Jump to content

2.0 Observations


4 replies to this topic

#1 Chados

    Member

  • PipPipPipPipPipPipPipPip
  • 1,951 posts
  • LocationSomewhere...over the Rainbow

Posted 18 August 2018 - 10:54 AM

-Ultra AC10s generate OMG levels of heat even fired one at a time. That needs to be scaled back.

-Like the mobility changes.

-Like the heat dissipation changes.

-I don't see any measurable effects on Clan high-laser alpha strikes.

-It seems that the hard cap on heat isn't negated by the skill tree. We need to know exactly how the skill tree heat cap nodes affect heat cap. That's a lot of node investment that can go somewhere else if everyone has a hard 40 and that isn't going to change. If you cap unskilled mechs under 40, all you're doing is consigning those without a yuge hoard of GXP to the trash heap.

#2 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 18 August 2018 - 11:13 AM

As far as I am aware, it's just a flat 1.15x multiplier to heat cap if you have all five Heat Containment nodes.

And yea, UAC/10 are crazy, crazy hot. Especially the IS ones, with those builds that don't have many DHS. 5x ERML and 2x UAC/10 used to be okay-ish on the NSR with 15 DHS, now it's just a toaster oven.

#3 Reno Blade

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blade
  • The Blade
  • 3,462 posts
  • LocationGermany

Posted 18 August 2018 - 12:09 PM

I find the 10s to be in just the right spot in most cases.
With the PTS2.0 changes a single UAC10 might be worth more than boating 2x UAC10 and a bunch of AC5 or ERML.

The 4vs4 doesnt give a clear picture ofc, but my Nightstar with 2x UAC10 and one UAC20 with 4 extra DHS is managable.
Ofc in a brawl you don't want to hold back or shut down, but so will any other build of your target have problems, i guess.

While the ultras have more heat than STD or even LBX, i think the level of dps and hps are quite good in most cases if you consider the output possible.
Now we just need to be careful, similar to laser builds or other mixed builds.

The biggest part of the heat problem are the "backup lasers" that most builds use, because you just don't have that much capacity to use these on top of the ACs.

#4 Chados

    Member

  • PipPipPipPipPipPipPipPip
  • 1,951 posts
  • LocationSomewhere...over the Rainbow

Posted 18 August 2018 - 03:21 PM

I was getting heat shutdowns running 2x uAC10 on a *Rifleman 3C* with LFE 240, an extra heat sink, and two ML as backup and fired rarely. I’d cycle the ultras three or four times and bam, shutdown hard for three or four seconds. And two ultra 10s alone vs. a laser Hellbringer isn’t pretty even without the heat shutdown, I can dish it but not as fast. And I was getting that on Frozen City. I can cycle 2x AC10 all day every day on the same build in PTS til they run dry and max armor out in the process.

#5 Reno Blade

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blade
  • The Blade
  • 3,462 posts
  • LocationGermany

Posted 19 August 2018 - 02:07 AM

Well the AC10s have 2.75 heat every 2.5 seconds
while the UAC10s have 2x (double tap) 3.5 heat every 2.5 seconds.

If you always double tap and don't jam, you would be at
11 heat for the 4 shots of ACs (2x dual ac10s) after 3 seconds
vs
28 heat for the 8 bursts of UACs (4x dual uac10s) after 3 seconds with two double taps
without the double tap thats still 14 heat, 3 heat more in the same time





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users