

Can Someone Explain To Me One Thing?
#1
Posted 20 November 2012 - 03:07 AM
#2
Posted 20 November 2012 - 03:15 AM
#3
Posted 20 November 2012 - 03:21 AM
#4
Posted 20 November 2012 - 04:36 AM
Grugore, on 20 November 2012 - 03:21 AM, said:
This. Flamers are trash, people basically just use them as annoyance/ trolling. If the pilot is half way decent and their build has a good heat ratio they will never overheat. mark of a good mech warrior. overheat is basically death in a light mech.
#5
Posted 20 November 2012 - 07:23 AM
Grugore, on 20 November 2012 - 03:21 AM, said:
I can agree with with. I setup my jenner with 6 flamers, and as many DHS as I could cram in it..all I was going for was a 'tactical mech' where I could help teammates.
I literally chased 2-3 different guys, for about 2 minutes a piece flaming them non stop on their core, and not once caused them to shut down, they just keep firing away at everyone like I wasn't there. Flamers are pretty pointless as a weapon other than rare situations where you can find someone on the volcano, already shutdown, and try to keep them shutdown longer. Which is so situational that its not worth the tonage and weapon slot hoping you can get to use it to me.
Edited by dxwarlock, 20 November 2012 - 07:24 AM.
#6
Posted 20 November 2012 - 08:17 AM
Right now, Flamers do very little damage and add up to 20% heat to a target mech.
- 1 flamer can add up to 20% heat ... but to do so adds even more heat than that to the user !!!
- 9 flamers can add up to 20% heat ... so multiple flamers don't help (although you will definitely overheat trying to use them)
The only real use for a Flamer right now is the "blinding" effect they have if you spray flames at the target's cockpit ...
Wait until they get fixed to use them.
#7
Posted 20 November 2012 - 08:18 AM
Edited by Falrinth, 20 November 2012 - 08:19 AM.
#8
Posted 20 November 2012 - 12:30 PM
Falrinth, on 20 November 2012 - 08:18 AM, said:
It's pretty easy actually. I run a similar build (two small lasers, two medium lasers, 2 SSRM2s). With an XL300, endo-steel (possibly ferro-fibrous), you can easily cram 16 double heat sinks into it.
I highly doubt they are constantly firing. In my build I can fire 6-7 times continuously before over heating......and to solve that problem all I have to do is alternate fire, or wait 2-3 seconds, or a combination of both.
Doing that lets me keep shooting almost indefinitely, not completely, but close.
#9
Posted 20 November 2012 - 04:10 PM
Falrinth, on 20 November 2012 - 08:18 AM, said:
Jenners are typically acknowledged as the "best" light mech right now. the "green lasers" are mediums. 4 of those is not uncommon. the "rocket launchers" are Streak SRM-2's aka SSRM's. they track to target I'm sure you noticed. its a common build to carry 4x lasers and 2x SSRM's on a Jenner. the SSRM's don't give very much heat. the 4 mediums are also not that hard to control. i have 4x Mediums on my Catapult with 12 Double heat sinks, and i can fire them nearly constantly. so I'd imagine a good pilot with 16 doubles as stated above wouldn't have much trouble at all.
just curious, what are you running that only has 2 medium lasers? no offense but that's a joke to most enemy mechs. just doesn't have the punch to scare anyone.
#10
Posted 21 November 2012 - 07:21 AM
Btw. by firing more than 1 weapon at same time they produce more heat than summarised heat of them fired one by one?
edit:
Another question: is it important at what parts the heat sinks are placed?
Edited by Falrinth, 21 November 2012 - 07:22 AM.
#11
Posted 21 November 2012 - 08:27 AM
Firing all your weapons, called an alpha strike, creates a lot of heat yes. If you are overheating you need to add more heat sinks or use weapon groupings to fire weapons in succession. Heat sink location isnt generally important but you should consider putting them in places that dont get blown off you. Heat sinks in the legs can also raise HE when standing in water if im not mistaken.
check out this link for more general information
http://mwomercs.com/...or-new-players/
#12
Posted 21 November 2012 - 06:09 PM
Falrinth, on 21 November 2012 - 07:21 AM, said:
Btw. by firing more than 1 weapon at same time they produce more heat than summarised heat of them fired one by one?
edit:
Another question: is it important at what parts the heat sinks are placed?
Medium lasers produce 4 heat when fired, so you're generating 16 heat when firing all of them. A mech's heat capacity starts at 30 + 1 for each heat sink you have. With 4 mediums, you should be able to get 4-5 shots before overheating (less if you cram on more heat sinks or time your shots).
Which Jenner variant do you have? You might have the one with 6 energy hard-points. In that case running something like 6 small lasers...or some combination of small and medium lasers....works very well.
How many heat sinks (and what type) do you have, by chance? Also what size engine? Trying to get engines in multiples of 25 is ideal. If you have the 245, I'd upgrade as fast as possible. For an end-goal, I'd suggest shooting for an XL275 or an XL300.
#13
Posted 22 November 2012 - 12:13 AM
#14
Posted 22 November 2012 - 12:23 AM
2. XL engines of the same rating (standard 300 vs XL 300) are lighter in weight but takes up more space (3 crit slots in left/right torsos)
3. Going with Double heatsink can be beneficial, since this affects the Heat sinks in the engine and outside the engine (different ratings).
#15
Posted 22 November 2012 - 01:49 AM
Edited by Falrinth, 22 November 2012 - 01:50 AM.
#16
Posted 22 November 2012 - 04:26 AM
Grugore, on 20 November 2012 - 03:21 AM, said:
They are not "broken" because in canon they do produce 50% more heat to the attacker than to the target.
They were only secondarily meant to heat up enemy Mechs, their primary use in TT was to set stuff ablaze (trees, buildings) to produce smoke cover.
It would be great if PGI added that to the game.
#17
Posted 22 November 2012 - 04:38 AM
Flamers will cause heat to the enemy, so if he has a high-heat build he will have to shoot less often or risk overheating ,but a handful of flamers will not cause a mech to shut down
flamers will be balanced shortly to generate more heat to the enemy, but you should NOT expect them to instantly overheat someone, that's not how flamers are supposed to work.
#18
Posted 23 November 2012 - 07:49 AM
Falrinth, on 22 November 2012 - 01:49 AM, said:
If 3 critical slots of an engine are destroyed, then the engine is wrecked. This means that if you are using an XL engine and you lose a side-torso, the mech is wrecked.
XL engines are great for small, fast mechs, or mechs that have small side-torsos (Catapult, Dragon, etc). However you can also use an XL engine if you want to take a bit of a risk and cut down on weight and/or increase speed. For example I put an XL engine on my Centurion despite the big side torsos just because I really, really want the extra tonnage as well as move fast.
I'm considering an XL engine for my Cataphract just to free up more tons. That thing chews through ammunition....I really need more ammo and I can't really cut any more armor. If I go from a Standard 210 to an XL 250, I get an extra 2 heat sinks so I can save about 3.5 tons (strip out two heat sinks). I might drop a third heat sink just for some extra critical space to cram in more ammo.
The downside is that the Cataphract would then be REALLY easy to destroy so I have to play it careful and safe.
#19
Posted 23 November 2012 - 08:36 AM
Vincent Lynch, on 22 November 2012 - 04:26 AM, said:
They were only secondarily meant to heat up enemy Mechs, their primary use in TT was to set stuff ablaze (trees, buildings) to produce smoke cover.
It would be great if PGI added that to the game.
You, Sir, can take that logic trash somewhere else!
And I personally knwo that smokescreens are already in-game... my Hunchback's shoulder makes a smoke screen that coveres my face when I rattle the 3 AC/2's continuously

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