

Run Hot Or Cool?
#1
Posted 18 April 2014 - 08:39 PM
I've been flipping between hot builds and cool builds for the entire time I've been playing.
A hot build seems to be great for hitting hard and fast, the cool build seems to be good for just a constant stream of not much damage.
Are there any veterans out there who have found the perfect balance and what is it?
#2
Posted 18 April 2014 - 09:38 PM
Many players run PPCs and ballistics partly because the balance of high heat energy weapons and minimal heat ballistics. An acceptable heat efficiency depends on the play style of the player and the particular build in the match.
Edited by Divine Retribution, 18 April 2014 - 09:43 PM.
#3
Posted 18 April 2014 - 10:26 PM
The key is to know how to play on what map. Tourmaline, Mordor- chain fire. Alpine or Frozen city, you can get away with a lot of group fire. And if you can help it and have back up weapons, use PPCs instead of ERPPCs. The heat trade off really isn't worth it if you have good situation awareness. Just keep your distance beyond 90m. I used to be very anti-PPC when i first started, but that I know how to play for distance, I use them all the time. I only use ERPPCs in my SHDs as single arm weapons and my SSRMs.
#4
Posted 18 April 2014 - 10:38 PM
#5
Posted 18 April 2014 - 10:45 PM
#6
Posted 19 April 2014 - 06:48 AM
But I DO look at that number in mech lab. Anything under 1.3 concerns me on hot maps. Anything under 1.24 concerns me on temperate maps. Anything under 1.2 is an all-around concern, and I'm likely only running that hot because I haven't finished my efficiencies and added DHS yet.
#7
Posted 19 April 2014 - 06:58 AM
#8
Posted 19 April 2014 - 06:59 AM


#9
Posted 19 April 2014 - 07:20 AM
The big rule of thumb using that high of a heat range, is to try to avoid alphaing, unless needed, or if you're in a light, Hit and Run.
If you're in a big fat assault mech, and you know you're about to get into a big brawl, let yourself cool off all the way before walking into that mess. When you start to get warm, try and move behind a corner, or find some cover, so you can cool down without taking all those nasty pot-shots, or if that is not possible, start torso twisting like a boss.

#10
Posted 19 April 2014 - 09:49 AM
#11
Posted 19 April 2014 - 11:56 AM
#12
Posted 19 April 2014 - 03:49 PM
After an Alphastrike (51 damage!) you have to wait about 14 seconds, before you can alphastrike again. No problem when you can wait in cover. Otherwise switch to two lasers.
Much lasers, lots of fun. I love it. That firepower makes AC40 mechs pee their pants.

#13
Posted 20 April 2014 - 02:17 AM
For brawler and direct support build, I like to keep them at least 1.3 or better heat efficiency.
Mech that engage at long range or have high alpha, gets plenty of time to cool off between shots, so Im willing to go as low as 0.8 heat efficiency.
However, I feel heat efficiency above 1.5 is overkill, unless your main gun are Gauss Rifle.
#14
Posted 20 April 2014 - 07:46 AM
For instance, let's say you're running a Catapult. CPLT-C4, by smurfy numbers, runs 38% heat efficiency without the two small lasers, but 25% with them. Max range on those is closer than the minimum range on the LRM-20's, though. So you CERTAINLY won't be firing both sets of weapons at the same target. at the same time. Take the LRMs out of the picture, and you're 71% by smurfy. That's just on SHS. Swap to doubles, and you jump to over 140% HE with the lasers, and 77% with just the LRMs.
So, when looking at heat, it's important to consider what your heat efficiency will be according to how you fight. With most brawlers, you're probably going to be using all of your weapon systems in chain or alpha, so that one absolute number is important. In a multirole or fire support mech, though, it's different.
In the JESTER I mentioned above, I'm not likely to be engaging the same target with both MLs and PPCs at the same time (though it happens). I have to consider the HE with just the PPCs, and the HE with just the MLs. In either case, it's a more sustainable number, assuming I am disciplined enough to stick to an either/or approach to weapon selection for my targets. If not for ghost heat, it would be a VERY heat-stable build.
#15
Posted 25 April 2014 - 06:45 AM
1.2 -1.3 range depending on firepower of mech.
Try to stay away from I blink and shutdown builds going instead for a few good solid volleys bringing my heat close to shutdown.
Close to shutdown make sure to have a weapon or 2 you can fall back to. Of course they need to be low heat to use on side to keep doing something will cooling off. Ballistic weapons are quite good obviously for this. As are most small size weapons LRM 5, Small laser even a single Medium can be used efficiently.
Spreading out your weaponry for various ranges can also be very helpful for this. Not trying to use all your weapons all the time so going lower on heat efficency is perfectly acceptable. Most of my build I try to have 2 groups of ranges further away and closer in and dedicate the weapons to those ranges. LRM's and a longer range direct fire weapon for sniping shooting over hills, then some weapons good under the 270-300 range. Balancing this out means your useful all the time not stuck out of range or in too close like an all LRM boat would be vs brawlers. Still can do very good damage.
#16
Posted 29 April 2014 - 01:38 PM
#17
Posted 29 April 2014 - 01:52 PM
For fast moving mechs that take on a striker roll you can get away with smaller dissipation but if you're in a slow brawler you'll need to learn to group your weapons and fire with discipline or you'll either overheat in combat or not do enough damage in combat.
#18
Posted 01 May 2014 - 05:03 AM
Plus heat management is a skill to be kept sharp and if I run too cool I start getting lazy about it.
#19
Posted 04 May 2014 - 07:23 PM
My laser boat thud is my worst by far at barely over 1. The way I play it though it isn't bad. I use the 2 ERLL's ONLY at long range. Once I am in range for my mediums I will only use those until I am out range and then I'll start using the LL's again. If you break down your weapons into ranges and use the smurfy sliders you will notice that the heat isn't that bad. Also by not using the ERLL's the effective dps actually goes up for brawls. Mechs like my Shad with just an AC20 and 2xML are at 1.6 also some of my Jagers are way up there too.
Everything said here is pretty much right on. You just need to know the role of your mech and build accordingly. Brawlers need to be a bit cooler and strikers can afford to run hotter. I think the smart thing to do is to error on the side of caution and make sure your build is viable on the hottest maps first and work backward from there.
#20
Posted 07 May 2014 - 11:52 AM
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