BattleTech Guide to Heat Management and Equipment - How optimize your Mech

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  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 17

  • @shataraterevar
    @shataraterevar 2 роки тому +2

    About the calculation here when you were talking about small pulse lasers - you didn't account that their heat generation is also affected by exchangers. You're having -45% weapon heat, that means that the s pulses contribute only 33 heat to that 114 total. Your output without them is 81 heat, and you heat sink only 42 (so you're 39 above your heat sink value, not 12).
    Didn;t want to be mean or anything, just wanted to clarify and maybe help :)

    • @SykenPlays
      @SykenPlays  2 роки тому

      That is a good point, indeed those would be impacted by the exchangers. Thanks for adding the comment, doesn‘t change anything on the general tips, just changes the impact effect a bit.

  •  2 роки тому +2

    Weird that you're recommending stab damage gyro. I just finished my first campaign on default settings, and I think they only time they managed to knock down my mech was in missions with crappy training mechs. I had to use vigilance occasionally to get rid of stab damage, but that's no big deal.

    • @SykenPlays
      @SykenPlays  2 роки тому +1

      Hi Tomasz,
      the reason why I strongly recommend it is that in several 5-skull missions, I ran into multi-SRM and multi-LRM lance opponents. If you combine that with super-heavy-LRM turrets, I found that even with maxed Pilots, you are finding yourself to take quite a bit stability damage (although not a lot of effective damage).
      The moment that you are knocked over, the real pain begins and thus I always found it helpful to effectively gain 50% more stability for one component.
      Hopefully that makes sense.

  • @wedgeantilles8575
    @wedgeantilles8575 Рік тому

    Another cool video - from my campaign run 3? years ago I can't remember half of the equipment you are talking about^^
    I guess the mechs I designed sucked quit hard (but were good enough to finish the campaign without any problems).
    It's nice to see how much room I have to design better mechs. :)
    Quite good game design - you can finish the game easily and think: Hey, I did a great job in designing those mechs.
    But in reality you can do a much better job if you take a closer look to the mechanics and the math.

    • @SykenPlays
      @SykenPlays  Рік тому +1

      Always a good time to start another campaign, the game has a great re-playability.

  • @ForestFWhite
    @ForestFWhite 8 місяців тому

    How good are Optimized Capacitors from the Warhammer?

    • @SykenPlays
      @SykenPlays  8 місяців тому +1

      They are not bad, worse than heat banks and double sinks, but in general okay

  • @seeziping4587
    @seeziping4587 9 місяців тому

    Very good guide

    • @SykenPlays
      @SykenPlays  9 місяців тому

      Glad it was helpful!

  • @HeadHunterSix
    @HeadHunterSix Рік тому

    Not that it's relevant to heat management (well, not much) but I'm surprised you don't use jump jets on your Grasshopper (or maybe they're just absent for this lesson). I know you've mentioned elsewhere that you don't feel they're a good tradeoff for mobility vs damage, but I've lost count of the times my Grasshopper has been able to jump behind an enemy while turning to face their back, and cored even 100-ton enemies with a called strike to the CT.
    The laserboat build is naturally optimal - also good for called shots to the head, as it's unlikely that hits that land elsewhere will accidentally core your target.

    • @SykenPlays
      @SykenPlays  Рік тому +1

      Yes, that is a decent alternative. My personal preference on how to approach the game is to take as little down-sides as possible (allow for little to no options for the enemy to retaliate) and effectively grind them down. It is less flashy as a high impact JJ play, but more effective in 80-90% of the situations.
      My fundamental disagreement with the Jump Jets is the amount of tonnage that they require. Since you do not want to sacrifice armor, you will need to reduce your offense capability. And my logic to this is - the one time that you can jump behind an enemy to finish them off is offset by maybe a dozen rounds of lower damage from other sides.
      Finally, in terms of error mitigation - I have had the experience with Mecs that rely on JJs, that if they do not get their counter-parts down, you spend quite a bit of time to either salvage the situation (and try to rescue the now exposed Mec) or will suffer significant damage. With my approach, that wouldn't happen, as you just grind the enemy down, there isn't much that they can do about it.

    • @HeadHunterSix
      @HeadHunterSix Рік тому

      @@SykenPlays Well, in spite of my own successes, I certainly cannot dispute your results. You can face-tank 5-star jobs with a light lance, I'm in no position to judge you. 😆

    • @SykenPlays
      @SykenPlays  Рік тому +1

      @@HeadHunterSix I am sure you are doing well also - there is more than one way to play this game and multiple strategies are capable of winning missions (i.e. 3x LRM boats plus a scout is a viable, albeit somewhat easy-to-counter strategy).

  • @cobrazax
    @cobrazax 6 місяців тому

    man, u said hit defense is only against melee?? im almost completely sure its vs ANY attack, or specifically ranged attacks! it reduces hit chances on u by 15%, so like a permanent 1.5 evasion! its EASILY the best!
    sure stability ones are nice, but nowhere near avoiding getting hit!! it boosts your armor even more!

    • @SykenPlays
      @SykenPlays  6 місяців тому

      Thanks for sharing your opinion.

    • @cobrazax
      @cobrazax 6 місяців тому

      @@SykenPlays
      Do you agree that it protects u from getting hit by shots too?
      What made u think it's only for melee defense?