Edited by Frosty Brand, 08 April 2015 - 11:40 AM.


Minimum No. Of Heat Sinks
#61
Posted 08 April 2015 - 11:40 AM
#62
Posted 08 April 2015 - 11:54 AM
Edit.
Also lower rated engines do not have the gyro weight added to them. Engines above 250 do. The heat sink weight is also compensating for this. This weight should also be added back to the engines.
Edit 2
Another thought, if IS mechs are allowed to go below 10 heat sinks why should clan mechs be forced to have their heat sink hard locked on the chassis?
Edited by Dirus Nigh, 08 April 2015 - 11:57 AM.
#63
Posted 12 April 2015 - 09:06 PM
MilesTeg1982, on 08 April 2015 - 07:49 AM, said:
[Sarcasmn] sure it isn't about the urbanmech - thats why it wasn't mentioned in this topic at all, and thats why there isn't another thread in Featuere Suggestion with the exact same reference ... [Sarcasmn off]
face it - you wanted to have a trashcan and you got one, live with it.
Dude, the urbie is cool! It is possible to do a lot of good builds on it and I finally have an effective light firestarter killer! You are taking it in the wrong way if you mean I'm frustrated with the urbie!
My point is it should be possible to have other builds, with ok heat, if we don't have this meaningless limitation.
#64
Posted 12 April 2015 - 09:12 PM
Dirus Nigh, on 08 April 2015 - 11:54 AM, said:
Edit.
Also lower rated engines do not have the gyro weight added to them. Engines above 250 do. The heat sink weight is also compensating for this. This weight should also be added back to the engines.
Edit 2
Another thought, if IS mechs are allowed to go below 10 heat sinks why should clan mechs be forced to have their heat sink hard locked on the chassis?
About Edit 2, I agree! Why?
#65
Posted 13 April 2015 - 01:33 AM
Alienized, on 08 April 2015 - 07:39 AM, said:
BAHAHAHAHA.
Speed is over rated? Viable Blackjack running at 40kph? The stuff you are smoking, i would like some please.
Why, but why, would you ever use that when you could have a Dire Wolf with the twin gauss + lasers + more ammo that is faster and more agile and has more than twice the armour?
#66
Posted 13 April 2015 - 03:12 AM
#67
Posted 13 April 2015 - 04:39 AM
Widowmaker1981, on 13 April 2015 - 01:33 AM, said:
BAHAHAHAHA.
Speed is over rated? Viable Blackjack running at 40kph? The stuff you are smoking, i would like some please.
Why, but why, would you ever use that when you could have a Dire Wolf with the twin gauss + lasers + more ammo that is faster and more agile and has more than twice the armour?
Not a Clanner?

#68
Posted 13 April 2015 - 04:40 AM
Sjorpha, on 13 April 2015 - 03:12 AM, said:
A 45-ton Blackjack using an XL235 has less crit slots to play with than a 30-ton Spider using an XL255. Your point is now invalid.
It has little to do with the tonnage of the mech, and more about being lucky enough to have a 250+ engine cap.
Sjorpha, on 13 April 2015 - 03:12 AM, said:
What tradeoff is there to using a sub-250 engine? Much of the time they're a flat-out downgrade in every way or almost every way.
With the critical slots you save on a larger engine, you can add a tech upgrade like Ferro Fibrous and use that weight to nudge up the engine higher or something. There are very, very few builds that are more effective with a sub-250 engine than a 250+ engine.
We've seen from mechs like the Timberwolf, Stormcrow, and every single light mech with 250+ engines that the lower engines aren't really a tradeoff at all. Ever heard of the Big Engine Stomp Meta? It's a very real phenomenon.
What do large engines give us? Let's count:
1. You get more bonus heatsink slots every 25 ratings, which saves critslots.
2. If you're under 250, larger engines give you more 2.0 Trudubs in your engine, which improves your heat efficiency.
3. The combination of #1 and/or #2 frees up more critical slots to use tech upgrades like Endo Steel and Ferro Fibrous, which lets you min-max optimize your mech that much more. For example, most Blackjacks could actually fit FF with their Endo IF their engine cap wasn't stuck at 235.
4. They give you higher agility, because MWO agility is based primarily on your engine size.
5. You move faster in a straight line.
6. This # isn't necessarily an advantage, but the fact that we have XL engines makes it much easier to increase our engine rating with significantly lower opportunity costs. This especially applies to the Clans...
7. Energy-boat builds run out of critslots long before tonnage, so the weight needed to increase their engine rating is already freed up just by using laser spam as it is. Big engines allow mechs like the Timberwolf to be so good at laser vomit, because they synergize so well with energy weapons.
What do smaller engines give us?
1. You get more tonnage to use on guns and/or equipment.
2. HOWEVER, there are exceptions to #1 if your mech runs out of critical space using lower engines. Sometimes the mech with the bigger engine can actually fit more equipment than the mech with the smaller engine because of being able to use more tech upgrades (see above).
The Blackjack example of a 235 vs 250 engine was mentioned, where you could just add FF to the 250 build and still carry the exact identical weapon loadout as the 235 build.
#69
Posted 13 April 2015 - 04:50 AM
Joseph Mallan, on 13 April 2015 - 04:39 AM, said:

Or a Jagermech then. Still faster, more ammo, more agile, more armour
I only used the example of the Dire Wolf because the only reason to ever, ever drive a mech as slow as a Dire is if it is actually a Dire (yes, Atlases and King Crabs should always have engines bigger than 300, though im sure you'll disagree with your STD300 Atlas build)
#70
Posted 13 April 2015 - 04:53 AM

#71
Posted 13 April 2015 - 05:06 AM
'Come on guys, would it really make any of these mechs OP?'
That's not a solid argument to change the rules.
PGI warned everyone what they were paying for with the urbie, now we have it, live with it.
#72
Posted 13 April 2015 - 05:07 AM
#73
Posted 13 April 2015 - 05:08 AM
Joseph Mallan, on 13 April 2015 - 04:53 AM, said:

Indeed.
Funny thing really, because in TT a 100 ton mech SHOULD always have a 300 rated engine, since it has to be a multiple of chassis weight and a 100 tonner with a 400XL has less available tonnage than a 95 tonner with a 380XL (XL400 is 6 tons heavier than the 380). Just in MWO IS are allowed to break that rule, so its usually better to get some more speed and agility imo
#74
Posted 13 April 2015 - 05:13 AM
Widowmaker1981, on 13 April 2015 - 05:08 AM, said:
Indeed.
Funny thing really, because in TT a 100 ton mech SHOULD always have a 300 rated engine, since it has to be a multiple of chassis weight and a 100 tonner with a 400XL has less available tonnage than a 95 tonner with a 380XL (XL400 is 6 tons heavier than the 380). Just in MWO IS are allowed to break that rule, so its usually better to get some more speed and agility imo
Your Logic is good. and I do agree with it... But I want that extra weight in the weapons. it's my style.

#75
Posted 13 April 2015 - 05:31 AM
FupDup, on 07 April 2015 - 04:02 PM, said:
What I'm NOT okay with is the TT rule that sub-250 engines can't fit all 10 sinks on the inside. It doesn't really add anything, and just serves to nerf mechs that are already disadvantaged in some way (usually, mechs with sub-250 engine limits are on the lower end of the light or medium class...).
Just ghost the external sinks to the inside, adjust engine weights accordingly, and we'll be fine. It'll free up a lot of critslots and give a bit of a cooling boost to the afflicted mechs.
Yeah, I've never understood how bigger, heavier engines can fit in the same amount of space as smaller, lighter engines while STILL giving you room to magically cram 14 DHS in there. Shouldn't it be the other way around?
#76
Posted 13 April 2015 - 09:36 AM

#77
Posted 13 April 2015 - 09:54 AM
#78
Posted 13 April 2015 - 09:54 AM
Clint Steel, on 13 April 2015 - 09:36 AM, said:

That's unnecessary. They could just make the heat dissipation and heat capacity lower for each heat sink under 10 you have. It's a simple penalty that wouldn't hurt gameplay.
#80
Posted 13 April 2015 - 03:38 PM
So why can't a mech deploy with fewer than 10 heatsinks then? If we want to be consistent, then either mechs should allowed to run fewer than 10 heatsinks, or losing a heatsink in battle should cripple your mech. I think one of those options is clearly more acceptable than the other.
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