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Heavy parts are kinda okay as they are, they just need you to personally open up the parts and put in mods that actually decrease the mass so you can get some walking speed (dashing is fine but heat dissipation is already at a low with heavy parts). They seem more geared for melee or other close range weapons and especially ramming attacks.
You should probably will start writing guides.
Yes, you've just described what I see as the problem: heavy mechs are thruster-hopping turrets. Not only does this feel awful, it looks goofy. Imagine building a tank that can't drive more than 15 kph, but you can hop around at 40 kph. It's a tad ridiculous.
Heavy mechs should be able to walk a decent pace, but be unable to use thrusters meaningfully without massive weight reductions. That's... kind of the whole point of light mechs, isn't it? Increased mobility? Ability to hop onto buildings and generally be squirrely little buggers while heavies lumber around at ground level?
Heavies can dissipate heat just fine if you set them up for that. And the point of pairing the Vulcan with heavy armor, in my view, is that the Vulcan locks you into a very long firing which you can't cancel, and during which you can't practically dodge, so you need to be set up to trade during it.
Edit:
That's entirely subjective and I do not agree with your assessment.
I'm happy to agree that it is a subjective position i hold - I'm not making a claim to objectivity. I am, rather explicitly, talking about how mechs feel rather than claiming that they are factually worse in the current situation. Still, if you think the hopping thing is fine, that's okay too. It just drives me nuts because it feels backwards.
Where the Vulcan is concerned - a light mech can continue moving and dodging while firing it without any real issue beyond the accuracy loss. That's why I'm thinking heavies need a buff to regular movement and weapon stability - that way each weight class has a bit more character to it.
If a weight class 3 mech collides (dash, shield bash, just walks into...) with a class 2 mech, the class 2 mech crashes. Upon crash, a % ( I forget how much, something like 10% ) of the total integrity of the class 3 mech is dealt as damage to the crashing mech.
Additionally, it is possible to trigger multiple collisions during a crash if you push an enemy up a slope or drag them on the floor over distance, dealing said damage multiple times.
I've build a wrecking ball mech before. The goal was to deal as much damage as possible using collisions because you can make those happen without generating heat (walking into, shield bash). The problem you need to solve there is having just enough mobility to catch up with your targets to intercept them, which you can do through a combination of rolling COMPOSITE 1-3 on your gear to reduce mass, equipping BOOSTER subsystems to increase dash range and spending heat only on thrusters.
"No weapon heavy" is a build that can work. Is it going to be as efficient as 0 heat cost weapons? Probably not. It still does damage, but most importantly, it reliably interrupts enemy actions.
not a single time have i had this mech knocked out, and i do some dumb stuff. Not only that he can body bump things, do some real damage when he simply runs into something like a tank or mech. AND its just fun, like really fun to watch him slap things with a big
florescent light bulb. 10/10 would recommend.
a few question
how far did you go in the game ?
because i'm around 20-21 in level, guess what most of my mechs are ? all heavy and with shields.... yep most of them are between 80 to 95 mass.
there are NO DIFFICULTIES to move them, Atlas or Reach Thrusters.
all of them have weapons + shields, and all of them can move between 36 to 45 range with thruster, they can move faster in 2 sec than any other build outside of maybe a very light mech all focused on walking speed and not thruster.
Dissipation is King, you should pretty much only look at armor with Offensive Mods slots, where you will be putting mk3 heatsink, and those reduce power, which is required to walk.
so in the end when you go all in for heat dissipation (which you should) walking is not even an option, only thruster is, and it's by far the better way to move around. and the Thruster with high dissipation have virtually no cost to heat levels.
you probably did not test enough builds to make this post.
I think you should give OP's post another read because all your points are outlined in that post.
You're also potentially confusing heavy as a weight class and specifically heavy armor parts. If you add enough weight, even light armor can create a heavy weight class mech.
he says game incentivize
" and giving them lighter weapons because slapping a heavy one would render them even more immobile"
no they don't you can have a full heavy armor mech with heavy weapon or sniper + heaviest of shield and still move fast each turn.
"lighter and medium mechs are incentivized to be the ones wielding the heaviest weapons because they have the heat diffusion"
no they don't some heavy part have better base dissipation than light or medium models, period, mod type count as well, and when it comes to mods, Heatsink mk3 is the best (4 heat but you lose 4 power).
if anything the game pushes you to use the HIGHEST possible dissipation, regardless of mech class (light/medium/heavy) and if you go full Dissipation, you end up with low movement anyways, so Thruster become the only optimal way to move on the map, again, regardless of weight class of your mech.
Thrusters are the best for movement because dissipation is the only real important metric in the game to win fights, as simple as that.
i put anyone that disagree to make a team focused purely on movement speed, no thrusters, and with barely functional dissipation, able to only shoot maybe 1 time per turn see how well and fast they clear missions. is it doable ? probably, is it fun to run around the map for 10 turns before you clear the mission ? debatable.
The two sets with the highest base dissipation are medium and light respectively.
You can make a unit that dissipates enough to shoot vulkan or solarburst for 0 cost and still have a speed of 14-15 or so. Those sets can equip the same thrusters as any heavy, so thrusters are not a plus for heavy. Both pure Tusbasa and Bein can achieve this.
Can you get even higher dissipation by mixing some parts with less base dissipation but with an offensive subsystem hardpoint? Sure. Is that useful? Not really. If your weapon has 0 cost, then you only build heat if you dash, and you don't have to dash that much.
Depending on the weapon you use, you can absolutely get to a point that you have too much dissipation.
I think you have the discussion backwards. Make a set with Asgard or Helge that mediums or light can't do better. That's the point.