Author Topic: MWLL 0.5.4 Image Teaser #6  (Read 1504 times)

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Offline Mekabuser=12thVR=

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #45 on: December 03, 2011, 04:31:07 PM »
 
The Blood Asp seems good to me... But what do I know? :)
     to b honest. this statement applies to most assaults for me.unless i have time for a full game its not exactly easy for me to afford an assault.personally i would b much happier seeing a new medium or heavy . at least i know i could use those more than once n a blue moon.thats not tosay that i wont like seeing them on the field. iknw about tos etc. finding those servers populated is like finding a diamond with ur spare change.

Offline =KoS= Saber15

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #46 on: December 03, 2011, 04:46:24 PM »
The Nova Cat runs like 20 DHS on most variants - it can handle its enormous heat output. A Blood Asp with paired Gauss rifles wouldn't be able to afford that kind of heat efficiency. "I could do it in MW4" is not a very good example for a build that would work. Even if you assume two-ton HMLs, that's still eight tons turning into twelve if you swap the lasers for PPCs - not going to happen unless you remove heatsinks or armour.

Let's do the maths, yeah?

Blood Asp Prime has 2x cGauss, 2x cMPL, 4xHML, a cSSRM6, and 18 DHS. For the sake of argument we'll assume that the medium lasers are all 2 tons and every ammo-linked weapon has a free ton of ammo. Itemised, that comes to:

2x cGauss: 24 tons
2x cMPL: 4 tons
4x HML: 8 tons
1x cSSRM6: 1.5 tons
8x DHS: 8 tons

You want to add 2x cERPPC (6 tons a pop) and 1x ATM-6 (3.5 tons). So, you need to make 15 tons of weaponry and HS disappear.

Kill the HMLs and you're only halfway there; losing the cSSRM6 gives you another 1.5 but you'd still need to ditch 6 DHS in order to fit that loadout; that'd take your heat load to 14 SHS equivalent. Given that the Adder prime runs 5 DHS (for 20 SHS equiv) and can't really handle its heat in a protracted firefight, I don't see how having more heat (thanks to the ATMs) for significantly less dissipation could work out as anything other than a disaster.
Do you count engine DHS when you count those? MWLL has 10 standard heatsinks on the engine, not the 10 Dual heatsinks that BattleTech has.

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Offline Kelmola

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #47 on: December 03, 2011, 05:39:56 PM »
It's good to finally be getting an actual Clan Assault 'Mech
Hey now, the Mk II is a perfectly good assault mech.  >:(
Maybe, but I for one don't consider it a clan mech  :P
Yeah it is using clan tech, but its not clan.
Please, even if you think that a BattleMech made by a Warden clan that was in the process of relocating to the IS, had also rediscovered their appreciation for the freeborn, and was selling unmodified Clan tech to whomever had the cash, and even fought several Trials of Refusal to be allowed to do that, is not a "real" Clan assault 'Mech , then at least have the decency to call it by its Clan name Black Wolf instead of the IS marketing name. :(

Offline sleepysheep

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #48 on: December 03, 2011, 09:50:07 PM »
The Blood Asp seems good to me... But what do I know? :)
     to b honest. this statement applies to most assaults for me.unless i have time for a full game its not exactly easy for me to afford an assault.personally i would b much happier seeing a new medium or heavy . at least i know i could use those more than once n a blue moon.thats not tosay that i wont like seeing them on the field. iknw about tos etc. finding those servers populated is like finding a diamond with ur spare change.

Funny you should say that, last three days all I've played is tos pretty much....
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Offline Mekabuser=12thVR=

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #49 on: December 04, 2011, 12:38:26 AM »
i agree since i too saw tos a few times in the last few days. My gripe has everything to do with how much time I get to play which is maybe 30 minutes a day or so. More often than not I find myself in the 75 to 90 k bracket at that time. I just very rarely find myself with the cash for an assault, or better yet, the desire for one.
Its one of the reasons that I lamented the lack of solaris play.At least I could try everything there.
I have probably spent .02% of my total time playing in assaults.
probably 7% in heavies.

Offline Terragent

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #50 on: December 04, 2011, 11:06:06 AM »
*snip*
Do you count engine DHS when you count those? MWLL has 10 standard heatsinks on the engine, not the 10 Dual heatsinks that BattleTech has.
Engine DHS were counted as SHS in MWLL (hence the "14 SHS equivalent" bit. Sorry about any confusion caused there!

Offline «اك§» Trooper_Thorn

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #51 on: December 04, 2011, 02:13:18 PM »
The Nova Cat runs like 20 DHS on most variants - it can handle its enormous heat output. A Blood Asp with paired Gauss rifles wouldn't be able to afford that kind of heat efficiency. "I could do it in MW4" is not a very good example for a build that would work. Even if you assume two-ton HMLs, that's still eight tons turning into twelve if you swap the lasers for PPCs - not going to happen unless you remove heatsinks or armour.

Let's do the maths, yeah?

Blood Asp Prime has 2x cGauss, 2x cMPL, 4xHML, a cSSRM6, and 18 DHS. For the sake of argument we'll assume that the medium lasers are all 2 tons and every ammo-linked weapon has a free ton of ammo. Itemised, that comes to:

2x cGauss: 24 tons
2x cMPL: 4 tons
4x HML: 8 tons
1x cSSRM6: 1.5 tons
8x DHS: 8 tons

You want to add 2x cERPPC (6 tons a pop) and 1x ATM-6 (3.5 tons). So, you need to make 15 tons of weaponry and HS disappear.

Kill the HMLs and you're only halfway there; losing the cSSRM6 gives you another 1.5 but you'd still need to ditch 6 DHS in order to fit that loadout; that'd take your heat load to 14 SHS equivalent. Given that the Adder prime runs 5 DHS (for 20 SHS equiv) and can't really handle its heat in a protracted firefight, I don't see how having more heat (thanks to the ATMs) for significantly less dissipation could work out as anything other than a disaster.

Tweedledee and Tweedledum, this is not reality just a game that is for fun, there are some of you stressing about weapons load-outs by the ton, what we get is up to the developers and what they have done, so we can fight great battles and live to tell the tales of daring do and great great deeds done!

My friend your "Geek" is showing, my suggestion is have a Coke and a smile and remember that this game is a labor of love from the mechwarrior gaming community that is truly free with only the investment of the Crysis Wars game and not having to buy gaming "Gold" like most other games and not a piece of crap from Microslock or the other fallen flags of gaming that have had the "Rights" to Mechwarrior and all of its parts. Therefore, my suggesting a dual Gauss and dual ERPPC with a single ATM(H) 6 or 8 which is the only center torso mounted weapon and the right and left torso weapons slots could either be used for extra dual heat sinks or small lasers or MG.

If you look at the load out I put up I did not say heavy lasers which are heat hogs but medium pulse which do run cooler than heavy lasers and the entire weapons package would be run in a chain fire config by a smart warrior and would not be something to stress over. Hell if you are worried about heat remember the ERPPC's are arm not torso mounted like commonly found in IS mechs and the transfer of heat should not be as great as if they were torso mounted and the Gauss are also mounted on top of the shoulders at the highest points of the mech, again not torso mounted so all of their heat would not be radiated down through the mech along with their fairly slow reload rate they will not be melting barrels anytime soon.

Standing still like a turret emplacement would also cause heat problems of its own, however, the actions of moving from firing point to firing point causes airflow over the arm and shoulder mounted weapons that helps heat dissipation taking into account the map temps this config would be harder to use on "Hot" maps as opposed to "Cold" maps. A choice of weapon con figs when going into a drop should be matched to first if you are going to use Battlemechs or Omni-mechs then the particular mission type for each mech, Brawl, medium, long range or fire support then map terrain, map temps, firepower needed and the preferences and capabilities of the individual warriors assigned to the mission. This is what any good Drop Commander does before taking his troops out to do battle against enemy units.

Since we are not doing league team drops yet, this is something the individual warriors must take into consideration before marching into a fight so he or she may be successful in the fight unless of course you are a noob rush fanatic then all bets are off, rush out die, re-arm, rush out and die, rinse spin do it all again.

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Offline Terragent

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #52 on: December 04, 2011, 02:59:06 PM »
You do realise that's all a load of rubbish, right? Nothing in MWLL (or CBT, for that matter) ever makes a distinction between weapon locations for cooling. Your suggested config is an overheating deathtrap, and no amount of RP handwaving will change that.

Offline ~SJ~ Xarg Talasko

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #53 on: December 04, 2011, 03:22:23 PM »
So just out of curiosity, what is the speed and armour tonnage on this variant of yours?


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Re: MWLL 0.5.4 Image Teaser #6
« Reply #54 on: December 04, 2011, 04:33:38 PM »
i agree since i too saw tos a few times in the last few days. My gripe has everything to do with how much time I get to play which is maybe 30 minutes a day or so. More often than not I find myself in the 75 to 90 k bracket at that time. I just very rarely find myself with the cash for an assault, or better yet, the desire for one.
Its one of the reasons that I lamented the lack of solaris play.At least I could try everything there.
I have probably spent .02% of my total time playing in assaults.
probably 7% in heavies.

It's funny, I used too be like this too....I could never afford anything above a medium....

Now I can usually by half match afford the IS assaults, why I like Huntress....I prefer mediums and lighter heavies (MadDog) and I can give my money away....

Always seems wasteful buying an 85-90k asset when you have over 100k....

Some of that is the new reward system, last few months (since may/june) has seemed easier to rank up

And getting better  :P



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Offline «اك§» Trooper_Thorn

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #55 on: December 04, 2011, 11:01:56 PM »
You do realise that's all a load of rubbish, right? Nothing in MWLL (or CBT, for that matter) ever makes a distinction between weapon locations for cooling. Your suggested config is an overheating deathtrap, and no amount of RP handwaving will change that.

Did I P.O. the little Geekey weeky? Awww you poor wittle thing.

I did say if you took time to read the lasers could be dropped and replaced with heat sinks and I did also point out that what is in the Canon time and again has no basis in reality. In Reality weapons placement matters a great deal especially if there is airspace between the weapons mount and weapon the entire heat would not be transferred to the Torso or body of mech especially when weapons are arm mounted (or the mech's arm) the recycle speed also has a lot to due with weapons heat or heat build up. Heat rises not descends only a small portion of heat would be transferred through the mount unless it is torso mounted. Again IS Centric stupidity from the writers that do not have the foggiest idea of how weapons work or are used they just extrapolate from the heat of an ammo based weapon and the heat a laser creates in a lab where there are also to remind you, "cold" lasers that also exist. Finally, I also pointed out matching weapons and mech assignment when drop commanding is a big deal when you expect to win the drop. But all in all, "IT IS STILL JUST A GAME"  what I have said does not have anything to do with "RP Handwaving" I come from a military weapons background and understand what I am talking about. Not you little man. The MW4 config I would use from time to time was 2 CG,2 ERPPC 1 ATM(H) 6 we did not have 8's, then max the armor with the remaining tonnage yes it was hot but not unreasonably so, no more than a Nova Cat. Besides you only fired the ATM (H) at close range, not long. So you would alternate your weapons fire not use an alpha strike every time so as to help control the heat you did build up. So stop your pissing and moaning because you really are beginning to bore the hell out of me.

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Offline «اك§» Trooper_Thorn

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Re: MWLL 0.5.4 Image Teaser #6
« Reply #56 on: December 04, 2011, 11:17:23 PM »
So just out of curiosity, what is the speed and armour tonnage on this variant of yours?

Honestly, I could not tell you because I removed MW4 and MekTek mechpack along with NBTHC when I began to play this game, lol, I would say slow and the config was 2 ERPPC,2Cgauss and an atm6 (H) we did not have 8's then used the open tonnage for armor. However, I also used the Direwolf Widow Maker more often with the same config. If I wanted to engage in long range battles and a dual AC20 and AC10 for brawling or a pair of Heavy lasers with two AC20's for brawling on the zone before I joined CBS and moved over to NBTHC.

Kodiak: 1 CG, 2 ERPPC, CLRMs also max armor after load out the speed was not the fastest either but when you are fighting at range and pop sniping you do not have to be fast.
Brawling:1 ac20 or 10, 2 erlarge atms or streaks then max armor. if you wanted more speed or better heat you drop JJ's

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