Jump to content

Hgn-732 Improvements. Your Opinions


4 replies to this topic

#1 Graystone1

    Member

  • PipPipPip
  • Sergeant
  • 68 posts

Posted 23 April 2014 - 10:00 PM

http://mwo.smurfy-ne...c83767d8316142d
This is what I currently have. I like it. A lot of damage and armor even if its slow as dirt. I chainfire the first 2 lasers and then the 3rd to prevent ghost-heat.
Even so, it runs pretty hot even without LRMs firing. With patience, proper positioning, and fire-control this would likely not be a problem for a veteran player. But I'm not. So I was thinking of changing it to this: http://mwo.smurfy-ne...a04ffd896d73668
Shave armor, drop my LRM 15 down to a 10 (even though the 10 is inefficient). Lose 5 LRM damage, produce 1 less heat per shot with LRMs. All this to push my dissipation rate from 2.28 to 2.9 with 3 additional heatsinks.
Is this a good idea in your opinion? Would there be any tangible/noticeable difference?
Do you have other thoughts?
I'm interested

#2 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 23 April 2014 - 10:19 PM

No JJs -- bad idea, losing mobility. Shotgun -- bad idea, spreading damage, low range. Ghost heat -- bad idea, requires more fire discipline. High back armor -- bad idea, will get you cored from the front. Gauss+PPC+2xLL can fire for a long time before overheating, and has the entire left side to shield with. Switch to an AC10 if Gauss charging gives you trouble. Ditch the PPC and a jump jet for 3xLRM5 and BAP if you must have some missiles.

#3 Graystone1

    Member

  • PipPipPip
  • Sergeant
  • 68 posts

Posted 24 April 2014 - 12:10 AM

http://mwo.smurfy-ne...94e282d35d728e8
Considering the objections that were reasonable I came up with this. The sustained DPS is (almost 1 point) lower than the other proposed fix. But now has a jumpjet and a bit better cooling than when I started.

#4 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 24 April 2014 - 12:27 AM

That looks decent, but it feels like it can not make up its mind. If you have LRMs as a main weapon, you should be using BAP and Artemis -- remove a laser for that. If not, stick to 3xLRM5 and upgrade the rest -- more cooling, maybe one laser swapped for a PPC paired with the AC5.

Note that the DPS shown by spread damage weapons is not the same as DPS from pinpoint damage. This is especially true with very situational weapons, e.g. streaks, the LB 10-X, or MGs.

Oh, and you really want more front armor. The more you are able to choose which part of your mech is shot at, the less you need at the back. Consider changing that gradually as your skill improves.

#5 Tremendous Upside

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 738 posts

Posted 24 April 2014 - 03:46 PM

For what you're trying to do, I think this is probably your best bet. Tons of ammo for when you're trailing the action, and a nice balance of weapons for a variety of ranges and scenarios... Short range in the torso. Long range in the arms - and group the Gauss on all groups save LRMs. With torso mounts, the arm will swing around just as the charge up completes. Works really well that way.

http://mwo.smurfy-ne...7063da626c00739





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users