heat loss per second but it still has a higher heat capacity (70.4 vs 56.0) and higher alpha strikes to over heat (4.6 vs 3.4)
MWO mechs have been designed like MekTek Mechs were with total offence capability's and no defense ability even after skill points are applied .
The armor points for mwo mechs are much higher than the PNP versions, while damage isn't really higher other than higher right of fire on weapons (which should all be the same other than UAC and RAC). This higher RoF is a good part of the reason why mechs run very hot even if on TT they are close to heat neutral.
As for SHS/DHS: always go with DHS unless you are very knowledgeable about the game system. There are only a few builds where DHSs are suboptimal.
https://mwo.nav-alpha.com/mechlab?b=8d537283_BNC-3S
https://mwo.nav-alpha.com/mechlab?b=bc6930ab_BLR-3M
But if you were to swap the ML's for LPL's then you'd want to be using DHS, since you won't have the free tonnage for SHS slot stacking.. But then those two mechs are quirked for Med laser vomit
https://www.youtube.com/watch?v=omdCwtqK0p4
He even demonstrates the effect of the 5 Heat Containment skill nodes on both of these configs.
That sure is a very long word salad.
Lets address why I quoted this
What are you talking about?
The most popular clan assaults run 56-64kph
You can escape from them in a heavy running a little more than 72kph and you can run circles around them and avoid hits (if you're good and the terrain allows it) in a 80-97kph medium
Don't tell people "Drop the engine to 100 standard and use standard heatsinks."
That is what you meant right? Is English a second language? I'm confused and a new player would be even more confused.
ON THE TOPIC
There are very very very rare edge cases where carrying Single Heat Sinks out performs doubles. These situations are very limited and usually means you have all slots and plenty of tons to fill your mech with SHS and have very light weapons no need for Endo or Fero.
Unless you're going for a very specific build, don't build around Single Heat Sinks.
These edge cases still aren't worth pursuing as your main solo drop mech
will give you a slightly higher dissipation than the DHS build with much higher heat capacity.
Heatsinks got a slight buff last patch, and it shows.
Huh? Is this advice on how to build a defense tower with legs?
Whut?
Most of my favorite IS & Clan Heavy & certain Assault mechs aim for a speed around 80kph.. Hell one of my Marauder IIC's uses a 400 XL (I think the the II-C-8 does with 7 MPL).. Anywho, they aren't able to run down a 120kph and most def not a 170kph mech..
Besides it's not the role of a heavy/assault mech to chase squirrels (unless it's last target standing), that is how one finds them themselves alone and out numbered/gunned.. Besides Lights and/or speedy mechs are able to zig, zag, stop and pick up dropped spare change before dipping back in and out of cover (map knowledge is key)..
While yes the flamer trolling builds was "addressed", Flamers are still very useful to use in a weapon loadout for adding to a target's Heat Gen, fail players will shutdown from failing to notice that their weapon heat gen + taking heat from flamers pushed their heat gen scale over the line (mech shuts down).. Wiser players will have overheat override on, and they might start cooking some internals, forcing them to disengage from the fight early to cool off..