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 Post subject: heat mechs
PostPosted: Sun Mar 22, 2015 6:07 am 
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heat mechs over heat you too easly if u have say 160 heat and thay have 2 flamethrowers and a drone thay can over heat you in attacks by 250 to 280

not giveing the player a chance thay should reduced to 1 flamethrower per mech and heat repair should be biger and given a chance to be used when over heated and heat modules should be bigger and cheaper !


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 Post subject: Re: heat mechs
PostPosted: Sun Mar 22, 2015 9:43 am 
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Well the best tip against playing these is to stay far away and ensure that you have a lot of weapons with push in order to keep them back.

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 Post subject: Re: heat mechs
PostPosted: Sun Mar 22, 2015 1:11 pm 
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So long as you've got a decent cooldown, it shouldn't matter anyway. The player may overheat you however your aim should be to build a mech that (at most) only stops one move so you're able to stomp them away on your second turn. To do this, you'll have to play safe and remember to keep cooling down so when the enemy does use their flamethrowers it won't massively overheat you. Aside from that, heat weapons don't generally do much damage. This means you should comfortably be able to cooldown once a turn and still do enough damage to them :)

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 Post subject: Re: heat mechs
PostPosted: Sun Mar 22, 2015 2:51 pm 
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ok great !! :) thanks! i will start to look more closer at my mech and make some changes thanks ! :)


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 Post subject: Re: heat mechs
PostPosted: Sun Mar 22, 2015 9:11 pm 
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paul1138 wrote:
heat mechs over heat you too easly if u have say 160 heat and thay have 2 flamethrowers and a drone thay can over heat you in attacks by 250 to 280


The best flamer does 65 heat. The best drone 22.
So the highest heat a heatmach can generate in one turn is 152.

And if that happens, it's your own fault. Cause it means that you endet your turn in close combat. They have only range 1. And can only be used 2 times. And do really low damage.

Just watch your heat. Cooldown yourself and stay out of range.

If you're playing a physic set up, it should be no problem to cooldown youself cause with the remaining attack plus drone you do twice the damage a heat mech do with his full actions.

And as an energy-mech getting close to you is very dangerous for him.
The Call of Lightning is just brutal.

So if a heat mach can overheat you so much that you have to cooldown twice, it's your own fault. Either by not watching your heat or running into battle with 26 cooldown or something. (You couldn't imagine how many players rank 1-3 play with no heat modules)


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 Post subject: Re: heat mechs
PostPosted: Wed Jul 08, 2015 5:00 pm 
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great thanks :)


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 Post subject: Re: heat mechs
PostPosted: Wed Jul 08, 2015 5:58 pm 
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what if their douches and use the most overpowered tactic in this game (heat orbs and heat g-launchers)

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 Post subject: Re: heat mechs
PostPosted: Wed Jul 08, 2015 8:30 pm 
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1813777462 wrote:
what if their douches and use the most overpowered tactic in this game (heat orbs and heat g-launchers)


This unfortunately is very difficult to counter. Both high damage, both apply heat, both do explosive resistance drain.

Again make sure you keep your heat down, else you will find yourself forced to shutdown too often. Secondly for this to work, you have to be in the perfect position (allows the other mech to push you back and forth). Ideally you want a weapon that will push him so you're out of this spot or keep yourself away from there. Difficult though if you aren't able to manage your heat as you'll find yourself having to cooldown too often to move away from this spot. On top of this you still need to apply damage quickly. With any resistance drainer battle, the longer the battle the worse off you are (think of drainers as damage over time), unless you can do the same to them.

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 Post subject: Re: heat mechs
PostPosted: Thu Jul 09, 2015 1:45 am 
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Contrary, the best way to counter the Heat orb + launcher is to simply use weapons that are close ranged. Swords that do 1 knock back or fixed place machine guns such as Iron Shredder or needle blaster do very well. Keep them close enough so that that can not use them. I am one of those Heat orb + Launcher "abusers". =) If you are unlucky enough, you might get Heat orb + Death Punch.

If you have a needle blaster, that alone does more than enough damage+ drone. So you can risk being heat juggled at range 2-4 as you can just shoot and cooldown. The real death zone is where you are stuck at range 5 as you may have to use a top weapon which most often requires heat.

The best heat counter is to just use grenade launcher with enough modules to cooldown every turn. You can actually overpower your opponent with just a grenade launcher as your opponent does eventually need to cooldown from added heat of using two weapon instead of cooling down.

The only viable energy option is to drain their energy with deep drain or use sparks which is the mythical energy sword.

The camp-a-corner and push back strategies don't work with heat orb as they can just hop up a few tiles and heat orb you back into range.

Mythical hooks and mythical teleports really do help out alot. Granted my win rate is still fairly lopsided at around 92%.

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 Post subject: Re: heat mechs
PostPosted: Thu Jul 09, 2015 3:13 am 
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cool thanks :)


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