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Why Does Xl Engine St Destruction Disable Is Mech And Clan Xl Does Not?


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#1 I 0____o I

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Posted 08 February 2015 - 05:45 PM

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Edited by Austin Danger Powers, 17 January 2017 - 05:17 PM.


#2 Aethon

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Posted 08 February 2015 - 05:46 PM

It goes back to Battletech; 3 critical hits on an engine destroy it.

Clan XL engines only have two criticals in each side torso; thus, they can survive side-torso destruction. IS XL engines, on the other hand, have three criticals per side torso; as a result, an IS mech that loses its side torso has lost all engine functionality.

#3 Kassatsu

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Posted 08 February 2015 - 05:48 PM

Engines die when they lose 3 critical slots. IS XL has 3 in either side torso, while clan XLs only have (and lose) 2 on a side torso. They also lose 20% of their internal engine heat sinks as well, but that's hardly noticeable considering most lose upwards of 50% of their weapons at the same time.

#4 Aethon

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Posted 08 February 2015 - 06:06 PM

View PostGIANT TARGET, on 08 February 2015 - 05:52 PM, said:

Makes sense, thanks.

In MWO though, taking XL on an assault like AS7-K and AWS-9M is considered a bad idea (in general) but they're supposed to be superior technology in BT. I know MWO is not purely BT, but it seems silly that a lot of superior technology becomes inferior for the most part in the game, like LB-10X.


Wait for Light Engines for the IS; they will not confer as great an advantage, in terms of weight reduction, but they only have two crits per side torso.

#5 Davers

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Posted 08 February 2015 - 06:09 PM

View PostAethon, on 08 February 2015 - 06:06 PM, said:


Wait for Light Engines for the IS; they will not confer as great an advantage, in terms of weight reduction, but they only have two crits per side torso.

I doubt they will put Light Engines in game. If they do they just made STD and XL engines obsolete.

#6 Macster16

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Posted 08 February 2015 - 06:14 PM

View PostDavers, on 08 February 2015 - 06:09 PM, said:

I doubt they will put Light Engines in game. If they do they just made STD and XL engines obsolete.

Not really.

Lights and some meds will still favor XLs. STDs though would get obsoleted on all but a select few assaults.

#7 Aethon

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Posted 08 February 2015 - 07:46 PM

View PostDavers, on 08 February 2015 - 06:09 PM, said:

I doubt they will put Light Engines in game. If they do they just made STD and XL engines obsolete.


Not really, because...oh, nvm, Macster16 beat me to it:

View PostMacster16, on 08 February 2015 - 06:14 PM, said:

Not really.

Lights and some meds will still favor XLs. STDs though would get obsoleted on all but a select few assaults.


The funny thing, though, is that I never hear anyone bemoaning the death of SHS when DHS were introduced; if it becomes obsolete in most cases, is it really that big a deal?

#8 CantHandletheTruth

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Posted 08 February 2015 - 07:49 PM

View PostAethon, on 08 February 2015 - 07:46 PM, said:




The funny thing, though, is that I never hear anyone bemoaning the death of SHS when DHS were introduced; if it becomes obsolete in most cases, is it really that big a deal?



Sure they did the "SHS NEED A ROLE!!!!!" crowd screamed long and hard when we got T2 tech.

#9 Davers

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Posted 08 February 2015 - 07:57 PM

View PostAethon, on 08 February 2015 - 07:46 PM, said:


Not really, because...oh, nvm, Macster16 beat me to it:



The funny thing, though, is that I never hear anyone bemoaning the death of SHS when DHS were introduced; if it becomes obsolete in most cases, is it really that big a deal?

They get brought up in every 'Change the heat cap' thread.

#10 Cat-in-Exile

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Posted 08 February 2015 - 08:33 PM

If the clan XL's only have 2 engine slots per torso, but lose both RT and LT, shouldn't that equal 4 engine crits, destroying the mech?

#11 Mcgral18

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Posted 08 February 2015 - 08:43 PM

View PostBlitzburger, on 08 February 2015 - 08:33 PM, said:

If the clan XL's only have 2 engine slots per torso, but lose both RT and LT, shouldn't that equal 4 engine crits, destroying the mech?


Which is exactly how it works.

#12 Metus regem

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Posted 08 February 2015 - 08:44 PM

View PostBlitzburger, on 08 February 2015 - 08:33 PM, said:

If the clan XL's only have 2 engine slots per torso, but lose both RT and LT, shouldn't that equal 4 engine crits, destroying the mech?


It does kill the Clan mechs in game when they lose either the CT, both ST's or 1 ST and the CT....

#13 Aethon

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Posted 08 February 2015 - 08:53 PM

View PostCantHandletheTruth, on 08 February 2015 - 07:49 PM, said:



Sure they did the "SHS NEED A ROLE!!!!!" crowd screamed long and hard when we got T2 tech.


I meant in MWO, not prior to its creation, lol.

#14 Hydrocarbon

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Posted 08 February 2015 - 08:57 PM

IMO this is 90% of the advantage Clan mechs have. The XL gives them a serious weight advantage to pack on the pounds, while needing 2/3 of their torso to be blown off rather than just one IS torso. Sure they can't downgrade to STD engines, but when you've lost both side torsos the best you have is a 2 slot weapon in the center OR a 1 slot weapon in the head (only 6 variants have both head & CT weapon slots). Zombies aren't that great, especially in CW.

CONVERT IS-XL's to LIGHT engines! Or just change it to 4 crit hits needed to assplode an engine. The only other cure is to seriously buff the structure of IS mechs that usually use XL engines.

#15 Aethon

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Posted 08 February 2015 - 09:00 PM

View PostDavers, on 08 February 2015 - 07:57 PM, said:

They get brought up in every 'Change the heat cap' thread.


I guess I just never took those comments seriously; SHS have been dead since way before this game came out.

#16 Malcolm Vordermark

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Posted 09 February 2015 - 01:29 AM

View PostGIANT TARGET, on 09 February 2015 - 01:22 AM, said:

OK so follow up question, since I was looking into the AS7-K a bit more. If CASE works in lore just like it does in MWO, then why would the AS7-K stock loadout (as per TRO and MWO) have CASE in both STs? If it doesn't prevent damage to the ST internals, then it's not really preventing crits to the ST engine slots right?


Those are builds lifted directly from table top, and if I am not mistaken, the CASE prevented major damage to the XL engine saving money even though the mech went out of commission.

Edited by Rouken, 09 February 2015 - 01:29 AM.


#17 Whatzituyah

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Posted 09 February 2015 - 01:29 AM

The whole problem with SHS is that there is not water on every map. That is a big reason because if there was water sure they would have a big advantage but if you have SHS and go to say Terra Therma your going to have a hard time.

#18 Egomane

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Posted 09 February 2015 - 01:31 AM

View PostGIANT TARGET, on 09 February 2015 - 01:22 AM, said:

OK so follow up question, since I was looking into the AS7-K a bit more. If CASE works in lore just like it does in MWO, then why would the AS7-K stock loadout (as per TRO and MWO) have CASE in both STs? If it doesn't prevent damage to the ST internals, then it's not really preventing crits to the ST engine slots right?

Because in lore, an engine with three critical hits disables itself to prevent catastrophic damage. The mech is still salvagable. CASE saves the mech from becoming scrap metal, because it can still be repaired and brought back into action. If the ammo explosion went all the way through the center torso, nothing much would be left of the mech and millions of c-bills would have been lost.

One of the mantras of the Battletech universe is:
Life is cheap, mechs are not!

#19 Egomane

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Posted 09 February 2015 - 01:44 AM

I actually liked the repair feature back then, though it was possible to abuse it for farming. Even I abused it in a sense, as I took advantage of the auto-reload, to never pay for ammunition. It was fun to see that, unless you had a really fantastic game, the loss of your fully tricked out mech, would cause a negative income once you payed for your repairs. It made all the low tech stuff viable in a sense.

Edited by Egomane, 09 February 2015 - 01:44 AM.


#20 Escef

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Posted 09 February 2015 - 01:49 AM

View PostGIANT TARGET, on 09 February 2015 - 01:39 AM, said:

Thanks again. Well it kind of sounds like MWO should bring back the repair feature, which most people I think hated :P

It'll be like, if you play your clan mechs, you might win easier, but you better be very careful not to die.


Repair & Reload was taken away because it disproportionately punished new players. I'd love to see it make a comeback for community warfare. Yes, you won, yes you got bonus Loyalty Points for winning, but you took a nasty Loyalty Point hit for losing 2200 tons worth of mechs.





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