Jump to content

Amounts Of Heat Sinks?


11 replies to this topic

#1 Blanerz

    Member

  • Pip
  • Knight Errant
  • 13 posts
  • Facebook: Link
  • LocationCanada

Posted 24 January 2013 - 07:14 PM

Right now I have an Atlas AS7-RS.
My total heat sinks on it is 26, and its heat level is 1.28.
I would like to lower the amount of heat sinks I have, so I can introduce some more LRM ammo and a C.A.S.E.
What should be the least amount of heat sinks on my Atlas?

Weapons

1 LRM 10
1 LRM 5
4 Medium Lasers
1 LB 10-X AC
1 AMS

Also, what is the most efficient LRM? I hear that it's a 10, but I don't have full details.

Edited by Blanerz, 24 January 2013 - 07:15 PM.


#2 gjnii

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 77 posts

Posted 24 January 2013 - 07:59 PM

the first step is pull your lrms out and see what your heat would be in a brawl.. and ask yourself how much you want to sacrifice.

second off, get double heat sinks. I just refit my D-DF (which does have DHS) to the exact same loadout

1 LRM 10
1 LRM 5
4 Medium Lasers
1 LB 10-X AC
1 AMS
STD 325 engine
900 LRMS (300 in the legs, 600 in the missile chest, w/ a CASE)
30 LBX-10 ammo, (30 in the legs)
2000 AMS ammo (in the face of course!)

Heat lists as 1.44
Melee guns only is 1.63 (which is kind of over kill honestly)
LRM only is 3.56 (which means if you're firing only LRM, you can fire them forever.)

And thats with max armor except only 73 in the legs... which is too much anyway haha.

Without DHS its a very different story.
If you can get DHS you could try slotting hotter weapons, like ditching an LRM ammo, and slotting an AC20 instead of the LBX10, or uac5 and MPL for some very intense firepower inside of your 180 LRM deadzone.

But yea, DHS really help an atlas out.
Hope that helps!

#3 SPencil

    Member

  • PipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 763 posts
  • LocationCanada

Posted 24 January 2013 - 08:13 PM

In my opinion, if you want to focus on using LRMs then you absolutely need TAG.

Nothing is worse then having direct LOS on an enemy under ECM 500 meters away and not being able to do anything about it. It'll take a bit longer to lock and the window you need to keep your reticule on is tighter but it'll pay off in the long run.

Plus, it's really satisfying to ruin a ECM-Raven's day with LRMs ^_^

#4 nungunz

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • 612 posts

Posted 25 January 2013 - 12:11 AM

Get Double Heat Sinks

#5 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 25 January 2013 - 01:29 AM

Your heat is about as low as you can really risk. Any lower and you risk spending more of the match shut down than fighting. A little more heat efficiency can come from switching one of your lasers for a tag. Then you might be able to sacrifice a heat sink.

However I agree with the others, if you switch you can drop some tonnage and have the same if not better heat efficiency. Just don't "upgrade" to endo or ferro or you'll be screwed for crit slots.

#6 SPencil

    Member

  • PipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 763 posts
  • LocationCanada

Posted 25 January 2013 - 02:58 AM

View PostKoniving, on 25 January 2013 - 01:29 AM, said:

Just don't "upgrade" to endo or ferro or you'll be screwed for crit slots.


You can have Endo and DHS, but it's tricky. You can use the tons you save to get a bigger engine (minimum 275) that you can drop heat sinks into, freeing up crit slots. Whether it's worth it or not really depends on what you're trying to do.

#7 Redoxin

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 263 posts

Posted 25 January 2013 - 04:03 AM

Get double heat sinks.

#8 Kargarok

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 131 posts
  • LocationMaine

Posted 25 January 2013 - 07:00 AM

DHS will help, but it's all about heat management and learning when not to fire full on and when you can risk a shut down. My D-DC is somewhere around 1.15.

#9 nungunz

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • 612 posts

Posted 25 January 2013 - 08:33 AM

Once again, I'd suggest Double Heat Sinks. 26 Heat Sinks (assuming you have a Standard 300) costs you 16 extra tons and 14 slots (over the size of the engine) for a heat dissipation of 2.6 heat per second.

16 Double Heat Sinks will cost you 6 extra tons and 12 crit slots for a heat dissipation of 2.84 heat per second. For better heat dissipation at 2 less slots and 10 tons you get a lot.

Heck you can probably fit 17-18 DHS onto that thing for a heat dissipation of 2.98 - 3.12 heat per second. It costs more crit space, but still saves you 4 tons.

#10 OneEyed Jack

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,500 posts

Posted 25 January 2013 - 08:35 AM

First of all, I don't get splitting the launcher instead of running 1 single 15-pack. It'll make your timing funny as they have different cycle times. But, whatever, that's up to you. I get that it's a little faster. I just don't see it as significant with so few missiles.

Second, 2 tons of LRM ammo is 24 volleys with 15 tubes. If you're going through more than that with those piddley launchers, you're playing wrong. If you want to have a few LRMs as a chase/closing weapon, that's fine. But if you're standing off in an Atlas trying to play support with only 15 missiles, you're crippling your team. An assault, whatever role they choose, simply needs to be doing more than that, period.

Third, that is a weak loadout for an assault. There's mediums with better weaponry, and they move faster.

If you want a mix of weapons like that, try this Mixed Role Atlas. I generally find 30 rounds to be plenty for an LB-X, especially if you plan to play any support at all, but I loaded 45, just in case. It's got 36 volleys of 30 LRMs, which I believe is plenty for mixed role, but you could get 6 more by trading a ton of LB-X ammo, and another 6 if you want to move the ammo from LT to RT, so you only need 1 CASE and drop 1/2 ton of armor (to 73 per leg). Artemis and TAG will make your LRMs far more effective, though it gives up 1 ML for close action. With 13 DHS you need very minor heat management at close range, and none at all with your missiles.

If you'd rather play close support with LRMs for closing/chase weapons you could try this Close/Mid-range Atlas. It's more of a constant-threat build. The heat sinks can pretty much run it all day if you only use the appropriately ranged weapons, or you can make a substantial Alpha when the time is right. You could also drop 1 ton of LB-X ammo for another heat sink. This modified version Close-range Atlas drops the Large Lasers to Mediums, boosts the engine and increases heat sinks. It's got less firepower overall and less mid-range in particular, but is much more heat-conscious. In both cases, it drops TAG and Artemis IV since the effectiveness increase for so few LRMs doesn't seem worth it.

Personally, I feel that LRMs are only useful in numbers and find anything less than 30 to be a waste of time. For only 1 ranged weapon, I'd go something like this Close Assault Atlas. With 18 DHS, you can go pretty wild. The Gauss gives you much more threatening reach than 15 LRMs and can be mixed in with your short-range weapons without worrying about heat, and has enough ammo to do both.

If you want to play full-on support, which I don't personally like for this variant, I'd go something like one of these: Support RS or Support RS v2.

In all the builds I only used 1 ton of AMS ammo because there's just not that many mechs launching enough missiles that you care about AMS without launching enough to overload it. But you can easily fit an extra ton into any of these builds if you prefer. DON'T put it in the head. The new override system makes it far too easy to get ammo explosions and it will kill you instantly.

The Front/Rear Torso armors are simply Smurfy's default when you hit "max armor." I generally put quite a bit more to the front than these.

#11 Bandokay

    Member

  • PipPip
  • 48 posts
  • LocationHamburg

Posted 25 January 2013 - 08:39 AM

tag and some dhs and maybe smoke em in a pipe

dont forget tag

#12 Chazer

    Member

  • PipPipPipPipPip
  • 162 posts
  • LocationFlorida

Posted 25 January 2013 - 01:48 PM

http://mwowiki.org/w...e:Weapons_Table
This is a weapons table that will show you the details on the different LRM packs. As you can see the heat on the LRM 15 is 5 which is lower than the LRM5 + LRM10 (2+4=6).





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users