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Std 200 Engine + Dhs ?


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#21 Xione87

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Posted 17 August 2013 - 08:41 AM

View PostSpheroid, on 17 August 2013 - 08:12 AM, said:



Ah I see, like I said in my post, I dropped leg armor by half a ton while you upped it half a ton, that's why I have 16 DHS instead of your 15 :lol:
I haven't been legged in a Hunchback yet and I mastered 3 variants so I'd rather have the extra DHS, nothing worse than accidently overheating in a light-medium, you're toast in seconds.

And as Warner pointed out, the speed difference between a 200 and 250 in a medium is pretty significant, even moreso if you're a brawler like the 4SP.

Thanks for the build though :lol:

#22 Xione87

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Posted 17 August 2013 - 08:46 AM

View PostKoniving, on 17 August 2013 - 08:40 AM, said:

*Snip* Excellent post about the value of internal DHS


Exactly this. Which is also why the stock Goldenboy is such a sub-optimal build. If you take Endo-Steel (which should be mandatory for the amount you pay for a Hero in my mind) and drop 2 DHS you can easily fit a XL270 which gives you a lot more speed and slightly better heat diss/cap.

#23 Koniving

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Posted 17 August 2013 - 08:57 AM

View PostXione87, on 17 August 2013 - 08:46 AM, said:

Exactly this. Which is also why the stock Goldenboy is such a sub-optimal build. If you take Endo-Steel (which should be mandatory for the amount you pay for a Hero in my mind) and drop 2 DHS you can easily fit a XL270 which gives you a lot more speed and slightly better heat diss/cap.


For that..

Before, stock Golden Boy.
220 engine falls under 200 through 220. 14 DHS Goldenboy stock build.
Capacity: 30 base + (8 *2.0 Engine DHS) + (6*1.4 chassis DHS) = 54.4.
Dissipation: (8 *2.0 Engine DHS) + (6*1.4 chassis DHS) = 24.4 per 10 seconds / 10 = 24.4/sec.

After, Endo Steel, + 2 Engine DHS with 270 engine upgrade - 2 Chassis DHS.
270 engine as proposed by Xione, removing two chassis DHS but remembering that with the 250 to 270 engine you gain 2 DHS built into the engine.. 14 DHS result.
Capacity: 30 base + (8+2)(2.0 Engine DHS) + (6-2)(1.4 chassis DHS) = 55.6.
Dissipation: (10 *2.0 Engine DHS) + (4*1.4 chassis DHS) = 25.6 per 10 seconds / 10 = 2.56/sec.

----

This is why I'm fighting so hard to get the "raising" capacity system of heatsinks removed, as once you get into 16 DHS and up + mech unlocks and we start hitting 70s through super early 90s, which is where the very root of our PPC warrior, past endless LRM-spam, and never-ending AC spam issues come from.

If you can't reach a 250 engine, you're inferior to everyone else of otherwise identical builds in addition to slower. Blackjacks (other than the 1x), Fleas, Locusts, Commandos all fall under this category and there will be more.

This system also requires you to be fast, which gradually reaches the point where everyone is too fast for HSR, and so hit detection suffers.

There's two basic ideas I like better: A pre-defined capacity overall (set significantly lower than the average, finally turning "Alpha strikes" into the high risk it's supposed to be), or one that is attached or based on chassis (if you're an Awesome, you get this much capacity or threshold until shutdown. If you're a Victor, you get this much.)

Edited by Koniving, 17 August 2013 - 09:03 AM.


#24 Shae Starfyre

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Posted 19 August 2013 - 07:34 AM

I use a STD 200, 2 External DHS in a Lyra Muromet with 1 AC20 (3 TONS of Ammo), 2 UAC5 (4 Tons of Ammo) and 1 ML.

It is actually more nimble (not fast) than expected, and can be quite lethal.

Just sharing a build that can actually use the engine.

#25 Aym

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Posted 19 August 2013 - 07:54 AM

View PostKoniving, on 17 August 2013 - 08:57 AM, said:


There's two basic ideas I like better: A pre-defined capacity overall (set significantly lower than the average, finally turning "Alpha strikes" into the high risk it's supposed to be), or one that is attached or based on chassis (if you're an Awesome, you get this much capacity or threshold until shutdown. If you're a Victor, you get this much.)

Oh, wouldn't a "Base" capacity with "quirks" for certain Awesomes and the like that canonically fire lots of large energy weapons while being heat efficient having a slightly higher cap, oh it'd be glorious, it'd be even better than closed beta. Why oh WHY can't we have that instead of Ghost Heat?

#26 Koniving

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Posted 19 August 2013 - 08:14 AM

View PostAym, on 19 August 2013 - 07:54 AM, said:

Oh, wouldn't a "Base" capacity with "quirks" for certain Awesomes and the like that canonically fire lots of large energy weapons while being heat efficient having a slightly higher cap, oh it'd be glorious, it'd be even better than closed beta. Why oh WHY can't we have that instead of Ghost Heat?


See these two:
http://mwomercs.com/...ost__p__2666177 <--explains what you already read but uses much more dangerous builds and far higher heat capacities. Offers the Option 1 solution -- everyone gets the same base capacity and nothing increases it (except mech unlocks changing 30 to 33 basic to 36 elite capacity).
http://mwomercs.com/...ost__p__2667496 <--Offers Option 2: Chassis specific capacity, offering perks to certain mechs such as the Awesome.

#27 Aym

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Posted 19 August 2013 - 08:31 AM

I know Paul has stated they considered lowering the cap and raising the dissipation and instead went with his Magnum Opus, but I would love to hear the rationale behind deciding against the lower cap/higher dissipation.

#28 Koniving

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Posted 19 August 2013 - 12:23 PM

View PostAym, on 19 August 2013 - 08:31 AM, said:

I know Paul has stated they considered lowering the cap and raising the dissipation and instead went with his Magnum Opus, but I would love to hear the rationale behind deciding against the lower cap/higher dissipation. If I'm curious I could find out here.


;)

#29 BoPop

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Posted 19 August 2013 - 01:03 PM

definitely want double heat sinks. on my DDC been playing with a gauss/2ERLL/3SRM4's and a STD330 (I think) workin' pretty well. you can also go with ac20/2LL/3SRM4's and that same engine. save some cbills and get that good engine it's worth it.





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