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Old 11-15-2012, 06:25 AM   #141
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What is the minimum amount of heat sinks you need on a Commando mech? I changed to the dual heat sink and I went from 10 to 6 and now it's not letting me use the unit due to not having enough heat sinks.
10 is the minimum number of heatsinks required for all mechs. On many of the heavier mechs it really isn't a problem because most of their engines contain 10 hs.
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Old 11-15-2012, 06:56 AM   #142
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Just to elaborate on unlocking Elite skills from earlier. PGI has increased the percentages of all the skills considerably from closed beta. It's a much more noticable difference and once you unlock Elite for your chasis you get a 2x boost to all basic skills.
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Old 11-15-2012, 08:20 AM   #143
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What is the minimum amount of heat sinks you need on a Commando mech? I changed to the dual heat sink and I went from 10 to 6 and now it's not letting me use the unit due to not having enough heat sinks.
Keep in mind that if you are using an engine smaller than 250, you lose an engine heatsink for every 25 below that rating. A 250 has 10 HS by default in it. So if you only have 6(!) you must be running what...a 150-170? Yikes, that's a slow light mech. The Commando (metal babby) has a max engine size of 210, so even with a 200/205/210 you would need to add 2 extra HS to make it battle ready.

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Just to elaborate on unlocking Elite skills from earlier. PGI has increased the percentages of all the skills considerably from closed beta. It's a much more noticable difference and once you unlock Elite for your chasis you get a 2x boost to all basic skills.
Except the 2 heat skills don't do anything ATM. Hopefully that is patched next week.
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Old 11-15-2012, 09:13 AM   #144
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Keep in mind that if you are using an engine smaller than 250, you lose an engine heatsink for every 25 below that rating. A 250 has 10 HS by default in it. So if you only have 6(!) you must be running what...a 150-170? Yikes, that's a slow light mech. The Commando (metal babby) has a max engine size of 210, so even with a 200/205/210 you would need to add 2 extra HS to make it battle ready.
I have the default standard engine 150 right now. I went from the single heat sinks to the dual heat sinks and that's when I started to have the issue.
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Old 11-15-2012, 09:26 AM   #145
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I have the default standard engine 150 right now. I went from the single heat sinks to the dual heat sinks and that's when I started to have the issue.
Yeah that's a tricky loadout for a Commando. A STD150 with no extra HS might put you in a spot. Buying a STD200 would put your top speed ~130KPH, and give you 2 extra internal HS, but would increase tonnage by 5t (a STD150 weighs 6.5t, and a STD200 is 11.5t). Then you would still need to stick 2 DHS somewhere to fit out the required 10 HS. Best bet is probably to save up for a 200XL which weighs only 7.5t (1 ton more than a STD150).

Of course, I really dislike commandos in general as taking one means the other team gets a Jenner or a Raven which are typically better (and heavier) light mechs, but Commandos will be more useful once matchmaking is based on tonnage limits rather than weight-class matching.
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Old 11-16-2012, 06:34 AM   #146
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I am loving all these Atlas 7K trial mechs running around. Easy kills with those stock XL engines and ER LL. I played a match last night with 4 lights that would swarm a single target and go for the legs. Good times lol.
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Old 11-16-2012, 06:40 AM   #147
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The side effect of that is occasionally pugs are nearly all light mechs.

It is really annoying having 6 or 7 jenners and cicadas on each team running around circle strafing each other.
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Old 11-16-2012, 06:49 AM   #148
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The side effect of that is occasionally pugs are nearly all light mechs.

It is really annoying having 6 or 7 jenners and cicadas on each team running around circle strafing each other.
I love seeing the other team use their medium class picks on Cicadas. One less Hunchback or Cent for me to deal with. I am looking forward to the Cataphract release next week. That thing is much more my jam and should function similar to a Vulture/Madcat.
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Old 11-16-2012, 10:14 AM   #149
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The side effect of that is occasionally pugs are nearly all light mechs.

It is really annoying having 6 or 7 jenners and cicadas on each team running around circle strafing each other.
You're telling me. They need to re-introduce collisions ASAP.

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I love seeing the other team use their medium class picks on Cicadas. One less Hunchback or Cent for me to deal with. I am looking forward to the Cataphract release next week. That thing is much more my jam and should function similar to a Vulture/Madcat.
I'm looking forward to all the forum QQ over the 4Xs dual-gauss arms. That said, both arms are low slung, and as Paul stated yesterday, Gauss is going to become more fragile in an upcoming patch.

Though, I'm sure pubbies will still cry about it.

Also, I'm sure there will be some neat JJ-enabled 3D builds.
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Old 11-26-2012, 06:26 AM   #150
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Just maxed out my basic efficiencies on my 3rd Jenner, and started unlocking the elites ones. I also got my 300 XL engine installed.

149.3 kph is pretty awesome.

Came out 1.5 tons ahead, and have been toying with the idea of adding a Beagle Active Probe. Anyone tried them? Are they worth it? I really seem to thrive on the spotting role, and most matches I gain as much exp from spotting assists as from kills/kill assists.
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Old 11-26-2012, 07:05 AM   #151
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I would say it very much relies on where you're finding the 1.5 tons for the BAP. As it stands, the BAP is good for spotting, but will become less useful as more modules are rolled out (some of which will perform the same function without added weight).

If, somehow you have 1.5t, enough armor and heatsinks to be functional, then sure. But I will say I have a Jenner D with a 300XL, Endo and DHS, and it's full up.
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Old 11-26-2012, 10:14 AM   #152
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My armor is maxed, to the nearest half ton.
I have 4 medium lasers, 1 tag. Not convinced the TAG is useful enough to keep around, though.
Only 2 jump jets, because I never notice the need for any more, no idea how having more helps but the 2 I have seem to work for whatever I need from them.
DHS inside the engine are maxed, but nothing outside that. I don't have major issues with heat, aside from Caustic Valley. Is that map 'hotter'?

I guess I am giving up a DHS and a JJ (or 3 JJ).

The other option would be to upgrade to Med pulse lasers, but I don't have enough weight to do all of them, and I find the benefit of them is outweighed by the double weight, especially since with something like circle strafing, the longer firing time seems to be beneficial.
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Old 11-26-2012, 10:21 AM   #153
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My armor is maxed, to the nearest half ton.
I have 4 medium lasers, 1 tag. Not convinced the TAG is useful enough to keep around, though.
Only 2 jump jets, because I never notice the need for any more, no idea how having more helps but the 2 I have seem to work for whatever I need from them.
DHS inside the engine are maxed, but nothing outside that. I don't have major issues with heat, aside from Caustic Valley. Is that map 'hotter'?

I guess I am giving up a DHS and a JJ (or 3 JJ).

The other option would be to upgrade to Med pulse lasers, but I don't have enough weight to do all of them, and I find the benefit of them is outweighed by the double weight, especially since with something like circle strafing, the longer firing time seems to be beneficial.
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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Old 11-26-2012, 10:23 AM   #154
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My armor is maxed, to the nearest half ton.
I have 4 medium lasers, 1 tag. Not convinced the TAG is useful enough to keep around, though.
Only 2 jump jets, because I never notice the need for any more, no idea how having more helps but the 2 I have seem to work for whatever I need from them.
DHS inside the engine are maxed, but nothing outside that. I don't have major issues with heat, aside from Caustic Valley. Is that map 'hotter'?

I guess I am giving up a DHS and a JJ (or 3 JJ).

The other option would be to upgrade to Med pulse lasers, but I don't have enough weight to do all of them, and I find the benefit of them is outweighed by the double weight, especially since with something like circle strafing, the longer firing time seems to be beneficial.
Jump jets are broken. One jump jet with give you the same effect as four. Those are going to be fixed but for now that is how it works. TAGs are good except that you have to have line of sight and be designating a target continuously AND your missile boats actually have to target the mech you've designated. I don't think too many people recognize when a target has been marked with a TAG (or a NARC for that matter).
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Old 11-26-2012, 11:05 AM   #155
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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.
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.
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Old 11-26-2012, 11:15 AM   #156
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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.
If spotting is your game you should consider saving your GXP to unlock the Sensor Range Booster pilot module. On the forums, people are saying that combined with a BAP they're able to achieve target lock at 1100m out.
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Old 11-26-2012, 12:01 PM   #157
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If spotting is your game you should consider saving your GXP to unlock the Sensor Range Booster pilot module. On the forums, people are saying that combined with a BAP they're able to achieve target lock at 1100m out.
Thanks for that.

I hadn't even noticed that in there. I am about 1700 GXP away right now, so won't be real soon, but it does seem way more useful than the Zoom one.
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Old 11-26-2012, 12:20 PM   #158
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Thanks for that.

I hadn't even noticed that in there. I am about 1700 GXP away right now, so won't be real soon, but it does seem way more useful than the Zoom one.
Another one they added was 360 degree targeting provided you are within 200m of the target. Not sure if that would really be useful for you if you're trying to keep your distance. In closed beta they had mentioned a module that would allow you to target up to 3 mechs at once. That would work extremely well for you if they do in fact release it.
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Old 11-26-2012, 12:21 PM   #159
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Thanks for that.

I hadn't even noticed that in there. I am about 1700 GXP away right now, so won't be real soon, but it does seem way more useful than the Zoom one.
Keep in mind though that one costs 4 (I think) million C-Bills, so its a pretty hefty investment.
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Old 11-26-2012, 01:09 PM   #160
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Keep in mind though that one costs 4 (I think) million C-Bills, so its a pretty hefty investment.
And that's per mech? Ouch.
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