#1
Posted 19 December 2017 - 01:26 PM
https://gyazo.com/9b...1e55921a9809c93
If the link does not work to the screenshot then Il try to describe them, one is a Yellow Triangular warning light, flashing on white (I assumed it means something is wrong ?)
One is a yellow temperature indicator, I can guess is too much heat, or not enough heat sinks maybe?
Finally, looks like yellow bullets/ammo, meaning too little or too much? Just would appriciate some clarification on what these mean as I can't find answers anywhere on google or forums.
Thanks in advance!
#2
Posted 19 December 2017 - 01:29 PM
The "!" sign just indicates a problem - click it for a list of details
The thermometer indicates you have hit a Ghost Heat limit
The ammo icon indicates you have ammo equipped for a weapon which isn't equipped
Checked and fixed!
Ghost Heat is additional heat generated by weapons when too many of one weapon (or weapon grouping) are fired within a 0.5s time window.
Penalties and weapon groups can be found here
If you can post a copy of your build using this tool someone will be able to advise you which weapons are causing Ghost Heat and what ammo you have equipped by mistake.
Edited by Jay Leon Hart, 19 December 2017 - 01:39 PM.
#3
Posted 19 December 2017 - 01:57 PM
https://gyazo.com/45...895a5caf9f5d7f8
Not alot of credits right now, but was going to swap into double heat sinks in the hopes that it would help with the overheating thing. Just had a bit of trouble trying to get group play to work with a friend who also just started but we can't work it out lmao XD
#4
Posted 19 December 2017 - 02:08 PM
http://mwo.smurfy-net.de/
Have fun building
#5
Posted 19 December 2017 - 02:13 PM
Also: your next purchase should be a Double Heat Sink upgrade to that 'mech, followed by an Endo-Steel structure upgrade. Trust me; it'll be well worth it.
Also don't forget to do the daily Advent quests: click the "sideways M" on the left side of the marquee at the bottom of your screen in the game.
#6
Posted 19 December 2017 - 02:17 PM
#7
Posted 19 December 2017 - 02:48 PM
Il have a mess around with that building tool now.
Also, i read that the xl engines take up more space in right and left torso slots, an if they get destroyed your outa the game, making it easier for a noob like me to die, figured it would be best to avoid that while learning the maps, and when to poke out and stuff.
#8
Posted 19 December 2017 - 03:31 PM
FaTaLLiMiT, on 19 December 2017 - 02:48 PM, said:
Il have a mess around with that building tool now.
Also, i read that the xl engines take up more space in right and left torso slots, an if they get destroyed your outa the game, making it easier for a noob like me to die, figured it would be best to avoid that while learning the maps, and when to poke out and stuff.
Never take advice from someone who recommends XL engines to new players for their Stalker. The Stalker is very hard to kill efficiently from the front, but the hit boxes for its side torsos are like a sail from the side. This means that anyone flanking you will destroy your side torso very quickly - making you a prime candidate for side torso destruction.
There is a reason that virtually every serious build you see will have Double Heat sinks; outlying builds do exist, and you can do well and have fun in them (particularly as a new player,) but the upgraded heat sinks are called "upgrades" for good reason.
Take Eisenhorne's build, for example. In another 'mech, with different hit boxes, Single Heat Sinks might be a good option, as it does achieve a marginal superiority compared to a Double Heat Sink Version. However, that 1% increase in cooling efficiency and higher heat cap (click on "Weapon Lab" in the link) still comes with a significant reduction in survivability even for a non-Stalker chassis, making it a side-grade build, at best.
Edited by Void Angel, 19 December 2017 - 03:56 PM.
#9
Posted 19 December 2017 - 03:31 PM
FaTaLLiMiT, on 19 December 2017 - 02:48 PM, said:
#10
Posted 19 December 2017 - 03:41 PM
I did convert to endo steel for structure, i see alota dynamc structure slots now, that jump around when I place heat sinks, so I assume those are kinda like, slots used for the structure but they can be put anywhere or something?
Il link the build again just so its easier to see. I might swap out large lasers to medium, not sure, cos the heavy ppc are long range so figured it would be best to have something thats meant for when mechs get within the 90m minimum range thing?
https://gyazo.com/1d...4209332c8e71044
I havent really messed around with armour yet, i realise armour in different places is a good thing, if I tend to expose a specific side, or over many games realise im taking more hits on a certain part, dump a bit more armour there, but again, think the default armour settings are...ok... for now atleast, besides, I cant add more cos im at the weight limit
#11
Posted 19 December 2017 - 04:12 PM
To be blunt, the default armor settings are bad; half your back armor and shift it forward - you can also strip some armor from the arms (they're tiny and out of the line of fire most times) if you need it, but max armor on the legs.
Also, don't try to to a split-role 'mech. The only builds that need backup weapons are LRM (or possibly SRM) boats. Otherwise, you'll end up like the people who put Medium Lasers, an AC/20, and two LRM15s on their Atlas D-DC. They've got guns for all ranges, sure - and they're armed like a 'mech half their tonnage at each range. Try to bring weapons that complement each other (LRMs and frontloaded weapons, e.g. HvPPCs, do not mix) and focus on being in the right place at the right time. For your build, all you have to do to 'mechs that get in close is stop firing the heat-inefficient HvPPCs and grind them down with the Large Lasers.
Your optimal engagement is against people peeking out and shooting at teammates; pop up just barely over the horizon, fire the PPCs and lasers, then back down to recycle the guns and cool as needed. Try to stay in the middle of your team, and remember not to fire the Large Lasers too far past 500m out.
#12
Posted 19 December 2017 - 04:24 PM
#13
Posted 19 December 2017 - 06:11 PM
Always get double heatsinks.
Nearly always get endo steel.
This is your build further optimized. STK-4N You could swap the locations of the weapons to your liking.
Six large lasers work, can get hot without fire discipline. This one is a personal favorite.
NEVER put an XL engine in your stalker. EVER. Don't even consider it. Same goes for pretty much all IS assault mechs, but especially the stalker.
Edited by Roughneck45, 19 December 2017 - 06:31 PM.
#14
Posted 19 December 2017 - 06:23 PM
Eisenhorne, on 19 December 2017 - 02:17 PM, said:
You have to remember that the 10 built in engine heatsinks are true double, giving 2.0 efficiency, the double heatsinks you add in the mechlab have the 1.4 efficiency.
In 99% of cases double heatsinks are a straight upgrade. The few times they aren't are normally novelty builds, built specifically to have the single heatsinks "outperform" doubles, not necessarily to be good mechs.
#16
Posted 19 December 2017 - 07:02 PM
Roughneck45, on 19 December 2017 - 06:23 PM, said:
In 99% of cases double heatsinks are a straight upgrade. The few times they aren't are normally novelty builds, built specifically to have the single heatsinks "outperform" doubles, not necessarily to be good mechs.
I did not know about the engine heatsinks having true 2.0 efficiency. Thanks for the correction.
#17
Posted 19 December 2017 - 07:35 PM
Exard3k, on 19 December 2017 - 06:55 PM, said:
1.5
I heard that, how long ago was that change made?
Nevermind, found it, https://mwomercs.com...38-01-dec-2015/, looks like capacity went up to 1.5, not efficiency.
Edited by Roughneck45, 19 December 2017 - 07:43 PM.
#18
Posted 19 December 2017 - 11:19 PM
Eisenhorne, on 19 December 2017 - 07:02 PM, said:
I did not know about the engine heatsinks having true 2.0 efficiency. Thanks for the correction.
I'm told it started out as a bug, and they left it in as a part of engine balance or something. It's important to note that only the ten (or fewer) heat sinks that are actually part of your engine count as true doubles - heat sinks installed in a 275+ rated engine don't. In essence, if you can see it on your 'mech's paper doll, it's not a true double.
#19
Posted 19 December 2017 - 11:50 PM
FaTaLLiMiT, on 19 December 2017 - 02:48 PM, said:
Il have a mess around with that building tool now.
Also, i read that the xl engines take up more space in right and left torso slots, an if they get destroyed your outa the game, making it easier for a noob like me to die, figured it would be best to avoid that while learning the maps, and when to poke out and stuff.
Worth noting is you can click the symbols to get a dialog box explaining them.
#20
Posted 20 December 2017 - 01:48 AM
Roughneck45, on 19 December 2017 - 07:35 PM, said:
Nevermind, found it, https://mwomercs.com...38-01-dec-2015/, looks like capacity went up to 1.5, not efficiency.
These are Patch Notes from Dec 2015 btw.
Check the stats in the Mechlab. It's 1.5/0.15 for both factions. So that 40% tooltip message from IS DHS is outdated. Clan DHS got buffed a couple of months ago, now both have equal values.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users