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Locust 1V


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#21 Akillius

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Posted 24 April 2018 - 08:57 AM

Here's some other early rules from Battledroids that changed.

Heat sinks removed 1 heat. (There was no double HS until 1989 with TRO2750.)
Standing in water removed 6 heat, and that was separate from heat sinks.
Destruction of all heat sinks on a mech meant it could not lose any heat, except by standing in water.
Many early battles were all about water resources but that early stuff is all forgotten today.

Mechs weighed 5 tons up to 100 tons, increased by 5 ton increments.

All weapons, ammo, heat sinks the player chose what went into which crit slot anywhere in the Mech.
Factory stock builds where just suggestions to write mech sheets quick and start matches faster.
There was no "hard points" in Battledroids or early BattleTech.

The images of the 10 stock builds later became the unseen in 1996.
Battledroids had an 11th mech, a 65ton Merlin which had no image for decades.

So that's where it began so make of it what you want to, there's been many changes since so it matters not today.

#22 Requiemking

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Posted 24 April 2018 - 09:03 AM

View PostDrxAbstract, on 22 April 2018 - 05:10 AM, said:

*3 Heatsinks... Yes, it's stupid. Yes, they 'fix' it rather than adding an extra dissipation quirk.

Light Mechs break the game both mechanically and fundamentally because PGI has to somehow make them relevant in a big-mech world, and hasn't succeeded in doing so to date outside of a handful of short-lived instances. Can't say as I blame PGI... Not entirely, anyway--Toying with that kind of power is extremely hazardous and difficult to get right. That doesn't excuse the blatant dereliction the Light class has been subjected to from the onset of Open Beta. Insufficiency and mediocrity is the rule for Lights in MWO and will continue to be as the less-than-capable players' heads would explode if they ever had to deal with Lights being fully capable in combat.

There was a time when Light were fully capable in combat for the average player. This time ended with the Rescale, when all but five Lights got giganerfed because the Oxide had OP durability quirks, just like how all UAC-wielding mechs were forced to pay the price for the Quad UAC Dakkabear's crimes.

Edited by Requiemking, 24 April 2018 - 09:03 AM.


#23 kailii

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Posted 24 April 2018 - 09:11 AM

Back in beta i wrote a ticket to support about my 7 heat sink Commando, because it took him 30 seconds to reduce heat by 5 points while standing still in Caustic Valley (not in the Caldera though).

Their response was that this was working as intended.
About a week or two later got a patch which enforced the 10 heat sink rule.

So my guess is that the heat processing algorythm simply can not handle low numbers of heat sinks.
And since we all know how complicated it would be to fix this... wanna buy a Mechpack?

#24 stealthraccoon

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Posted 27 April 2018 - 11:56 AM

Locust + 180xl = 3 external heat sinks.
I don’t see what the issue is, Urbanmech has same number, COM-2D needs 2 external and the rest of the COM need 1.
I have a spare 1V that has 4 HMG works fine with 170xl and 4 shs, just don’t get hit.

Edited by stealthraccoon, 27 April 2018 - 12:07 PM.






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