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Heat Sinks: To Double Or Not To Double?

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#21 Onyxian

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Posted 11 April 2014 - 05:17 AM

View PostShar Wolf, on 10 April 2014 - 08:59 PM, said:

I haven't tried with a bigger laser - 4MG tear through things pretty well if I can play vulture around the battlefield long enough.

It has been very temping (I love my PL), but I haven't wanted to spend the 1.5 on the HS upgrade it would require when I have been doing so well without it. :D
Did carry a MPL instead of the ML for a bit though - then went back to the ML because I was really only using it to snipe with - and the ML does that a tad better. :)
Edit: and cooler


Sorry if I'm hijacking or off the OP, but I have ask...

I'm fair new, and I spectate a lot after dying (which is pretty much every game), and I spectate on guys with lots of MGs. And they don't seem to do much. They dance around a mech forFREAKINGever, not doing much. At this point if I spectate on a guy with MGs, I think to myself "great, wasted tonnage on a teammate" (not that I'm one to talk, I'm sure most vets would groan at my mechs).

MGs are really that good? Cause my eye test (based solely on spectating a lot) says it ain't so.

#22 Tesunie

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Posted 11 April 2014 - 07:23 AM

View PostOnyxian, on 11 April 2014 - 05:17 AM, said:

MGs are really that good? Cause my eye test (based solely on spectating a lot) says it ain't so.


A set of MGs can be nice. 4 MGs can be deadly. However, this is where they work, against targets without armor. If they are blasting away on a target (or section) with armor still on it, they aren't going to do much damage. If they are shooting internal structure, don't expect to see that section for much longer. They have increased crit chances over other weapons, so even though their damage is small, when they can cause crits, they can do a lot of damage.

Basically, it depends upon how they were using them...

#23 Not A Real RAbbi

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Posted 11 April 2014 - 07:38 AM

Onyxian: MGs are crit seekers. That is, their critical hit damage and chance to hit critical are higher than other weapons. They're not much use for attacking armor, but once the armor on some part of some mech is pierced, MGs are BRUTAL to the internal structure and critical components there. Also, they produce ZERO heat. So, there's that.

The LPL LCTs are not something I run in game. I'd sooner spare the 2 tons for a ERLL if I was going to go derpin'. But I typically run some fairly pedestrian LCT builds, when I run them. ML or MPL and 4MG on the -1V, ML and 3 or 4 SSRM2 on the -3S, and some combination of ML, SL, and/or SPL on the -3M, sometimes with two AMS.

The LPL was selected, rather, for its high heat output and sufficiently small critical size--it's the hottest gun I could fit in a Locust's single CT energy hard point. It might have been a better idea to run a 2 ERLL -3M, with each SHS and DHS, and compare, as well as making runs of each with single shot and both firing, in order to start to approach the ghost heat effect. I'm not sitting on a sufficient pile of money, though, to go re-outfitting that mech for test purposes. I had to spend ZERO C-Bills for this test; I already owned all three mechs, with the appropriate type of heat sinks installed, as well as a sufficient stockpile of spare HS, and the 190 XL engine, and the LPL. I'd have preferred to run this test in Jenners, but I own only one of those at the moment (JR7-D(S) used for the failed/aborted JJ test).

Interesting note: The JR7-D(S) used produced the same heat numbers as did the similarly-equipped LCT-3M. That is, a mech's peculiar geometry, total surface area, total mass, etc., have no appreciable effect on heat buildup and dissipation.

Admittedly, critical space is short in the LCT-3M due to the DHS. It was one of those light bulb moments when I realized that I could only fit, AT MOST, seven heat sinks in the engine, and therefore had to find homes for three of them elsewhere, in competition with weapons, AMS, AMS ammo, the XL engine's added bulk, and ES internals. Not much of a problem in the other two (SHS) mechs at all, and I think DHS is on the near-term shopping list for them. I have never overheated a healthy LCT-1V, but I HAVE overheated a healthy LCT-3S (MPL, 2 SRM4). Gonna spend some time in Smurfy figuring out the builds.

The test was intended primarily to illustrate two things:
1.) the difference in heat capacity and dissipation between SHS and DHS, and
2.) the difference in heat capacity and dissipation between leg-mounted and non leg-mounted SHS

Hopefully, this has been useful to that end.

If critical space is a serious concern on your mech, then yes, you may actually be best served by sticking to SHS. The LCT-1V is a mech that, when reasonably outfitted, may be best served by SHS. The SDR-5K (I think? the one with arm ballistics) also fits this category. Builds heavy on Gauss or MGs will gain considerably less benefit from DHS, while energy-heavy builds absolutely require DHS to survive.

Also, one other factor has not yet been controlled here. In the old test (the second set of numbers in the OP), none of the unlocked efficiencies, neither from the mech tree nor the pilot tree, were applied. Testing Grounds was used for all these tests, and it wasn't until quite recently that it allowed those efficiencies to apply there. The three mechs used in this test were not all MASTER leveled, or at least I don't THINK they were (I'll have to check that). As I recall, the BASIC efficiencies are doubled when one opens ELITE, and then everything is doubled again when one opens MASTER. I'll have to go into my account shortly and see what the efficiency multipliers are right now.

There is a significant difference, though, between the identical mechs with and without the two heat-related efficiencies active. If you're running a hot build, those are the FIRST TWO EFFICIENCIES TO UNLOCK on that mech. It's 1,750 XP. That's two or three wins, or at MOST 12 losses, or some combination thereof, in a decent light mech. You need those more than you need anchor turn. Trust me.

Look, Mordor is no joke. Heat there is deceptive, because it's dark (like night time, which we are wired to know is cooler than day time). I cannot count the number of times an overheat shut down has cost me my mech on Mordor (sorry, I don't even remember that map's proper name any more... I am NOT a LotR fan, at any rate, but it's a funny name).

MANAGE. YO. HEAT. SON.

#24 Tesunie

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Posted 11 April 2014 - 08:59 AM

View PostTheRAbbi, on 11 April 2014 - 07:38 AM, said:

As I recall, the BASIC efficiencies are doubled when one opens ELITE, and then everything is doubled again when one opens MASTER. I'll have to go into my account shortly and see what the efficiency multipliers are right now.


Changed on you again. It's not double basics until you have Master finished... it use to be when Elite was finished you got double basics as you worked for Master...

#25 Ovion

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Posted 11 April 2014 - 09:47 AM

You receive double Basics when you have Elited your mech.
Posted Image

#26 Alaskan Nobody

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Posted 11 April 2014 - 10:50 AM

View PostOnyxian, on 11 April 2014 - 05:17 AM, said:

MGs are really that good? Cause my eye test (based solely on spectating a lot) says it ain't so.

After all the armor is gone - very few weapons kill a mech faster than the humble MG.
To the point where I can (usually) blow through an Atlas's CT internals faster than my teammates can blow through his front armor. :)
2LBAC 4MG Jager DD won't be a massive help (still a decent help though) until the armor is gone - but nothing in the game vultures better.


Of course now - that is the trick - watching at waiting till the armor is gone - a lot of people prefer 6MG 2PPC (or LL or LPL) so they can help strip the armor as well. :blink:

#27 Not A Real RAbbi

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Posted 12 April 2014 - 09:51 AM

Another note on machine guns for those new to MWO (and its predecessors):

In BattleTech, the machine gun was a formidable weapon against infantry. And infantry was a formidable (extremely cost-effective) weapon against battlemechs, especially in urban maps. A big part of the reason that machine guns are retained on so many mechs (and tanks) is just for their enhanced value against infantry. It used to be, as I recall, that a machine gun did as much damage against a mech as an AC/2. The range was limited, however, as it is in MWO.

As MWO lacks infantry, combat vehicles, aircraft and aerospace assets, naval assets, etc., the effectiveness of the MG is limited to mech-on-mech damage, at which it is an underwhelming performer. Further, the MG damage is typically weaker in MWO than it was in old TT BattleTech.

I'm too lazy to look it up for you at the moment, but a quick Google search will provide you with a link to a free .pdf version of BattleTech rules manual. For newcomers, I think this would greatly help understand some of these intricacies of MWO. And since it's free of cost (save for the bandwidth), and the rule book is pretty short and easy to understand, there's virtually no down side to taking an hour or two to read one's self in on the basis for our beloved game.

http://www.battletec...free-downloads/

Consider the tables in the back of the Battletech rules book for damage against infantry. There is a direct fire and a burst fire weapons table.

The three weapons that have enhanced damage potential against infantry are small pulse lasers, flamers, and machine guns. MG and SPL do 2D6 (2-12) damage; that is, they kill 2-12 of the soldiers in an infantry platoon if they hit. The flamer does 4D6, so 6-24. A flamer can potentially inflict 80% casualties on an infantry platoon in 6 seconds. But the flamer and SPL both create heat, whereas the MG fires without incurring any heat at all to the unit firing it. Replace that MG with an AC/20, the most powerful direct-fire weapon in the game for battlemechs. Its damage to the infantry platoon is equal to its base damage divided by 10. 20 / 10 = 2 -> 2 infantrymen killed. That's equal to the LOWEST POSSIBLE amount from a MG, and potentially 1/6 the damage of a MG. Cluster weapons (LB-X autocannons) and pulse lasers (other than SPL) get a boost to their damage against infantry, but it hardly makes up their serious deficit.

If you ever played TT BattleTech with infantry on the board, especially in low-visibility or urban environments, you could appreciate the absolute necessity of these weapon systems in your inventory.

But it just doesn't come close when it's simply mech-on-mech combat.

(Edited for spelling/grammar)
(Edited to include hyperlink to download resource)

Edited by TheRAbbi, 12 April 2014 - 10:09 AM.


#28 Alaskan Nobody

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Posted 12 April 2014 - 10:30 AM

View PostTheRAbbi, on 12 April 2014 - 09:51 AM, said:

But it just doesn't come close when it's simply mech-on-mech combat.

I would beg to disagree - especially when you consider the low-weight and 0-heat.
But then.... there are exceptions to every rule. :rolleyes:

Edit: that would be a 24 damage alpha strike for ~6 tons IS, or 3 tons Clan (7-4 with ammo) with just the MG.
(not that it works quite that way in TT of course, but it is still a terrifying amount of damage for the weight/heat ratio)

Edited by Shar Wolf, 12 April 2014 - 10:32 AM.


#29 Not A Real RAbbi

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Posted 12 April 2014 - 12:31 PM

Fair enough, though the relatively short range of the MGs means surviving long enough to even use the weapons. Speed is a big help to that end, of course. But it's pretty rare, in MWO or TT, to get to within MG range unnoticed and unharmed. At least, against premades/comp teams. Might be an interesting tactic in PUG matches to run as many MGs as you can and go nuts on the speed...

#30 InspectorG

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Posted 12 April 2014 - 01:16 PM

Ive been leveling my spiders. All i can say, is machine guns do BIG damage...if you can wait.

Basic PUG scenario:
I have my spider, i hang with the heavies and assaults. I dont scout because im not good enough to do it with a non emc slow(ish) spider.
Now, if my team is getting rolled i go commando and damage as much as i can before i get killed.

IF its even or we are winning, i orbit around the brawls and target hurt mechs. One, they are more worried about the heavier mechs. Two, im fairly fresh and can zip around shooting stripped parts. It really seems to speed up the process. Faster they go down, faster my teammates can shoot something else.

There are probably better ways of using them but when i do this i tend to get at least 4 components destroyed versus the usual 1-2...

#31 Alaskan Nobody

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Posted 12 April 2014 - 01:53 PM

View PostTheRAbbi, on 12 April 2014 - 12:31 PM, said:

Might be an interesting tactic in PUG matches to run as many MGs as you can and go nuts on the speed...

I use them as a backup weapon in several mechs - late game tends to wind up brawling anyways - so the range is not an issue.

Hardly the strongest weapon - but hardly as bad as most people seem to make it out to be.
(in the PuG-verse anyways)

#32 AztecD

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Posted 12 April 2014 - 01:58 PM

i guess the bigger question is why does PGI even have single heat sinks to begin with since they simply dont work at all

#33 Not A Real RAbbi

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Posted 12 April 2014 - 06:47 PM

I did that SDR-5K for a while. You know the one, with the ERLL and 4 MGs. Find a nice sniper roost (advanced zoom, advanced sensor range) and pluck from range. Once armor starts peeling off, get in close with the MGs. Interesting build. 4 MGs can rip some stuff up. I'm playing around with BJ-1DC builds right now, and I have one that uses 2 MGs. Trial runs in Testing Grounds have revealed that even TWO MGs can core a mech faster than 4 SPLs, once the armor is gone.

It's just getting to that point that makes them frustrating.





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