

Short Question, Short Answer
#2821
Posted 23 October 2014 - 07:38 PM
#2822
Posted 23 October 2014 - 07:41 PM
Nick Makiaveli, on 23 October 2014 - 07:38 PM, said:
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.

#2823
Posted 23 October 2014 - 09:41 PM
#2824
Posted 24 October 2014 - 04:51 AM
Nick Makiaveli, on 23 October 2014 - 05:39 PM, said:
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
Posted 24 October 2014 - 06:26 AM
Nick Makiaveli, on 23 October 2014 - 05:39 PM, said:
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.

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
Posted 24 October 2014 - 09:01 AM
#2827
Posted 24 October 2014 - 12:26 PM
DEMAX51, on 24 October 2014 - 06:26 AM, said:
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
Posted 24 October 2014 - 01:28 PM
Edited by TheCaptainJZ, 24 October 2014 - 01:29 PM.
#2829
Posted 25 October 2014 - 01:30 AM

Edit: Nevermind. I found it.

Edited by BeaverOnFire, 25 October 2014 - 02:22 AM.
#2830
Posted 25 October 2014 - 05:30 AM
BeaverOnFire, on 25 October 2014 - 01:30 AM, said:

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
Posted 26 October 2014 - 06:59 AM
DEMAX51, on 24 October 2014 - 06:26 AM, said:
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
Posted 29 October 2014 - 02:05 AM

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
Posted 29 October 2014 - 06:33 AM
Fired 4 C-ERL on an Adder and had an instant shutdown. Wondering if it would be any different on a Dire Wolf.
#2834
Posted 29 October 2014 - 06:40 AM
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
Posted 29 October 2014 - 06:47 AM
Redshift2k5, on 29 October 2014 - 06:40 AM, said:
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
Posted 29 October 2014 - 06:55 AM
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
Posted 29 October 2014 - 07:42 AM
Edited by The Great Unwashed, 29 October 2014 - 07:42 AM.
#2839
Posted 29 October 2014 - 08:10 AM
Eonai, on 29 October 2014 - 06:33 AM, said:
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:

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
Posted 29 October 2014 - 01:05 PM
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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