Quote:
Originally Posted by PsYcNeT
1.) You only need 1 JJ until PGI gets around to fixing them. At the moment, multiple JJs only let your hover longer, but don't give you any extra lift. Strip one out.
2.) TAG is only useful in a co-ordinated group, so if you aren't running with a pre-made, it is marginally useful.
3.) Keep your lasers as is. 4 MLas on a Jenner F or K is perfectly fine.
Removing one JJ and TAG will give you another ton, you can strip out 8 armor plates (I would say 2 from each leg, and 2 from your Rear LT and Rear RT) to fit in BAP. Conversely, you could get Endosteel if you have the crit slots and it should free up 1.5 tons. I would still get rid of the 2nd JJ however.
Caustic *is* hotter. XML file snooping shows that Forest Colony and River City have a 0.0 heat value, Forest Colony Snow is -0.2, Frozen City is -0.5, and Caustic is 0.3 (and 0.8 inside the Caldera itself). Any mech that isn't oversinked needs to be careful on Caustic.
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I actually have the weight free right now, so I don't need to lose anything with that configuration. I did have an extra medium and small laser for a bit, but it was messing up my rhythm and caused heat issues, so I am not worried about getting rid of them.
I think I will ditch the JJ, add an extra DHS and the BAP. Might keep the tag, or figure something else to do with the extra tonnage.
Thanks for the advice you 2.
edit: Played with it a bit and since I had actually 3 JJs, I stripped 2 of them out, along with the TAG and 1/2 ton of armor to fit in an extra DHS (14 now) and the BAP. Will see how it runs when I get a chance to play tonight. If the extra DHS isn't needed, I would feel a lot better with full armor.