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Squeezing That Last One Free Ton Out.


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#1 Clogsman

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Posted 01 February 2013 - 09:35 AM

So I alway find myself with a mech that looks almost perfect on paper only to come to the conclusion that.. yes, you need just one more free ton.

You don't want to skimp on armor, you already have all the viable upgrades, touching your engine is heresy, and lowering heatsinks might result in horrible death.....

How the hell do you guys balance this out?

Any tips, tricks or whatever you would like to share would be much appreciated!

#2 nostra

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Posted 01 February 2013 - 11:42 AM

Dropping a ton of armor is always an option, especially if in less-necessary spots (arms, legs, occasionally a couple from side torsos). You said you didn't want to skimp on armor though.

Best recommendation is to decide what you REALLY need on your 'mech, what role you've chosen for yourself, and try to eliminate any extraneous stuff that doesn't fit that role. If you're a slow, close-in brawler, you don't need a BAP or ECM. If you're a fast scout, you really don't need five medium lasers AND an SRM 6.

Just sayin'

#3 Clogsman

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Posted 01 February 2013 - 01:10 PM

Mhm, I think the cooling efficiency stat on smurfy's confused me. I was thinking under 50% would be under 1 ingame. However, after some comparing I've come to the conclusion that it's not. So, I could actually ditch 3 double heatsinks. :wub:

#4 DerHuhnTeufel

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Posted 01 February 2013 - 01:18 PM

Depending on the mech, you might lower your head armor. I generally shave a bit off on my commando because I've never once been shot through the cockpit on it. I don't recommend it in an atlas or Catapult, though.

#5 StalaggtIKE

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Posted 01 February 2013 - 01:38 PM

Usually I find losing 1 heat sink and some leg armor is good for freeing up that little bit of necessary tonnage.

#6 slayerkdm

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Posted 01 February 2013 - 02:07 PM

Leg armor and heatsinks. After the engine heatsinks, you will notice you are not getting that big a bang for the buck by adding more. In fact, unless I have a pure laser boat, I really never add extra heat sinks anymore.

#7 xxx WreckinBallRaj xxx

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Posted 01 February 2013 - 07:10 PM

I just edit a lot until I find that perfect build. Just remember to take DHS every single Mech, then make the build. There simply is no reason "not" to have DHS. If you still have extra slots, which you usually will, then factor in the extra 5% weight you'll get from Endo vs the 14 slots you'll lose on it. Most Mechs can freely run Endo in addition to DHS. Ferro you should NEVER get unless for some reason you can fit all 3 into the Mech. Also, do not ever use an XL Engine. The instant death simply isn't worth the slot to ton trade. DHS/Endo already turn slots into weight and they don't kill you in the process.

#8 ICEFANG13

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Posted 01 February 2013 - 07:17 PM

Really? I think XL engines are worth is much more often. Although I respect both STD and XL engines both have roles advantages etc, I've very rarely been pleased with a STD engine. It also depends on the mech.

Share a loadout and we can give feedback. Let us see what it is, and let us know what you want about it.

I can't say anything for sure unless you at least give the type of mech, but a build would be better.

#9 nostra

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Posted 01 February 2013 - 07:56 PM

View PostDerHuhnTeufel, on 01 February 2013 - 01:18 PM, said:

Depending on the mech, you might lower your head armor. I generally shave a bit off on my commando because I've never once been shot through the cockpit on it. I don't recommend it in an atlas or Catapult, though.


True that, though most 'mechs have only 18 points of armor on the head which less than half a ton, but it can save some necessary space on 'mechs that don't have a gigantic head to hit. Generally the Stalker, Dragon, Raven, and Jenner in my opinion

#10 Ravennus

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Posted 01 February 2013 - 09:47 PM

It just depends.
I've definitely tried a few builds where I just couldn't sacrifice anything more.... but usually that's not the case.

Especially on bigger mechs, like the Atlas, the legs are a GREAT place to grab a ton or two.
You still shouldn't strip it all, but getting down to about 50 still makes them very tough and a good place to store ammo.
Just remember that other smart mechwarriors know of this trick... and will try to shoot your legs first just to see if you stripped the armor there.

On smaller mechs, like a Raven, you actually should NOT remove leg armor.... for a few reasons.
First, a lot of people are learning to shoot the legs of lights because they are actually easier to consistantly hit and there is nothing more satisfying than legging a fast light and then gloating as their main defense is gone (just don't get cocky..... I once got a cockpit kill on an Atlas who decided to park in front of me and mock me in chat after I was legged).
Second... fast mechs actually take a LOT of damage from uneven terrain and falls, all to their legs. You can prevent this by slowing down, but that obviously causes other problems. So you should always expect to take damage there.
Instead of the legs, look at the size of the hitboxes of various components and judge from your experience in game.
For example, I've NEVER been killed from a cockpit shot in my Raven, so taking some armor off there helps.
The arms are also very hard to hit, so you can shave a little off there as well.


Other ways to get that last ton..... many people put more heatsinks than they need. Depending on your build and the playstyle of the mech, you might be overdoing it. Removing a DHS or two is also a great way to free up crit slots and might even net you Endo Steel in the bargain (and save more tonnage).


Engine rating is another one. Yes, going fast is great... but sometimes you sacrifice way too much weight for too little gain.
If dropping the engine 10-15 points will safe you 3-5 tons but only cost you a few KPH, it's generally worth it.
Also, you generally want to make sure to get at least a 250 engine in a mech, to benefit from 2.0 DHS in the engine.
After that, every 25 points of the engine gives you another free slot for a heat sink, which can save a LOT of crit space.
Just remember that, with XL engines, sometimes different engines actually cost the same weight... like an XL 250 and 255, for example. So don't automatically think that dropping the engine 5 or even 10 points will free some weight. Check first.


Something else that I often find on the chopping block in my mech designs is the Anti-Missile System.
At first, I had it on almost all my mechs as I really liked it from Tabletop.
But in practice, I didn't find it as useful.
On a mech that already has ECM, it's almost useless... though still has some use if you get TAGed or countered.
On a fast mech... you are better off finding cover and being aware of your surroundings.
I'll still fit it in if I have the 1.5 tons and 2 crits free, and don't want anything else.... but it's one of the first things to go right now, unless they buff it OR I can fit 2 AMS, which actually do something.


Hope this helps!
I love mech building, and spend as much time (or more) tinkering with builds as I do actually playing the game. :)

Edited by Ravennus, 01 February 2013 - 09:47 PM.


#11 MagicHamsta

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Posted 03 February 2013 - 01:00 PM

View PostSoladrin, on 01 February 2013 - 09:35 AM, said:

So I alway find myself with a mech that looks almost perfect on paper only to come to the conclusion that.. yes, you need just one more free ton.

You don't want to skimp on armor, you already have all the viable upgrades, touching your engine is heresy, and lowering heatsinks might result in horrible death.....

How the hell do you guys balance this out?

Any tips, tricks or whatever you would like to share would be much appreciated!


By planning ahead?
(.-.)
If you can't afford to take out any sinks/more armor/engine size obviously your planning has failed.

#12 Inveramsay

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Posted 03 February 2013 - 02:07 PM

View PostBluten, on 01 February 2013 - 07:10 PM, said:

Also, do not ever use an XL Engine. The instant death simply isn't worth the slot to ton trade. DHS/Endo already turn slots into weight and they don't kill you in the process.


For some mechs I'll agree there but for lots of other mechs this simply doesn't hold true. Raven, Jenner, Catapult definitely benefit from it, Stalker, Dragon, Awesome, Commando, Spider may well benefit from it depending on build. I'd never stick one in an atlas or hunch though, that is for sure, centurion is highly unlikely that it'll be a good idea.

If it is a light mech shaving weight off the arms and head is a viable option whereas for heavier mechs the legs have a bit more armour than they really need normally. Depending on the mech even larger mechs you can safely take off a little weight off the head. You can't swap pulse lasers for non pulse lasers for example?





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