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Short Question, Short Answer


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#10361 LongStem

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Posted 20 November 2024 - 04:57 PM

Ok makes sense, thanks

#10362 VesLarkinson

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Posted 24 November 2024 - 10:56 AM

New player looking for Heavy Mechs known for reliability, durability, and adequate firepower. Mobility is not a high priority.

Options? I need at least 2.

#10363 martian

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Posted 24 November 2024 - 11:51 AM

View PostVesLarkinson, on 24 November 2024 - 10:56 AM, said:

New player looking for Heavy Mechs known for reliability, durability, and adequate firepower. Mobility is not a high priority.

Options? I need at least 2.
Inner Sphere or Clan?

How do you expect to use those 'Mechs?

#10364 VesLarkinson

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Posted 25 November 2024 - 07:06 AM

View Postmartian, on 24 November 2024 - 11:51 AM, said:

Inner Sphere or Clan?

How do you expect to use those 'Mechs?


I will either be front-lining with assaults, or simply pushing a uncontested flank. The Factions mean nothing to me as long as my main mission is accomplished. Which ever's 'Mechs help me do this more efficiently is the one I will go with.
If you're asking about my focus in that territorial war thing, I will decide later as I just got back into this game.

#10365 martian

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Posted 25 November 2024 - 09:07 AM

View PostVesLarkinson, on 25 November 2024 - 07:06 AM, said:

I will either be front-lining with assaults, or simply pushing a uncontested flank. The Factions mean nothing to me as long as my main mission is accomplished. Which ever's 'Mechs help me do this more efficiently is the one I will go with.
If you're asking about my focus in that territorial war thing, I will decide later as I just got back into this game.
Well if you are not concerned too much about speed and do not mind running 'Mechs within the 60-70 km/h range or so, I would probably recommend following 'Mechs:

Inner Sphere:
  • Marauder
  • Black Knight
  • Warhammer
Clan
  • Orion IIC
  • Night Gyr
Orion IIC is a BattleMech, so you can fine tune the size of your engine. However, it has hardpoints that can not be changed.
Night Gyr is a OmniMech. You can change OmniPods with various hardpoints, but you can not change the size and type of your engine, chassis, armor or heat sinks, so it always moves 64 km/h.

Also, I should mention that much of it is a matter of a personal taste. Marauder tanks damage well thanks its shape, but its low slung arms can be a problem sometimes (but is sports high torso hardpoints). Black Knight and Warhammer tank damage slightly worse, but they have higher hardpoints.

Orion IIC and Night Gyr can also have some good builds.

#10366 DeathComing

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Posted 27 November 2024 - 07:33 PM

Looking at the Nova Cat/ Jade Kite. One of the quirks is -100% external heat transfer. How does that play into managing heat?

#10367 martian

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Posted 27 November 2024 - 09:22 PM

View PostDeathComing, on 27 November 2024 - 07:33 PM, said:

Looking at the Nova Cat/ Jade Kite. One of the quirks is -100% external heat transfer. How does that play into managing heat?
Essentially, a 'Mech with this quirk (the Night Gyr and some other 'Mechs) ignores the heat coming from the map itself.

So if your team drops on some hot map (Terra Therma, for example), the quirked 'Mech suffers from no extra heat.

On the other hand, if your 'Mech drops on some cold map (HPG Manifold, for example), the quirked 'Mech is the only 'Mech of your team that gets no extra cooling bonus.

The quirk also provides a minor bonus against enemy Flamers.

#10368 Void Angel

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Posted 12 December 2024 - 08:17 AM

I'm way late to this party, but it bears mentioning that the ambient heat adjustments for maps are pretty minor - doesn't make that much difference. On the other hand, there are areas of extreme heat on some maps, so it's kind of cool to be able to ignore lava, if I understand how it works correctly. =)





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