100% Heat Efficient Boars Head
#1
Posted 28 February 2014 - 02:21 PM
Particularily effective against enemy mech pilots that are under the inflence of mind altering substances simply fire into the air creating "sick" light shows rendering them helpless, and an easy kill for your teammates. Use the sharp WUB WUBs of the SPLs to your advantage.
Finding Pilots that are under the influence of mind altering substances is easy! Here are some helpful tips.
1: are they using a flamer?
2: are they piloting a Golden Boy?
3: Do they have 6 AC2s?
4: Is there a NARC equiped?
5: Ask if anyone has a command module before the game starts, if yes tell them you have a wonderful mind altering expierience taking place in the caldera (or mainstage)
6: TBD
For added immersion equip the new disco ball cockpit items. (MC only)
#2
Posted 28 February 2014 - 02:27 PM
DONTOR, on 28 February 2014 - 02:21 PM, said:
Particularily effective against enemy mech pilots that are under the inflence of mind altering substances simply fire into the air creating "sick" light shows rendering them helpless, and an easy kill for your teammates. Use the sharp WUB WUBs of the SPLs to your advantage.
Finding Pilots that are under the influence of mind altering substances is easy! Here are some helpful tips.
1: are they using a flamer?
2: are they piloting a Golden Boy?
3: Do they have 6 AC2s?
4: Is there a NARC equiped?
5: Ask if anyone has a command module before the game starts, if yes tell them you have a wonderful mind altering expierience taking place in the caldera (or mainstage)
6: TBD
For added immersion equip the new disco ball cockpit items. (MC only)
My reaction --->
I feel like haveing actual weapons on board along with those would be better *and no I dont mean just machine guns and a srm 2.
#3
Posted 28 February 2014 - 02:32 PM
All the firepower of half a Jenner and as easy to hit as a barn broadside! Extremely limited mobility as well!
Edited by LauLiao, 28 February 2014 - 02:35 PM.
#4
Posted 28 February 2014 - 02:36 PM
#5
Posted 28 February 2014 - 02:40 PM
#6
Posted 28 February 2014 - 02:54 PM
#7
Posted 28 February 2014 - 02:58 PM
#8
Posted 28 February 2014 - 03:03 PM
Its not serious, I was just wondering how many SHS it would take to get heat neutral with a small energy loadout, figured it would be alot so decided to use the 100 ton BH.
It took 54 SHS which equals 27 true DHS (which we dont have) so it basically has more potential cooling power than any other mech... i guess.
#10
Posted 28 February 2014 - 06:16 PM
Edited by Bishop Steiner, 28 February 2014 - 06:24 PM.
#11
Posted 28 February 2014 - 06:34 PM
#12
Posted 28 February 2014 - 07:22 PM
BOAR'S HEAD - 50 single heatsinks - 6 medium lasers - AMS - 608 armor - 51.7 KPH
BOAR'S HEAD - AC 5 , 6 mediums - 45 heatsinks - 592 armor - 48.1 kph
heres more of these heat neutral builds
It certainly can be difficult to make heat neutral builds but i have noticed some chassis due to their split weapon types may be able to pull it off like this here dragon
DRG-5N - Lb 10x - 2 machine guns - 1 large laser - 1 medium laser - srm 4 - 15 double heatsinks - 89.1 kph - shoot for a minute
DRG-5N - uac 5 - 2 machine guns - 1 medium pulse laser - 1 large laser - 1 srm 4 - 89.1 kph - 16 doubles
Or here this Catapratch 2x with 63% cooling
CTF-2X - 3 medium lasers - 1 uac 5 - 2 srm 4 - 76.4 kph - 18 doubles - 63% cooling efficiency
Or the battlemaster - shoot for 31 seconds with all weapon groups
BLR-1D - 4 medium laser - 1 large laser - 2 machine guns - 1 uac 5 - 20 doubles - 63%heat effeciency - 66 kph - 480 armor
Edited by kesuga7, 28 February 2014 - 08:04 PM.
#13
Posted 28 February 2014 - 07:36 PM
#14
Posted 28 February 2014 - 08:24 PM
Krinkov, on 28 February 2014 - 02:54 PM, said:
nope
FS9-A - 8 small lasers - 17 double heatsinks - 145 kph - 1 jumpjet - 224 armor - shoot 7 small lasers for 57 seconds until overheat , or 37 seconds with all 8
drop the jumpjet and go 140 kph for another heatsink - shoot all 8 for 42 seconds
http://mwo.smurfy-ne...ffd865d27615a51
5 medium laser version with 69% cooling and able to shoot 5 medium lasers for 45 seconds before overheat
but only going 137 kph
http://mwo.smurfy-ne...610bd5009b729f3
Jenner version with same loadout
http://mwo.smurfy-ne...d7d1a2e3df70b54
Edited by kesuga7, 28 February 2014 - 10:40 PM.
#15
Posted 28 February 2014 - 08:28 PM
kesuga7, on 28 February 2014 - 08:24 PM, said:
FS9-A - 8 small lasers - 17 double heatsinks - 145 kph - 1 jumpjet - 224 armor
drop the jumpjet and go 140 kph for another heatsinks
53% is not exactly heat neutral. Especially since in TT 8 Slaser would be cooled by 8 single Heatsinks. Even with MWO fire rates (2.25 cooldown, .75 Bream Duration) meaning 3 shots per "TT Turn", that would be 24 heat per 10 seconds, requiring 13 DHS to be totally Heat Neutral (extra 2 pts of heat for running). Thats 4 less DHS than your build to achieve FULL HEAT NEUTRALITY, not 53% heat efficiency. Even at 1.4 for the last 7 DHS, that build should be totally heat neutral (equivalent of 29.8 Heat Sinks).
#16
Posted 28 February 2014 - 08:48 PM
Bishop Steiner, on 28 February 2014 - 08:28 PM, said:
Yeah it definitely isn't heat neutral but 61% (pilot efficiency) heat on a light was the best i could come up with
Though it certainly would be fun to have TT cooling; but balancing that with all the convergence/TT to Gameplay would be quite a feat to have it done correctly
it would sadly make SRM's dead with its current hit registration issues leaving just energy or ballistic boating/max builds
just outright overpowering the more heat neutral build and maybe perhaps not and the heat neutral build survives due to being able to shoot forever lol
anyway all speculation :|
This is the maximum number of heatsinks you can fit with 6 Weapon Slots being Used in MWO
XL 400 Will equal 51 Heatsinks with 0 slots left and 7 Tonns left
55 Heatsinks - 6 flamers - 80 armor
BOAR'S HEAD - 6 flamers - 55 single heatsinks - 80 armor
Edited by kesuga7, 28 February 2014 - 11:15 PM.
#17
Posted 28 February 2014 - 09:00 PM
kesuga7, on 28 February 2014 - 08:48 PM, said:
Though it certainly would be fun to have TT cooling; but balancing that with all the convergence/TT to Gameplay would be quite a feat to have it done correctly
it would sadly make SRM's dead with its current hit registration issues leaving just energy or ballistic boating/max builds
just outright overpowering the more heat neutral build and maybe perhaps not and the heat neutral build survives due to being able to shoot forever lol
anyway all speculation :|
yeah, which is why I am a huge advocate of non pinpoint convergence and situational CoF. Sadly I am in the minority, but instead people want to bandaid everything by nerfing damage, DoT weapons, etc. Sad, really.
#18
Posted 01 March 2014 - 01:08 AM
#19
Posted 01 March 2014 - 07:28 AM
IceCase88, on 01 March 2014 - 01:08 AM, said:
. I have no issue with getting nailed with perfect aim by an ac20 dumping damage to one spot, one shot. I do dislike 2ac20, or ac20 and 2 PPC and whatever else hitting the same spot with magical ease. Now if someone want's to stand near perfectly still, use adv zoom, etc, OK, the tradeoff is I am shooting them back too. But moving, overheating, jumping (and the unpowered part) should all instill CoF, as should firing beyond "optimal" ranges. And they need to solve convergence with HSR
#20
Posted 01 March 2014 - 09:44 AM
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