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Short Question, Short Answer


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#2821 Nick Makiaveli

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Posted 23 October 2014 - 07:38 PM

Now that's a thought. Been running LRMs and wanted to keep them. LPL just might do the trick.

#2822 Alaskan Nobody

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Posted 23 October 2014 - 07:41 PM

View PostNick Makiaveli, on 23 October 2014 - 07:38 PM, said:

Now that's a thought. Been running LRMs and wanted to keep them. LPL just might do the trick.

One of my Atlas run an AC/20, 2LPL and a big engine.

Not the "best" build out there - but I have found it one of my more effective ones.
(do really miss the LRM10/20 for fire support though. :unsure:)

#2823 Nick Makiaveli

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Posted 23 October 2014 - 09:41 PM

Don't want to derail the thread so will take this private as that sounds interesting.

#2824 BSK

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Posted 24 October 2014 - 04:51 AM

View PostNick Makiaveli, on 23 October 2014 - 05:39 PM, said:

Question about Streaks and optimal performance. Thinking of putting them in the new Atlas but since I would imagine its hard to get and keep a lock on a light in a Assault, curious to know what upgrades etc would be best.


You could do this with the modules Target Decay and 360° Targeting, like I did in my Oxide with 4 Streak2s. Also you want to be able to use your arms as shields. But after the module decapitation you would miss the Radar Deprivation module.

#2825 DEMAX51

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Posted 24 October 2014 - 06:26 AM

View PostNick Makiaveli, on 23 October 2014 - 05:39 PM, said:

Question about Streaks and optimal performance. Thinking of putting them in the new Atlas but since I would imagine its hard to get and keep a lock on a light in a Assault, curious to know what upgrades etc would be best.

Thinking BAP for ECM obviously and quicker lock times as well?

Second thought was is the Artemis bug still around ie quicker lock times.

Lastly the Adv. Target Decay module to hold the lock as they treat me like a stripper pole while they turn me into one. :P

If you're going to use Streaks, absolutely bring a BAP to counter ECM. BAP doesn't speed up your lock times though, but it's still pretty mandatory.

The Streaks & Artemis bug IS still in game, and will get you faster locks.

Advanced Target Decay could be marginally useful, but I would not recommend 360 target retention - I would take a Seismic or a Radar Dep over that.

#2826 TheCaptainJZ

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Posted 24 October 2014 - 09:01 AM

You could probably experiment with both target deca and 360 target retention. one is more useful in general but without lrms of your own, might not matter as much. the other might be more useful for lights circling behind you though.

#2827 Nick Makiaveli

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Posted 24 October 2014 - 12:26 PM

View PostDEMAX51, on 24 October 2014 - 06:26 AM, said:

If you're going to use Streaks, absolutely bring a BAP to counter ECM. BAP doesn't speed up your lock times though, but it's still pretty mandatory.

The Streaks & Artemis bug IS still in game, and will get you faster locks.

Advanced Target Decay could be marginally useful, but I would not recommend 360 target retention - I would take a Seismic or a Radar Dep over that.


I was thinking the 360 only keeps the info, not the actual lock? IE you would still see their status even if you lost the actual lock?

Plus I am thinking ATD would cover the time they are behind me etc and I could "reaquire" the lock when they circled around in front again.

Yeah Seismic I hadn't thought of, but since a Locust fragged me the other day, might be helpful to know when the little buggers (see what I did there?) are sneaking up on you....

#2828 TheCaptainJZ

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Posted 24 October 2014 - 01:28 PM

Streaks will lose the lock if they are out of a certain angle fov (45 degrees from each side or something?) from the hardpoint itself. it'll do this even if the target itself is still locked. I would guess lrms are the same. Artemis comes in handy here to reaquire the lock

Edited by TheCaptainJZ, 24 October 2014 - 01:29 PM.


#2829 BeaverOnFire

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Posted 25 October 2014 - 01:30 AM

Is it still possible to receive the Atlas S as a reward in any way? Now that i´ve seen him, i want him. :)

Edit: Nevermind. I found it. :)

Edited by BeaverOnFire, 25 October 2014 - 02:22 AM.


#2830 Redshift2k5

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Posted 25 October 2014 - 05:30 AM

View PostBeaverOnFire, on 25 October 2014 - 01:30 AM, said:

Is it still possible to receive the Atlas S as a reward in any way? Now that i´ve seen him, i want him. :)

Edit: Nevermind. I found it. :)


Going to answer it anyway in case someone else comes along! The period to earn the loyalty reward version of the Atlas S was extended for November 4th http://mwomercs.com/...ost__p__3844535

#2831 Unnatural Growth

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Posted 26 October 2014 - 06:59 AM

View PostDEMAX51, on 24 October 2014 - 06:26 AM, said:

If you're going to use Streaks, absolutely bring a BAP to counter ECM. BAP doesn't speed up your lock times though, but it's still pretty mandatory.

The Streaks & Artemis bug IS still in game, and will get you faster locks.

Advanced Target Decay could be marginally useful, but I would not recommend 360 target retention - I would take a Seismic or a Radar Dep over that.



Absolutely this! Never equip streaks if you can't find the tonnage or slot space for BAP. Imo, they should always be paired together. If you don't have the weight or slot space, then pull the streaks and go standard SRM's.

#2832 The Great Unwashed

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Posted 29 October 2014 - 02:05 AM

Or use ECM (when able) in counter mode :) Streaks are mainly anti-light and many lights carry ECM.

ECM carrying lights most likely will not carry the radar derp so the 360 target retention might then be mildly useful (haven;t tested if one cancels the other). The 360 module will keep the target lock but not the missile lock. With the recently implemented module shortage I have not used the 360 module once... for assaults Seismic may be of better use.

#2833 GreyNovember

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Posted 29 October 2014 - 06:33 AM

Do all mechs have the same heat cap?

Fired 4 C-ERL on an Adder and had an instant shutdown. Wondering if it would be any different on a Dire Wolf.

#2834 Redshift2k5

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Posted 29 October 2014 - 06:40 AM

Mechs have the same heat system, but some mechs will have more heatsinks, and some mechs will have all of their 10 minimum heassinks slotted inside the engine (operating as 2.0x double heatsinks) vs being forced to have some of them outside (operating at 1.4x double heatsinks)

different mechs may also have different skills unlocked, there is a higher heat ceiling skill and a higher cooling skill, both of which are doubled upon completing Elite for that mech

Mechs may also have different quirks which can provide a heat penalty for certain weapons.

The Dire Wolf has way more space & tons for way more heatsinks which has a big impact.

#2835 GreyNovember

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Posted 29 October 2014 - 06:47 AM

View PostRedshift2k5, on 29 October 2014 - 06:40 AM, said:

Mechs have the same heat system, but some mechs will have more heatsinks, and some mechs will have all of their 10 minimum heassinks slotted inside the engine (operating as 2.0x double heatsinks) vs being forced to have some of them outside (operating at 1.4x double heatsinks)

different mechs may also have different skills unlocked, there is a higher heat ceiling skill and a higher cooling skill, both of which are doubled upon completing Elite for that mech

Mechs may also have different quirks which can provide a heat penalty for certain weapons.

The Dire Wolf has way more space & tons for way more heatsinks which has a big impact.



Is there a formula I can use to see how much heat I can take before shutting down through Heat sink count?

#2836 RedEagle86

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Posted 29 October 2014 - 06:55 AM

http://keikun17.gith...heat_simulator/

Not a formula, but the best site out there I've seen. Use it in conjunction with Smurfy, and you can tell what your heat'll be like.

#2837 The Great Unwashed

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Posted 29 October 2014 - 07:42 AM

And try to not fire 4 large lasers at once due to Ghost heat issues (+10 additional heat). If you really want to carry 4 of them I suggest combining arms and torso mounted weapons in groups and firing them pairwise. Still, changing two of them to ML and adding +6 DHS (still very hot) might work better. If you like experimenting, I suggest you also give the LPL a try; the shorter beam duration really makes a difference and I prefer them over the LL.

Edited by The Great Unwashed, 29 October 2014 - 07:42 AM.


#2838 Colby Boucher

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Posted 29 October 2014 - 07:44 AM

View PostEonai, on 29 October 2014 - 06:33 AM, said:

Do all mechs have the same heat cap?

Fired 4 C-ERL on an Adder and had an instant shutdown. Wondering if it would be any different on a Dire Wolf.


To clarify, yes, heat cap increases with the number of heat sinks you have.

#2839 Reno Blade

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Posted 29 October 2014 - 08:10 AM

View PostEonai, on 29 October 2014 - 06:33 AM, said:

Do all mechs have the same heat cap?

Fired 4 C-ERL on an Adder and had an instant shutdown. Wondering if it would be any different on a Dire Wolf.

In addition to the answeres already provided...

Rule for heat cap is roughly:
30 base + Heatsinks
Double heatsinks give 2.0 additional cap each
Single heatsinks give 1.0 additional cap each
Heat dissipation for DHS is 1.4 for any outside heatsink (and extra heatsink if you can use more than 10 in the engine).
Numbers get increased by skills (talents) where it's nearly 2.0 heat dissipation with external DHS.

With 10 internal DHS, you would have a unskilled heatcap of 50. (30 base, 10 intern DHS at 2.0 each)
With 20 DHS (10 internals) you would have unskilled heatcap of 64 (30 base, 10 intern at 2.0 each and 10 extern at 1.4 each = 64)
See at this graph the green and purple line for these two heatcap examples:
Posted Image
The blue line would be if you chainfire 4 CERLL and the red line is the heat you generate if you use them together in less than 0.5 seconds and get heat-scale penalty (also known as Ghost heat).
3 cERLL will make 37.2 heat instead of 30 and 4 cERLL will even do 59.2 heat instead of 40 which is going over the 50-heat-cap line (green) in the graph.
Use 2 cERLL each time and you will have less heat in total.

#2840 AlwaysUnlucky

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Posted 29 October 2014 - 01:05 PM

So I'm up to the end of my cadet bonus, and I want to know -

The Stalker is probably my favorite 'Mech of all time. But it is feasible for a beginner to use?

And if not so, they say that the HUnchback and the Catapult are the best options. Are there any others you'd suggest?





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