 91
 91
 
	
Short Question, Short Answer
#8521
Posted 14 March 2018 - 02:27 PM
Thanks!
CFC Conky
#8524
Posted 17 March 2018 - 09:53 AM
#8525
Posted 17 March 2018 - 10:16 AM
 ShadowFire, on 17 March 2018 - 09:53 AM, said:
ShadowFire, on 17 March 2018 - 09:53 AM, said:
Which engines are you referring to? 250 rated engines come with 10 internal heatsinks and for every 25 point increase in rating, the engine gets an extra heatsink.
#8528
Posted 18 March 2018 - 08:29 AM
#8529
Posted 18 March 2018 - 09:22 AM
 ShadowFire, on 17 March 2018 - 09:53 AM, said:
ShadowFire, on 17 March 2018 - 09:53 AM, said:
Okay, not sure this has been answered yet, but every engine larger'n 275 have extra heatsink slots, but clan omnimechs come with heatsink already in the engines, but, not all of them've filled 'em. The Linebackers for instance, only has four of five heatsinks filled out but can't fit any more in the engine, 'cuz Omnimech.
Some of the clan mechs are battlemechs, and can change out the engines, and fill them or not as desired.
~Leone.
Edited by Leone, 19 March 2018 - 12:43 PM.
#8532
Posted 22 March 2018 - 10:04 AM
Ahh, I see, I do not think I played on those days.
Edited by LikeUntoBuddha, 22 March 2018 - 10:06 AM.
#8533
Posted 22 March 2018 - 12:08 PM
Or just another typo? It would be half my MC to purchase, but that seems like a really awesome advantage!
Edited by AureliusDean, 22 March 2018 - 12:14 PM.
#8534
Posted 22 March 2018 - 12:23 PM
 AureliusDean, on 22 March 2018 - 12:08 PM, said:
AureliusDean, on 22 March 2018 - 12:08 PM, said:
Or just another typo? It would be half my MC to purchase, but that seems like a really awesome advantage!
It's universal, and the normal C-Bill SHD-2H also has it (remember, (C) mechs are just pre-built versions of a C-Bill chassis with an XP bonus slapped on)
Edited by Horseman, 22 March 2018 - 12:24 PM.
#8535
Posted 22 March 2018 - 01:07 PM
#8536
Posted 22 March 2018 - 01:13 PM
 AureliusDean, on 22 March 2018 - 01:07 PM, said:
AureliusDean, on 22 March 2018 - 01:07 PM, said:
that is what the patch notes said.
if you have deactivated a skill you can now reactivate it at no cost, as long as you have less than 91 active skills on the Mech
#8537
Posted 23 March 2018 - 10:30 AM
 AureliusDean, on 22 March 2018 - 12:08 PM, said:
AureliusDean, on 22 March 2018 - 12:08 PM, said:
Or just another typo? It would be half my MC to purchase, but that seems like a really awesome advantage!
Never buy champions. With MC you can buy heroes and cbills for rest. Champions are just certain loadouts with base variant, plus the small XP boost. There's nothing unique to them. And yes that's universal cooldown quirk.
Edited by Teer Kerensky, 23 March 2018 - 10:31 AM.
#8538
Posted 24 March 2018 - 02:47 PM
 Teer Kerensky, on 23 March 2018 - 10:30 AM, said:
Teer Kerensky, on 23 March 2018 - 10:30 AM, said:
Never buy champions. With MC you can buy heroes and cbills for rest. Champions are just certain loadouts with base variant, plus the small XP boost. There's nothing unique to them. And yes that's universal cooldown quirk.
I learned that lesson the hard way.
#8539
Posted 31 March 2018 - 06:28 AM
OK, do you remember me saying that I was having a problem with ATMS hitting? And mainly on the first shot at a target? And I was always using a TAG.
I watched a lot of videos I made and never really caught the problem. I have poor vision and I'm color blind which semi explains it. I finally just figured it out on my own. A part of my answer came from watching ATM once they have a lock on. Kind of like LRMs a year or two ago, they can do some crazy course corrections.
And that is when the simple explanation came to me. I was shooting the first salvo of ATMS before I had a "solid" or real lock on. I have a problem telling when that is because of the colors but I was simply firing a split-second too fast.
And this makes me want to ask a couple of questions and maybe solve one of my other mysteries.
I was shooting ATMs using the time in my mind from LRMS. So....
1) Do ATMS take longer to lock on than LRMS? (all things being equal)
The next question would be about Streaks. And maybe my answer is the same. For me, Streaks seem to take an extra split second or so to fire. And I'll get that sound in my ear like it is locking on but not yet. So....
2) What is the lock on time of each missile/rocket (everything being equal)
Streaks
LRMS
ATMS
#8540
Posted 31 March 2018 - 07:27 AM
 LikeUntoGod, on 31 March 2018 - 06:28 AM, said:
LikeUntoGod, on 31 March 2018 - 06:28 AM, said:
OK, do you remember me saying that I was having a problem with ATMS hitting? And mainly on the first shot at a target? And I was always using a TAG.
I watched a lot of videos I made and never really caught the problem. I have poor vision and I'm color blind which semi explains it. I finally just figured it out on my own. A part of my answer came from watching ATM once they have a lock on. Kind of like LRMs a year or two ago, they can do some crazy course corrections.
And that is when the simple explanation came to me. I was shooting the first salvo of ATMS before I had a "solid" or real lock on. I have a problem telling when that is because of the colors but I was simply firing a split-second too fast.
And this makes me want to ask a couple of questions and maybe solve one of my other mysteries.
I was shooting ATMs using the time in my mind from LRMS. So....
1) Do ATMS take longer to lock on than LRMS? (all things being equal)
The next question would be about Streaks. And maybe my answer is the same. For me, Streaks seem to take an extra split second or so to fire. And I'll get that sound in my ear like it is locking on but not yet. So....
2) What is the lock on time of each missile/rocket (everything being equal)
Streaks
LRMS
ATMS
I am bad at missles other than SRMs except when I use SRMs and ATMs together. It seems like I hit "R" and the missles are ready.
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