#41
Posted 17 April 2020 - 03:22 PM
#42
Posted 17 April 2020 - 05:35 PM
#43
Posted 18 April 2020 - 07:56 AM
Wildstreak, on 30 September 2017 - 02:06 AM, said:
As for 20s, they are tonnage inefficient.
3 20s = 2 30s except you spend an extra ton of space for the 20s.
MRM20 have their advantage for some specific builds. They are the most heat efficient, and most crit-slot efficient. They also have the tightest spread, and most resistant to AMS (both tied with MRM10). The extra ton vs 2MRM30 is often compensated by the ability to stuff in another DHS, or equip light FF armor to gain that ton back.
MRM40 have the worst spread and longest cooldown. In most cases I find that MRM30 is just as damage effective as MRM40, for less heat, less ammo, and less tons. Like non-artemis SRM6, MRM40 is mostly good at point blank.
#44
Posted 18 April 2020 - 02:41 PM
ShiverMeRivets, on 18 April 2020 - 07:56 AM, said:
They have the same cooldown.
#45
Posted 19 April 2020 - 02:36 AM
#46
Posted 19 April 2020 - 05:30 PM
#47
Posted 21 April 2020 - 04:44 PM
RickySpanish, on 17 April 2020 - 03:22 PM, said:
#48
Posted 21 April 2020 - 06:25 PM
#55
Posted 23 April 2020 - 10:07 AM
SirSmokes, on 22 April 2020 - 03:46 PM, said:
Overheated mechs don't do damage and tend to become dead mechs quickly.
What you need to make sure of is that your build's heat output is practically manageable during an engagement. The one you posted generates far too much heat and has far too little dissipation to handle it, making the mech basically a one-shot wonder. You overheat on your second shot, at which point you haven't delivered 200 damage to your targets yet.
What I'd suggest is more along these lines: https://mech.nav-alp...2a6e9d0_MAD-9MS . You lose 20% of your alpha, but your sustained damage output doubles and you can vomit ~560 damage before you need to seriously consider cooling down.
Edited by Horseman, 23 April 2020 - 10:36 AM.
#56
Posted 23 April 2020 - 02:55 PM
Horseman, on 23 April 2020 - 10:07 AM, said:
Overheated mechs don't do damage and tend to become dead mechs quickly.
What you need to make sure of is that your build's heat output is practically manageable during an engagement. The one you posted generates far too much heat and has far too little dissipation to handle it, making the mech basically a one-shot wonder. You overheat on your second shot, at which point you haven't delivered 200 damage to your targets yet.
What I'd suggest is more along these lines: https://mech.nav-alp...2a6e9d0_MAD-9MS . You lose 20% of your alpha, but your sustained damage output doubles and you can vomit ~560 damage before you need to seriously consider cooling down.
other than switching the DHS+ammo to the right arm, that's the build I'd run.
#57
Posted 23 April 2020 - 10:39 PM
We both broke eleven hundred on Mining. I'm not a QP ace by any means, though I have a good shot at being the top performer when I'm playing a decent build and the PUG lotto gives me a charitable roll.
You don't need panic lasers, you need 2800 missiles, ECM, and the heat sinks to dump a few alphas before repositioning.
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