

Loadout Help
#1
Posted 01 January 2014 - 07:33 PM
#2
Posted 01 January 2014 - 09:38 PM
#3
Posted 01 January 2014 - 09:48 PM
It works just like Endo Steel and Ferro Fibrous that way.
Remember nothing stays unless you click save, so you can fiddle around.
Also, build everything on smurfys first, might save you a little bit of effort/money/experimenting:
http://mwo.smurfy-net.de/
Just click on a mech and get building, to limit wasted money.
WARNING: there was a recent command chair or announcement that said they are changing the way artemis works.
My UNDERSTANDING is that you will have versions of launchers with and without artemis, and you have to pay for the upgrade in order to use launchers with artemis (so you'll end up spending less money to upgrade your firing system to artemis than you do now, but you'll pay a lot more for artemis equipped launchers.).
But just a warning that it will change, and I might be wrong about how it will work - someone else will have to find the thread for you, or you can track it down yourself, sorry!
#4
Posted 01 January 2014 - 09:49 PM
Edit: Ninja'd me DanNashe

Edited by luxebo, 01 January 2014 - 09:49 PM.
#5
Posted 01 January 2014 - 10:01 PM
My advice is not to put artemis on a mech; unless, you are not going to remove it. Artemis is helpful for mechs with many missile launchers.
Ferro-fibrous armor is annoying, because the mechs that gain the most from it (heavies and assaults) need the crits more than the tonnage. I still put it on many light, as I often need that half ton. Explore possible builds on smurfy, before committing to ferro-fibrous armor. My quad AC/2 Jagermech has both ferro-fibrous armor and endo-steel, so it is severely limited in possible configurations.
Endo-steel is very useful on lights and mediums, less useful on heavy mechs and debatable on assaults. Generally speaking, if a mech needs a lot of heatsinks, it cannot use endo-steel. A mech that needs a lot of ammo may also not be able to make use of endo-steel. Check builds on smurfy, before committing.
Double heatsinks are a no-brainer, except in the singular case of some light mechs, particularly the Locust. If the engine is rated less than 250, there will need to be extra heat sinks mounted (with a 190 rating cap, Locusts need at least three additional heatsinks). If they are DHS, they will each take up three crit slots. With endo-steel and ferro-fibrous armor, plus an XL engine, there may not be enough space for double heat sinks. The locust with only a single energy hard point and four machine guns cannot generate enough heat to over tax ten single heat sinks. There may be others.
#6
Posted 01 January 2014 - 11:41 PM

#7
Posted 02 January 2014 - 01:24 AM
RLBell, on 01 January 2014 - 10:01 PM, said:
Endo-steel is very useful on lights and mediums, less useful on heavy mechs and debatable on assaults. Generally speaking, if a mech needs a lot of heatsinks, it cannot use endo-steel. A mech that needs a lot of ammo may also not be able to make use of endo-steel. Check builds on smurfy, before committing.
It sounds like you think FF armor is better than endo steel in heavies and assaults? FF armor is NEVER better than endo steel on any mech! You will ALWAYS save more tonnage with Endo Steel. FF armor does NOT offer more protection, just less weight, but Endo steel gives you greater weight savings while using standard armor.
I don't own any assaults but I can imagine certain builds cannot take advantage of even endo steel because they need the crit space for weapons and heat sinks (esp doubles).
#8
Posted 02 January 2014 - 01:29 AM
BigBig, on 01 January 2014 - 07:33 PM, said:
I'm 99% sure that upgrades and downgrades always cost money every single time. Endo steel is usually a benefit (maybe not all assaults can use it. Ferro fiberous armor is rarely worthwhile (only use it on lights and only after upgrading to an XL engine, equipping endo steel, adding all your weapons, maxing armor, etc. THEN, see if you can use it.
Artimus is the one you have to be careful of. If you equip it, you are committed to it unless you pay to take it off. It adds an extra ton and crit slot to every missile launcher on your mech (except streaks which aren't supposed to be affected by it, but due to a bug, benefit from a faster lockon time without the extra ton or crit slot)! So use it wisely.
Edited by TheCaptainJZ, 02 January 2014 - 01:29 AM.
#9
Posted 02 January 2014 - 03:23 AM
TheCaptainJZ, on 02 January 2014 - 01:29 AM, said:
Artimus is the one you have to be careful of. If you equip it, you are committed to it unless you pay to take it off. It adds an extra ton and crit slot to every missile launcher on your mech (except streaks which aren't supposed to be affected by it, but due to a bug, benefit from a faster lockon time without the extra ton or crit slot)! So use it wisely.
Artemis is something you want on every mech that runs missiles, pure and simple. Artemis has an unlisted advantage that works with Streaks, too, so it's always a good thing to equip when possible.
Endosteel is another must have - if you don't have Endosteel on your 'mech, your design is bad. Period. There's no exceptions.
Ferro gets a lot more specialized, OP, and is one of those things that actually IS painful to remove/re-add. While many new players (or pugs) dismiss it as worthless - it is inferior to Endo - it's extremely good on a handful of designs that stack Endo + Ferro. This can make a huge difference on more than a couple 'mechs. (i.e. the Cent 9A 3x SRM6 setup relies on Endo + Ferro.)
Double Heatsinks return to the must have category - literally the only build that's ever been better off with SHS is a horribly gimmicky 3x Gauss Ilya. That's it. DHS is good on everything.
TheCaptainJZ, on 02 January 2014 - 01:24 AM, said:
I don't own any assaults but I can imagine certain builds cannot take advantage of even endo steel because they need the crit space for weapons and heat sinks (esp doubles).
This is also correct. The wording misleads people all the time; it makes the armor lighter and not stronger.
Ferro is something you add on top of endo, never instead of endo.
#10
Posted 02 January 2014 - 05:39 AM
#11
Posted 02 January 2014 - 10:01 AM
#12
Posted 02 January 2014 - 11:44 AM
The Raven 3L is the one Raven that isn't gimped. While Raven 2X and 4X have some niche qualities (aka walking AC20 jumper, or slow sniping sharpshooter), they aren't very useful without a large engine. For these two mechs, I suggest to ignore missiles completely unless you want to troll with LRMs on a Raven, and even then 3L is better. Also, remove Narc straight away, as that is useless, while tag and ecm is good for locking ssrms (also benefiting from atermis, and the only thing benefiting from atermis). XL engines I suggest 275 (best got with Shadow Hawk), XL 295 (good for 3L and BJ-1X), XL 255 (good for Spiders), or XL 210 (you have it once bought 3L). Hope I helped.

#13
Posted 02 January 2014 - 11:59 AM
BigBig, on 02 January 2014 - 10:01 AM, said:
The 3L is the best of the Ravens. However, it's strongest niche - using 2 ER Large Lasers + ECM - is pretty difficult to play sometimes and operates like no other light. In fact, it's best if you focus almost exclusively on larger 'mechs with this setup, as you'll be badly outclassed in light vs light battles.
The idea is that you stay in the main body providing ECM coverage, while constantly pouring those ER Larges onto whatever the snipers are shooting - by continually moving and fading, you become a very hard target to deal with (An unlockable Raven darting around at range), cover your team with ECM, etc.
Again it takes some practice but if you're eliting Ravens, this is probably a skill you'll want to learn.
PS: If you want an anti-light light next, pick up the Jenner.
#14
Posted 02 January 2014 - 02:25 PM
#15
Posted 02 January 2014 - 04:24 PM
#16
Posted 03 January 2014 - 12:16 AM
on a lighter note victor will be happy to know my lrm boat now sports beagle artemus, though to cram it in with 8t of ammo and 2xjj the engine department suffered.
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