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Weapons/equipment Questions


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#1 Universe Man

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Posted 08 December 2012 - 12:06 PM

I've had some time to experiement with some of the weapons/mechs now and I have a few questions:

1) Lasers - How do these apply damage? Is it a damage over time aspect, with a linear damage curve based on when/where the weapon is on it's target? So, I could potentially do just 1 damage if I swipe an enemy...

2) Flamers - I pulled the small laser out of my SP4 and decided to have some fun with a flamer since I tend to get in the thick of things. How much heat does a flamer cause the enemy (ex: is it a constant +2heat/s)? If I had 2 flamers hitting my opponent, would the heat double on them?

3) Artemis with SRM's - How exactly does this work? I can't tell Artemis is helping. Does it just narrow the spread of the missles when they fire?

4) Engines - Do bigger engines only provide faster mechs? I understand engines come with HS's built in...is there a spreadsheet that shows how many?

#2 Roughneck45

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Posted 08 December 2012 - 12:10 PM

1.) You are correct.

2.) Im not quite sure on the exact numbers. All I know is that they are still crap.

3.) Its a passive upgrade to all your missiles. Makes the grouping tighter against non ECM opponents. Also makes the re-arm lot more expensive.

4.) Im sure there is a spreadsheet somewhere on this forum. As a general rule, every 25 engine points (200,225,250, etc.) gets another heatsink. Otherwise, yes, higher rated engine = faster mech.

Edited by Roughneck45, 08 December 2012 - 12:10 PM.


#3 Relic1701

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Posted 08 December 2012 - 12:14 PM

1. Lasers do damage over the duration of their beam, so you have to 'hold' the beam on target for the full duration to do maximum damage, but note that the target can twist and move to spread the damage around.

2. Flamers...don't bother, they are not really worth the effort except for novelty value

3. You are correct, Artemis FCS does indeed reduce the 'spread' of the missile cluster, it's more noticeable at range.

4. Each mech can have an engine size based on the original 'stock' engine size, this varies from chassis to chassis & variant to variant. All engines come with heatsinks....1 for every 25 rating, up to a maximum of 10. eg. a 150 engine will have 6 heatsinks, a 250 will have 10. A 275 or above engine will also come with 10 heatsinks, but, due to the size of the engine, will allow you to fit more, a 300 comes with 10, but can fit 12, and a 400 comes with 10, but can fit 16. (Please note, a mech must have at least 10 heatsinks to be 'legal')

Hope this helps, check the guides section of the forum for more detailed information :D

Edited by Relic1701, 08 December 2012 - 12:15 PM.


#4 Redshift2k5

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Posted 08 December 2012 - 12:24 PM

You can find lots of information here: http://mwo.smurfy-ne...#module_engines

specifically I've lined the section relating to the number of engine heatsinks/engine heatsink slots

Edited by Redshift2k5, 08 December 2012 - 12:24 PM.


#5 Universe Man

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Posted 08 December 2012 - 12:42 PM

Thanks for the feedback, guys. I know flamers don't seem that great...but I like them, kind of fun. And believe it or not, I've had a number of people shut down in front of me (whether they did it on their own or I helped the process). Usually it's the laser boats. Everyone else probably laughs at me :D





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