Protip: The best possible lance to use at all times

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Booo

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Managing heat is really easy when you're using tonnage-efficient weapons like SRM's, so it really never comes up in a fight, especially if you build splat mechs without energy weapons.
It comes up in assault designs like the Highlander, where you can mount 4 SRM6s, an AC/20, and 2 medium lasers, which adds up to 101 (81 without lasers) heat.

If you on the other hand exchange the SRM6s for SRM4s and 4 heat sinks you get a relative heat of 65 (45 without lasers) which is much more sustainable, at the cost of 8 SRMs in the salvo.

You can put in a handful of heat sinks naturally if you want armor and jumpjets, but not more than 3 or so, which helps the SRM4 setup more relative to the other one. Either way it becomes a difference between being able to use your main weapons sustainably or having a somewhat bigger alpha strike. I don't think there is a big mech that's better at leveraging SRMs than the Highlander.
 
Last edited:

kerensky-VII

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remember that time in Ogre, when nobody had tried an all-GEV defence, and then they did, and it was all OMGWTFOGREBBQ forever afterward?
 

raok

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I would argue that +++ missiles are hilariously broken. SRM6s with 72 damage volleys for only 3 tons. Double stab damage LRMs. There are also other weapons that gain much from their "special manufacturers" - low sized ACs get the same stability boosts that a full scale AC20 does, for example

Stab damage is too high indeed. It is mainly because of +1 and +2 stab damage weapons. Standard weapons are way more in balance.

Also accuracy is too high especially when pilot has max Gunnery + to make it worse +Acc weapons. Early game pilots are in better balance.
 

AgentLangdon

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Stab damage is too high indeed. It is mainly because of +1 and +2 stab damage weapons. Standard weapons are way more in balance.

Also accuracy is too high especially when pilot has max Gunnery + to make it worse +Acc weapons. Early game pilots are in better balance.

I have a "trainer" mech outfitted with +Acc weapons, that I use when bringing new recruits to missions.

I also find Acc sometimes useful against high-evasion light mechs when you don't have a sensor lock to spare. very situational though so it doesn't come up often enough to justify +acc.
 

CarpeMortis

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I have a "trainer" mech outfitted with +Acc weapons, that I use when bringing new recruits to missions.

I also find Acc sometimes useful against high-evasion light mechs when you don't have a sensor lock to spare. very situational though so it doesn't come up often enough to justify +acc.
+ ACC is also useful on High DMG weapons like AC/20s AC/10s and PPCs. All or nothing weapons where you don't want to miss.
 

AgentLangdon

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+ ACC is also useful on High DMG weapons like AC/20s AC/10s and PPCs. All or nothing weapons where you don't want to miss.

I had a double ACC PPC++ for quite some time on my Panther. once gunnery on my pilot was 5 or higher I replaced it with a + damage one and found that I did not see any drops in to-hit% on the same pilot, except on high-evasion lights like spiders or locusts.

so here I think raok's original point stands - for reasonable levels of gunnery skill +acc is not needed often enough to justify its use.
 

Xavori

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I had a double ACC PPC++ for quite some time on my Panther. once gunnery on my pilot was 5 or higher I replaced it with a + damage one and found that I did not see any drops in to-hit% on the same pilot, except on high-evasion lights like spiders or locusts.

so here I think raok's original point stands - for reasonable levels of gunnery skill +acc is not needed often enough to justify its use.

Given the BT rules, you can't break 95% chance to hit anyway, so ya, +acc loses its utility.
 

CarpeMortis

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I had a double ACC PPC++ for quite some time on my Panther. once gunnery on my pilot was 5 or higher I replaced it with a + damage one and found that I did not see any drops in to-hit% on the same pilot, except on high-evasion lights like spiders or locusts.

so here I think raok's original point stands - for reasonable levels of gunnery skill +acc is not needed often enough to justify its use.
I'm running a 10 Gun pilot with a ++ ACC AC/20 and it's a life saver being able to splat lights at long range (for the AC/20) when they are at 4+ Evasion in successive rounds.
 

Xavori

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I'm running a 10 Gun pilot with a ++ ACC AC/20 and it's a life saver being able to splat lights at long range (for the AC/20) when they are at 4+ Evasion in successive rounds.

Alternatively, you can LRM them, they lose evasion, and then your splat mechs end them with a called CT shot.
 

CarpeMortis

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Alternatively, you can LRM them, they lose evasion, and then your splat mechs end them with a called CT shot.
Yes I could, if my LRMs weren't busy working on knocking over the heavier mechs. The idea here is to have the spotter pick off the gnats while the LRMS do more important work.