Xbwalker, on 27 September 2015 - 06:42 AM, said:
Is there a case in which it is better to mount a standard engine or is xl pretty much the universal rule?
Here are some general guidelines for engines and other upgrade choices:
STD vs XL: For light mechs, you will most likely be running an XL at or close to the engine cap. There are special occasions to take a standard like IW mentioned, but for the most part the increase in speed is what grants you survivability. Lights are susceptible to being legged and being slow will make it even easier. At that point, it doesn't matter if you can survive side torso loss because an immobile lights typically don't live very long. For mediums and heavies, it's up to you really. Some chassis like the Catapult are almost always XL because their hitboxes make it very easy to hit the CT but not the ST, so you might as well take the XL. Assaults usually avoid XLs because they are going to be slow anyway, but there are exceptions to long-range focused mechs like LRM carriers, and some assaults like the Battlemaster and Banshee have high engine caps which may be worth the trade off.
Heat sinks: Double heat sinks are pretty much mandatory. I've seen some troll posts of pure-laser Banshees and Awesomes using single heat sinks before that were actually playable, though I don't know how viable that is now. Unless you only plan on running dual gauss, or have a light in a 1ERLL + 4MG type configuration, just pay the "tax" and double up.
Endo steel: Take this before you take Ferro. The tonnage you save compared to the critical slots you lose is almost always worth it on any mech.
Ferro fibrous: Usually only seen on lights, in conjunction with Endo steel. Does not save as much weight vs. slots as Endo does. Once you have both Endo and Ferro the amount of critical space you can work with becomes quite limited.
Armor allocation: Stock mechs usually have way too little armor in general and way too much back armor for torsos. On lights, I max the leg armor. I also tend to frontload my armor on the torsos and put very little on the back (like 5), but on lights where you may be running around a lot you might want a little more in proportion to your front armor. You can strip a few points off the head if you are comfortable with it. Headshots are pretty rare in this game but occasionally you will get unlucky and take a dual gauss to the cockpit, or have an artillery shell drop on your head.
Artemis: Tightens the spread on missiles and helps you obtain a missile lock quicker for LRMs (only targets you have a line of sight on though, not ones that friendlies have targeted for you). Inadvertent effect: also speeds up lock time for streak missiles (not sure if this still is the case, I don't think it has been, or ever will be fixed). The inner sphere Streak-2 isn't used very often though, it's not damaging or dependable enough. Clan mechs can take streak missiles in 4s and 6s, much more useful, as well as having a longer range. Artemis SRMs and LRMs take up more tonnage, crit space, and you have to buy them separately from your regular ones (as well as speciial ammo). Usually not worth the weigh on lights.
Edited by Takashi Uchida, 27 September 2015 - 01:35 PM.