MR144 thank you another reasonable build thats not OP. I don't see any reason you should not be able to run 2.0 on that.


Impact of DHS change on my builds
Started by WardenWolf, Nov 02 2012 01:16 PM
22 replies to this topic
#21
Posted 05 November 2012 - 06:41 PM
#22
Posted 28 December 2012 - 08:36 AM
Hi Everyone
I Think DHS are useless on heavy/assault Mech
I have an Atlas RS with 4 LL, XL320 and total of 43 SHS
I know my firepower was pretty low for an Atlas but I got survavibility because I can't get damage from ammo explosion and Crits on me have lees impact unles I lost an arm.
I can almost spam LL all the match, just have to cool few times, only on Caustic Valley I have to take care about Heat.
Does anyone think switching to DHS will improve this build??
I think I didn't get enough Heat Dissipation to spam LL
Just in Legs, impossible to put DHS so with SHS I can put 4 in it
Clan DHS are better because they use 2 crit slots.
But we have to think we have IS Mech.
Havin DHS with value of 2.0 will improve greatly my atlas, because I can replace like 10-15 SHS with Balistic or Missiles weapons and still spam LL.
I Think DHS are useless on heavy/assault Mech
I have an Atlas RS with 4 LL, XL320 and total of 43 SHS
I know my firepower was pretty low for an Atlas but I got survavibility because I can't get damage from ammo explosion and Crits on me have lees impact unles I lost an arm.
I can almost spam LL all the match, just have to cool few times, only on Caustic Valley I have to take care about Heat.
Does anyone think switching to DHS will improve this build??
I think I didn't get enough Heat Dissipation to spam LL
Just in Legs, impossible to put DHS so with SHS I can put 4 in it
Clan DHS are better because they use 2 crit slots.
But we have to think we have IS Mech.
Havin DHS with value of 2.0 will improve greatly my atlas, because I can replace like 10-15 SHS with Balistic or Missiles weapons and still spam LL.
#23
Posted 04 January 2013 - 01:28 PM
I can agree with most of the thoughts on this thread, and it seems to me that the mech classes most able to benefit from the DHS are light and medium mechs. Case in Point, my Raven 3L, 3Mlasers and 2 SSRM's. Heat with SHS was 1.14; with a total of 14 SHS's. I had endo steel on it and wan't sure if I could actually get enough heatsinks on it to be better. Upon further inspection, I realized I had the space to get up to 5 DHS on it. That brought my heat to 1.38 with 13 DBH's total; and that allowed me an extra ton of ammo for the streaks, for those longer matches. At this heat rating even on Caustic in the crator I can't really overheat unless I am being a complete @$$hat of a pilot. Upgrading DHS will be an upgrade across all mech classes period; realistically, it will help light and medium mechs the most. Giving them a more sustained rate of fire.
This is a justifiable buff. One has to consider that on heavy and assualt mechs, considerably more room will be used for stacking on weaponry. This means that many less critical slots can be used for DHS's to begin with. As it stands getting any more than 20 is an act of god and involves seriously killing your potential firepower. Case in points is my Awesome AWS-9M. Sure its heat rating is 1.33, it has 4 LLasers, and has 4 heat sinks in the 355XL (thats how you fit more than 20 FTR). It only goes 71 kph w/o speed tweak. Yeah it's got decent armor, decent manueverability, but an alpha is only good for 36 damage. To put that in perspective, I have a Hunchback SP4 that runs at 80 kph, has a heat efficiency of 1.28, and alpha strike potential of 55. Yeah it has less armor, but it hits considrably harder and is faster. The heat difference of the 2 mechs is negligible. Sure I could drop to a 300XL in the 9M, put in some SRM's to try and keep heat in check; but then, I will have to drop 2 heat sinks from the engine loss, then drop an additional 2 heat sinks to make room for weapons and sufficient ammo. This puts me at a 1.09 heat rating; dropping my speed to 60 kph, with an aplha strike of 61, which is still terrible considering the heat rating. Which means a single alpha on Caustic results in instant heat critical. Then waiting 20 seconds to get in the 15% heat range, so I can fire again. Batch firing small groups will prolong the ineveitable heat critical by a small margin; but, but not enough to fight off that incoming stalker, atlas, etc., and make it out alive.
I know that they nerfed doubles to balance out lasers, but there are far better way to do that. Make the heat from Lasers stack in a multiplicitive manner would be the easiest way. Now let me explain this statement further before you say anything revolving around QQ my hunchback 4P with 9 Mlasers. E.g. firing 4 of your 9 lasers incurs no heat debuff; however, trying to fire the 5th laser will, with a nasty stacking effect there after for every laser fired simultaneously. The amount will depend on the size of the laser and the amount fired. LLasers could fire 3 before the debuff, and SLasers could fire 6. This would force pilots to space out Laser fire slightly, giving them a better sustained rate of DPS while reducing the burst damage. The same thing can then be done to PPC's and ERPPC's anything beyond 2 simultaneously firing would cause extra heat and damage to yourself. Put the burden on the pilot to maintain fire control. Jet fighter pilots use about 90% of their mental processes to fly the jet, and the other 10% to do the fighting.
Also, when it comes to regular PPC's take the 90 meter arming distance off it, and reduce the range to 425 meter. This puts it in the same range bracket as a LLaser or A/C 10, at a very slight disadvantage of range compaired to the other 2, however it doesn't kill my brawling firepower when I have to close with the enemy. Increasing the rel-fire time of PPC's will also help. Increasing it by 2 seconds would be about perfect.
This is a justifiable buff. One has to consider that on heavy and assualt mechs, considerably more room will be used for stacking on weaponry. This means that many less critical slots can be used for DHS's to begin with. As it stands getting any more than 20 is an act of god and involves seriously killing your potential firepower. Case in points is my Awesome AWS-9M. Sure its heat rating is 1.33, it has 4 LLasers, and has 4 heat sinks in the 355XL (thats how you fit more than 20 FTR). It only goes 71 kph w/o speed tweak. Yeah it's got decent armor, decent manueverability, but an alpha is only good for 36 damage. To put that in perspective, I have a Hunchback SP4 that runs at 80 kph, has a heat efficiency of 1.28, and alpha strike potential of 55. Yeah it has less armor, but it hits considrably harder and is faster. The heat difference of the 2 mechs is negligible. Sure I could drop to a 300XL in the 9M, put in some SRM's to try and keep heat in check; but then, I will have to drop 2 heat sinks from the engine loss, then drop an additional 2 heat sinks to make room for weapons and sufficient ammo. This puts me at a 1.09 heat rating; dropping my speed to 60 kph, with an aplha strike of 61, which is still terrible considering the heat rating. Which means a single alpha on Caustic results in instant heat critical. Then waiting 20 seconds to get in the 15% heat range, so I can fire again. Batch firing small groups will prolong the ineveitable heat critical by a small margin; but, but not enough to fight off that incoming stalker, atlas, etc., and make it out alive.
I know that they nerfed doubles to balance out lasers, but there are far better way to do that. Make the heat from Lasers stack in a multiplicitive manner would be the easiest way. Now let me explain this statement further before you say anything revolving around QQ my hunchback 4P with 9 Mlasers. E.g. firing 4 of your 9 lasers incurs no heat debuff; however, trying to fire the 5th laser will, with a nasty stacking effect there after for every laser fired simultaneously. The amount will depend on the size of the laser and the amount fired. LLasers could fire 3 before the debuff, and SLasers could fire 6. This would force pilots to space out Laser fire slightly, giving them a better sustained rate of DPS while reducing the burst damage. The same thing can then be done to PPC's and ERPPC's anything beyond 2 simultaneously firing would cause extra heat and damage to yourself. Put the burden on the pilot to maintain fire control. Jet fighter pilots use about 90% of their mental processes to fly the jet, and the other 10% to do the fighting.
Also, when it comes to regular PPC's take the 90 meter arming distance off it, and reduce the range to 425 meter. This puts it in the same range bracket as a LLaser or A/C 10, at a very slight disadvantage of range compaired to the other 2, however it doesn't kill my brawling firepower when I have to close with the enemy. Increasing the rel-fire time of PPC's will also help. Increasing it by 2 seconds would be about perfect.
Edited by krolmir, 04 January 2013 - 01:35 PM.
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