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
When they are in the Engine itself, they seem to be more effective.
I don't know if they are more effective if they are in the same body part as the hot running weapon (anyone knows?!), but generally it might be a wise idea to put the heatsinks with the valuable components. For example if you can make one arm empty, by putting your heatsink into the other arm where you have a weapon, you can use the empty arm for shielding, which makes you last longer in battle without losing firepower.
Thats what I've done currently. My torso doesn't really have weapon mounts so I've stuffed it with heatsinks and left my arms empty otherwise. The loss of an arm sucks, but they are effective shielding.
Don't forget though, once you lose an body part, you will produce black smoke which can show the enemy your position. Still, its a good practice.
So the rule of thumb is never go below a 250 engine unless you absolutely have to. Lights suffer the most from this.
Single heat sinks did get a nice buff last patch so it might be worth it to use them. I wouldn't know... all 112 of my mechs use double ;)
But to answer your question, no. It won't matter if the PPC in your arm has a heatsink next to it. Heat is measured as a whole.
That's a whole other can of worms altogether! I'll try to explain it as best I can.
All equipment in the game has 10 hit points. Except engines they have 15. Let's say, theoritcally, the Centurion-AL. It has 2 energy points in it's right arm. Let's put 2 medium lasers and a heat sink. The other slots are the actuators + free slots
When you lose the armor to a component (in this case, it's arm) your internal structure and weapons/equipment can take damage and potentially be destroyed.
Structure is the base health for a component, so it can technically be destroyed without any hits to your mounted items.
This is where it gets tricky... and unique to MWO! Once your internal structure is exposed you're vulnerable to 'crits'. Whenever you take damage to an exposed component, there is a %22 chance to crit once, %14 chance to crit twice and %6 to crit three times. (I'm probably wrong on those numbers but it's close)
Adding extra equipment to a component is essentially adding extra hit points to that area, and reducing the chance any damage taken will be rolled (RNG) to something more vulnerable, like your main gun or your squishy side torso XL engine.
Honestly if you want a real in depth answer to how it works head to mwomercs.com and go to the new player help section of the forum, and start a topic about how crits work. They are way more guys more knowledgeable than me there
Happy hunting o7