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My Results And Stats In Pts 2.1


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#1 pie14k

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Posted 26 August 2018 - 07:21 PM

Current live server and pts 2.1. 8/26/18
I’ve compared the current live server to the pts server for mechs that have a high alpha high heat. Ive also useds some lights that would benefit with the changes. These mechs would be affected with the best and worst-case scenario of the two maps, Terra Therma (98C) and HPG Manifold(-69C).
The mechs that have been selectively tested are shown below. Additional notes are further below.
  • MLX-G /ED Build: 4 c-heavy sml lasers, 8 c-machine guns.
Energy firepower 26

Total fire power 66
heat generated 15 ( in theory)
DBL Heat sinks/ (eng) 3/(7)
heat mgmt: 1.25/2 (live), 1.3/2 (pts)
skill tree: Heat -5.4%, +10% heat dissipation (note, additional +13% heat dissipation quirk enhancements).
-Terra Therma, Live server, Worst:
standing still, one alpha generated 24 heat. 13 alphas till shut down.
While moving, one alpha generated 29 heat. Total alphas till shut 9.
While moving with jump jets, one alpha generated 34. Total alphas till shut down 5
-Terra Therma, Test server, Worst:
Standing still, one alpha generated 22 heat. 18 alphas till shut down
While Moving, one alpha generated 27 heat. 13 alphas till shut down
While Moving with jump jets, one alpha generated 31 heat. 7 alphas till shut down

-HPG Manifold, Live server, Best:
standing still, one alpha generated 18 heat. 23 alphas till shut down.
while Moving, one alpha generated 22 heat. 15 alphas till shut down.
While moving with jump jets, one alpha generated 27 heat. 8 alphas till shut down.
-HPG Manifold, Test sever, Best:
standing still, one alpha generated 17 heat. 43 alphas till shut down
while Moving, one alpha generated 21 heat. 22 alphas till shut down
while moving with jump jets, one alpha generated 25 heat. 10 alphas till shut down

Comment: increases the viability on these specific mech and many other light mechs that are under the heat cap.

MLX-G loadout profile AC9D<0K0pD0UT7|NC|NCqC0ST7r@0RT7|NC|iB|iB|iB|iBs@0VT7|NC|iB|iB|iB|iB|iRtH0WT7|URuH0XT7|URv<0QT7w505040
MLX-ED loadout profile A:9D<0K0pC0MS7|NC|NCqC0KS7r@0RT7|NC|iB|iB|iB|iBs@0VT7|NC|iB|iB|iB|iB|iRtH0OS7|URuH0PS7|URv<0IS7w505050
  • WLF-2: 5 IS med pulse laser
Energy firepower 30

heat generated 19 (in theory)
DBL Heat sinks/ (eng): 3/(10)
heat mgmt: 1.38/2 (PTS), 1.25/2 (live)
skill tree: Heat -10.5% and +10% heat dissipation (Enhancement quirks -5% energy heat)

-Terra Therma, Live server, Worst:
standing still, one alpha generated 28 heat. 6 alphas till shut down.
while Moving, one alpha generated 31 heat. 6 alphas till shut down
-Terra Therma, Test server, Worst:
Standing still, one alpha generated 28 heat. 7 alphas till shut down.
While Moving, one alpha generated 32 heat. 6 alphas till shut down.

-HPG Manifold, Live server, Best:
standing still, one alpha generated 22 heat. 8 alphas till shut down.
while Moving, one alpha generated 26 heat. 7 alphas till shut down.
-HPG Manifold, Test sever, Best:
standing still, one alpha generated 23 heat. 8 Alphas till shut down
while Moving, one alpha generated 27 heat. 7 alphas till shut down

Comment: little to no difference in heat dissipation but has slightly worsen.

MLF-2 loadout Profile: A?5920P0|c?|c?|Jd|i^pJ0|c?|i^qJ0|c?|i^r>0sH0|c?tN0uN0v90w<06060
  • HBR-Prime: 2 c-heavy lrg laser and 5 c-er med laser
Energy fire power 64

Heat generated: 57.2 (in theory)
DBL heat sinks/(eng): 15/(10)
Heat mgmt: 1.3/2 (live) 1.41/2 (pts)
Skill tree: -8.4% heat and +10% heat dissipation (omnipod HBR-F -10% energy heat)

Terra Therma, Live server, Worst:
standing still, one alpha generated
Moving, one alpha generated
moving with jump jets, one alpha generated

Terra Therma, Test server, Worst:
Standing still, one alpha generated 79 heat. 2 alphas till shut down (note, no internal structure damage).
Moving, one alpha generated 83 heat. 2 alphas till shut down (no internal structure damage).

Live server, Best:
standing still, one alpha generated
Moving, one alpha generated

Test sever, Best:
standing still, one alpha generated 73 alpha. 3 alphas till shut down (internal structure damage, less than -1%)
Moving, one alpha generated 77 alpha. 3 alphas till shut down (internal structure damage, less than -1%)

Comment: Key is timing. Yes the main point is to get fix multi high damage alpha and in a way they have found it. But it doesn’t mean the play style is dead or specific mechs. Their just less viable. In hotter maps the First alpha may hits 79 or less. Let the total heat cools to 44 heat resulting to c-er meds cycle through cooldown allowing additional fire hitting a 77 heat. Cooldown again for heat to go at 65 and fire heavy large laser resulting 95 heat. Resulting with 142 alphas in less than 10 sec. thus resulting either more face time or corner/hill humping within that time frame.

HBR-Prime loadout profile AV3M<6@1|l^ph0EU7|lB|l^|l^|l^|PCqh0RP7|PC|l^|l^|l^rV0BU7|lB|lB|l^|l^|l^sT0oH7|lBtY00I7|l^uY01I7|l^v802I7|lBw404040


My opinion
Ive tried out several other mechs in games other than the HBR-Prime along with similar builds with the GAR-E and the EXE-D. All the builds are still viable with the current patch but is slightly less viable but not consider dead in the pts. Want to have more armor than the HBR, Tonnage up with the GAR or the EXE both have armor quirks and can take a “beating”. Dakka builds seems to get a nice buff such as the MCII-B. With the laser vomit/ boat meds pulse EBJ-Prime hits higher heat but is able to disperse it within a short frame. What I mostly find appealing is the benefits of the .2 dissipation for lights that don’t hit the heat cape, resulting in more alphas. But hey it just a pts.

Edited by pie14k, 26 August 2018 - 07:29 PM.






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