What's the most important thing a first time mech user should know?

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jakart

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Ordered my first mech mod yesterday, a nemesis clone. I have an aspire nautilus tank on the way too, and I'm planning on an rba soon.

Ive done a lot of research but it's a little overwhelming...what's the most important thing a first time mech mod user should know before he fires it up?

I've seen a lot said about battery safety, but if I'm using a sony 18650 that does 30 amps it seems almost impossible to run into problems...right?
 

bloomur

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With that battery it's pretty much plug and play with any setup you will like. Just don't build any coils below 0.14 and you will be fine. Keep building coils and experiment til you find your desired setup. Enjoy your new Neme!
Of course if you have any questions. Ask away, we are always here to help.

Sent from my HTC6525LVW using Tapatalk
 

Completely Average

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Your battery choice is excellent, you should be able to build pretty much anything you want to with those.


One thing you may want to consider is getting a Kick or Kick2 module. Since you're using the Nautilus at times you'll find that works much better if you can run a regulated wattage. I would suggest either getting the Smoktech Kick clone ($15-$20) or a Evolve Kick2 module ($50) so you can push the wattage to at least 12 watts if you want.

Plus it adds a layer of safety. It won't fire if your atty has a short or if the battery is too low on power.

When you get your RBA you'll probably want to remove the Kick pretty quickly, but you'll really want it when running the Nautilus.
 

Vaslovik

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Don't put a Protank on it. I did that, and went through Kanger coils lickety split. Make sure you don't have a hard short, and that you are coiling for the target resistance. Standard equipment for me has been an ohms meter and battery checker. There is a nifty little device I managed to get that has worked just dandy for me in both functions:



You can check the ohms of your coil on the right connection, and battery voltage on the left. When I got mine it was pretty hard to get, but I managed to get one, and it's been very nice to have. You seem to have done your homework on batteries, good choice. Just don't over drain them. I change mine out when they get down do around 3.65 volts. I vape at .7 ohm, and below that the quality of the vape really drops off.
 

porkchopbun

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Besides what the other said (safety, kick 2, etc)

Nemesis clones, figure out which magnet upgrade you will need. Clone springs in the firing button sucks
Clean your mech (tubes,firing contacts, 510 contacts)
Get a good charger for your batteries, some people will tell Nitecore, but I prefer Xstar or Efect Luc
Maybe get a good Kayfun lite plus v2 clone to tinker with plus (Kanthal 30 or 28 gauge wire, organic cotton balls or silica wick)

If you experience a crunch when firing a Nemesis clone, it's normal..you can minimize but tightening it down occasionally, but you hear crunch so often.

GL
 

DavidOck

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Advantages of a mech... no (or few) parts to fail, no electronics to fail. Able to vape at high watts (within battery capacity)

Dis-advantages of a mech... vape at battery voltage, no regulation to maintain a given voltage. Ability to over discharge battery and render it trash. (Well, recycle!)

A kick gives you regulation and over-discharge protection. If it fails, take it out and you're back in business with a mech. Electronics in any regulated mod fail, it's recycle time :)
 

dice57

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I've seen a lot said about battery safety, but if I'm using a sony 18650 that does 30 amps it seems almost impossible to run into problems...right?

Oh yeah, no worries here, ya, sounds like you know your chit. Woops, the real answer is "first time mech user needs to know their chit so they don't have to ask such a stupid,idiotic.hmm, naïve, what's the word elementary question such as this."

Everything is important! Everything!!! And it's all in this forum, even this same question, it's all here.

it's all about the battery and the build. You should be ok, sounds like you did your research, but need to restudy, other wise the first time mech user wouldn't need to ask.

If you have to ask, you'll never know, if you know, then all you need do is ask.

Yeah it's overwhelming, but hmm, must be a reason. Oh, oh, oh, I know, battery safety, maintenance and proper handling. Build quality, ohms, ohms law, early warning symptoms, ohms law, amps, amps, amps.

I use the VTC4's myself, E.Purple and Sony 50 amp 26650's. Am I concerned or in danger when I go down to 0.2 ohms? Yes, am concerned, it's a fool who isn't, in danger? nope, because I know what I am doing and didn't have to ask. Did my home work and passed all the tests. Know what to look for, and am always cautious.

I studied, reviewed, searched, and studied for several months before I had the nerve to go mech, and was already a competent builder maxing out a 15 watt capable regulated mod, and I still took the precautions of using a kick 2 first before going straight mech and sub ohm.

Over caustious? umm, maybe, ever vented a battery, nope. Do I know what the warning signs are and what to do? Yep. sure do.

Knowledge and the Vape are the only safety check that comes with mechanicals. "Only YOU can Prevent Forest Fires Venting Batteries!!"

Vape long and Prosper!!!
 

tj99959

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    so, if I'm using a Nemesis Clone with a good AW IMR Battery and a Nautilus Tank I should be good to go? Using the Apsire 1.8 attys I should mention. Basically as the battery dies your volts go down. Sounds like it would be good to use the kick though.

    Not all Nemmys are created equal. My ss Nemmy has quite a bit of battery sag. A Kck compensates for that. The brass or copper Nemmys dont have that problem.
    Then there is the issue of how you intend to use your Nemmy. My KF 3.1 seems to have found a home on my Nemmy, so the Kick is nice to have. With my drippers the Kick would actually fight against what I would be trying to accomplish by changing coil resistance, so I might not want it in there.
     

    Completely Average

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    Thanks for all the tips!

    I'm a little confused about the kick. It seems like that takes away one of the advantages of the mech over something like an MVP. But I might be misunderstanding this

    It doesn't take away anything.

    It adds the ability to run your mech as a regulated Variable Wattage mod WHEN YOU WANT TO. When you don't you just take it out of the mod, or in the case of the Nemesis, if you're using the Kick ring you can just remove the ring with the Kick in it and run unregulated any time you want.

    It's an OPTION.

    You don't have to have it, but your Nautilus will work better if you do. When you move to RBAs you'll probably want to take it out, but that's entirely up to you. Either way, it gives you the option to run a mech mod with regulated wattage when you want, and then run the mod unregulated when you want. The best of both worlds for just $15.
     
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