

"Desired build with DHS" thread, for Bryan & Post your mech specs with SHS, 2.0 DHS and 1.4 DHS
#221
Posted 03 November 2012 - 01:47 AM
DHS need to be at least 1.6 or higher.
#222
Posted 03 November 2012 - 01:56 AM
Geaux Tiger, on 03 November 2012 - 01:23 AM, said:
With the spread on SRMs over 75m I find I actually get more damage out of the SSRMs with less hassle in aiming.
I like the raw damage the SRM6s do at close range. I use lasers to kill light mechs, and SRMs can knock the armor off an atlas CT or RT in a couple of well-placed point blank salvos.
#223
Posted 03 November 2012 - 02:07 AM
Lefty Lucy, on 03 November 2012 - 01:56 AM, said:
I like the raw damage the SRM6s do at close range. I use lasers to kill light mechs, and SRMs can knock the armor off an atlas CT or RT in a couple of well-placed point blank salvos.
I oh know they can. Was just trying to give ya an alternative I found to be working well.
#224
Posted 03 November 2012 - 02:10 AM
Geaux Tiger, on 03 November 2012 - 02:07 AM, said:
Yeah, the ML/SSRM2 build is what I've been using, but I'd like it if the ML/SRM6 build were actually able to be used, and without DHS it's really not.
#225
Posted 03 November 2012 - 02:19 AM
pre "fix": 8 EHS * 1 + 10 DHS * 2 = 28
post "fix": 18 DHS * 1.4 = 25.2
Your turn, Bryan!
#226
Posted 03 November 2012 - 02:21 AM
Lefty Lucy, on 03 November 2012 - 01:56 AM, said:
I like the raw damage the SRM6s do at close range. I use lasers to kill light mechs, and SRMs can knock the armor off an atlas CT or RT in a couple of well-placed point blank salvos.
A little fact for those unaware. SRM6s, on the SP at least, seem to converge at around the 135m mark, and separate to reconverge again at 270m. You can use it to target components at range if the situation arises--an added perk to the superior damage. They aren't just point blank weapons, though they work well at that range. I was going to upload a short clip of this in action, but youtube is down at the moment.
Edited by Selfish, 03 November 2012 - 02:22 AM.
#227
Posted 03 November 2012 - 03:07 AM
Regardless though, the double heat sinks as planned are still a bonus for the vast majority of players. They will also be tweaked over time.
While I fall into the second camp and am slightly disappointed in the decision, it's more the disappointment of someone who was told they could have cake and instead received a slice of bread. You can live on the slice of bread. It will do the job but it just doesn't taste as nice. I'll live and get over it.
I'm hoping that once the system is in and people are building mechs everyone starts realising that a little improvement is still an improvement and that in the scheme of things this isn't a dealbreaker. Most people are flexible enough to start working with the system and rather than think about what has become impossible, start planning for what this has made available - as it is still an increase in some ways, just not as great as it could have been.
For those in the third camp though, I do feel sorry. Hopefully you will find another build that you like and in a few more weeks there may even be a tweak that improves matters. This is part of the long balancing process any game goes through even after going live.
I still remember many of the changes made to games like world of Warcraft, EQ or Ultima Online. Some changes like in Star Wars Galaxies are enough to bring the game down. Others in hindsight turn out to be the only way it could have gone. I'm hoping this DHS change is one of the second ones.
#228
Posted 03 November 2012 - 03:14 AM
20 engine + 2 external (=6 critslots) (2 tons)
14 engine + 7 external (7X1.4=9.8) (=21 critslots) (7 tons)
to reach 30 or more, well...
20 engine + 10 external = 5 DHS (15 crits) (5 tons)
14eng. + 16 external = 11 1.4´s(15.4hs) (33 critslots) or 12 1.4´s (16.8hs) (36 crits) (11 tons/ 12 tons)
compared to SHS
24 = 10 + 14 (14 critslots 14tons)
30 = 10 + 20 (20 crit 20 tons)
all in all tonnage reduction seems okay, but critslots taken up are "WTF??" with 1.4X HS^^
so for 24 hs, its 7 more critslots for 7 tons spared (1 critslot for 1 ton^^)
with 30 hs, its 16 critslots for 8 tons spared (more towards 31hs value though, but 2 critslots for 1 ton)...
or 13 critslots for 9 tons spared, more toward 29hs value (and there you go, it´s 1.4 crits for 1 ton spared^^)
that´s a quick blabla math table taking somerough numbers, dunno if i took everything into consideration...
but any way, i am not sure if i like it or not...
Edited by Adrienne Vorton, 03 November 2012 - 03:55 AM.
#229
Posted 03 November 2012 - 03:16 AM
Edited by QuantumButler, 03 November 2012 - 03:17 AM.
#230
Posted 03 November 2012 - 03:26 AM
Kunae, on 02 November 2012 - 11:19 AM, said:
#1
Stock Awesome 9M
How about the stock Awesome 8Q?
In the Table Top, it used single heat sinks.
If you were firing all 3 PPCs every turn and were running, you would gain 4 heat per turn, meaning that it would take you about 4 turns or 40 seconds until you had your first shutdown change (heat level 16, first shutdown chance at heat level 14).
I want him to recreate this mech in MW:O.
And if he still doesn't get it, he should create a Gaussapult or a Dual AC/10 K2 build and try what it does in MW:O and what it does in Battletech, and how they compare.
My god how long do we still need to point out that the weapons in this game are not balanced and are ruining stock mechs? Do I have to get a plane ticket to the US and work them through the math by hand?
Edited by MustrumRidcully, 03 November 2012 - 03:27 AM.
#231
Posted 03 November 2012 - 03:41 AM
Now it is Open Beta no more resets, no more trying out stuff we are effectively at the Point where it counts. My Jenner, Raven and Cicada builds are all running extremely hot, I can manage that, but it hampers my ability to fight efficiently, and they should be so much better then they are. They again will only get a tiny upgrade.
My Problem is with the Assaults. I don't drive them too often, in fact I "only" use the Atlas and I prefer the Light Mechs. Puting Endo Steel (or Ferrro Fibrous) on an Assault is pretty close to impossible. So the DHS would have been the only Upgrade worthwhile for them. All my (as of now mostly theoretical) Atlas Builds use 18 or 19 DHS. Which would have been really helpfull if they were working right. They don't and as it stands right now the "they will get fixed" Part will only make it worse. We Germans have a word for what you are doing - verschlimmbessert - roughly translated it would be something like imworsenprovement.
You want a Build to see your Improvement at work? Try out the AWS-9M (was stated in the first Post) or the still to come AWS-9Q. Those Mechs will be a downgrade from the 3025 Versions not an upgrade like they should be.
And then there is the Price. At first I thought this has to be a mistake someone put a 0 to much in it. But after thinking about it I realized that for some if not most Mechs it would be a Price I was willing to pay. But now? No effin way will you get me to spend 1.5 Mill to "upgrade" one of my Mechs with this. In fact I want my 1.5 Mill back I already spent and the 5.9 Mill for my 350XL Engine which is now as good as worthless to me.
#232
Posted 03 November 2012 - 03:59 AM
Nevarie, on 03 November 2012 - 12:25 AM, said:
Can't say I'd be surprised...
Why did they even put the Awesome in?
#233
Posted 03 November 2012 - 04:19 AM
#234
Posted 03 November 2012 - 04:28 AM
MustrumRidcully, on 03 November 2012 - 03:26 AM, said:
My god how long do we still need to point out that the weapons in this game are not balanced and are ruining stock mechs? Do I have to get a plane ticket to the US and work them through the math by hand?
I assumed you were a yank. Not that it matters, you'll have to fly to Canada if you want to get the crayons out in person.
#235
Posted 03 November 2012 - 04:32 AM
Arcturious, on 03 November 2012 - 03:07 AM, said:
Regardless though, the double heat sinks as planned are still a bonus for the vast majority of players. They will also be tweaked over time.
While I fall into the second camp and am slightly disappointed in the decision, it's more the disappointment of someone who was told they could have cake and instead received a slice of bread. You can live on the slice of bread. It will do the job but it just doesn't taste as nice. I'll live and get over it.
I'm hoping that once the system is in and people are building mechs everyone starts realising that a little improvement is still an improvement and that in the scheme of things this isn't a dealbreaker. Most people are flexible enough to start working with the system and rather than think about what has become impossible, start planning for what this has made available - as it is still an increase in some ways, just not as great as it could have been.
For those in the third camp though, I do feel sorry. Hopefully you will find another build that you like and in a few more weeks there may even be a tweak that improves matters. This is part of the long balancing process any game goes through even after going live.
I still remember many of the changes made to games like world of Warcraft, EQ or Ultima Online. Some changes like in Star Wars Galaxies are enough to bring the game down. Others in hindsight turn out to be the only way it could have gone. I'm hoping this DHS change is one of the second ones.
So they'll start it at 1.4...and then double it?
What is this? Diablo 3? That's what killed that game, too. Do it right the first time. It's not hard to make an item that's like another item, except it's twice as good.
#236
Posted 03 November 2012 - 04:39 AM
#237
Posted 03 November 2012 - 04:39 AM
I suggest we strap all the devs to one of the stock awesomes with three normal ppcs and run around on shutdown vally while alphastriking the whole time. Of course with a toothpick locking the "override" key in place. While we do that, we put gausscats and LRM spam against them, so they can see their "balancing".
If it does not help, roll out the erppc variant.
(SCNR, forgive me if you can)
back to futile constructive tries:
1. DHS dont solve the "high heat" problem at all, the larger mechs cant effectively fit them in numbers. They also dont change the vastly inefficienter high heat weapons heatsink requirement.
2. DHS with 1.4 (but for 3 slots) help in such a minor margin that its a joke to pay the refit cost. From the size they dont fit into legs. The moment a cup of water is available to put the mech foot into, the two fittable single heatsinks in each leg will pretty much outperform the whole 0,4 bonus of all DHS on a mech. (Dont know the exact number here, in the TT its 1 heat per leg heatsink, giving you a total bonus of 4 => accounting for the bonus of TEN DHS with the current 0,4 bonus here)
3. The statment on "heat fixed for some weapons" will create even more heat on some weapons then before. So even more gimped energy weapons to enjoy.
Edited by Lyteros, 03 November 2012 - 04:43 AM.
#240
Posted 03 November 2012 - 04:42 AM
Garth Erlam, on 02 November 2012 - 04:23 PM, said:

Clever. If you'll kindly recall, "we"- the fans- were making a game called Mechwarrior: Living Legends. Ever heard of it? There's a rumor floating around that your company slapped them with a C&D. Thanks a bunch for that, by the way.
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