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It was an Atlas definitely, it might've been an LBX 5 or something then, I remember because I saw him shooting at long range with shotguns and got angry at videogames.
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# ? Jul 14, 2016 20:13 |
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# ? Jun 1, 2024 19:11 |
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Pattonesque posted:nah he's saying the Atlas can't fit 4 LBX-10 Or maybe the Kodiak.
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# ? Jul 14, 2016 20:16 |
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Buschmaki posted:It was an Atlas definitely, it might've been an LBX 5 or something then, I remember because I saw him shooting at long range with shotguns and got angry at videogames. atlas gets like two ballistic slots max
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# ? Jul 14, 2016 21:00 |
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Zyphoid posted:Anyone have thoughts on the viper coming in a few days? The it will be one of the only clan mechs I can think of that will do 139kph. Pretty good mix of missiles and energy on the mech. 6 energy 2 missiles could be a lot of fun shooting butts in a light pack. Size could hurt or help it. If it's nova-ish I can see having a lot of fun. If it's pheonix hawk sized it could be another medium that blows goats. It has something like 8T total of podspace so it's going to be an oversized arctic cheetah when it comes to firepower.
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# ? Jul 14, 2016 21:17 |
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Zyphoid posted:Anyone have thoughts on the viper coming in a few days? The it will be one of the only clan mechs I can think of that will do 139kph. Pretty good mix of missiles and energy on the mech. 6 energy 2 missiles could be a lot of fun shooting butts in a light pack. Size could hurt or help it. If it's nova-ish I can see having a lot of fun. If it's pheonix hawk sized it could be another medium that blows goats. As others have said, it's got a ton of jumpjets and not a lot of room for weapons. It's size and hitboxes are going to be it's biggest do-or-die thing. As it is, the viper is pretty much an upscaled light with all of that upscaling being devoted to jumpjets.
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# ? Jul 14, 2016 21:29 |
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Buschmaki posted:It was an Atlas definitely, it might've been an LBX 5 or something then, I remember because I saw him shooting at long range with shotguns and got angry at videogames. It was a Kodiak3. They look just like an atlas from a distance and lbx40 is hilarious.
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# ? Jul 14, 2016 21:30 |
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veedubfreak posted:It was a Kodiak3. They look just like an atlas from a distance and lbx40 is hilarious. I had a lot of fun running 4 lb10x until I realized just how much pain 4 uac10 puts out.
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# ? Jul 14, 2016 21:34 |
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Cyrano4747 posted:I had a lot of fun running 4 lb10x until I realized just how much pain 4 uac10 puts out. We were just talking about this in mumble. My problem with quad uac10 is fire control. I spend half my time overheated. Since I mostly play in brawly goon groups I would overheat on the push and be useless at best or obstacle at worse. The shotgun never overheats and the BANG BANG BANG absolutely breaks lines. I love a dual uac10 on the EBJ because I don't overheat when I go to "KILLEMALLBERZERKERMODE". Quad uac10 probably better overall. But my lack of fire control and brawl preference just makes it not as good for me.
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# ? Jul 14, 2016 21:42 |
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Zyphoid posted:We were just talking about this in mumble. My problem with quad uac10 is fire control. I spend half my time overheated. Since I mostly play in brawly goon groups I would overheat on the push and be useless at best or obstacle at worse. The shotgun never overheats and the BANG BANG BANG absolutely breaks lines. I love a dual uac10 on the EBJ because I don't overheat when I go to "KILLEMALLBERZERKERMODE". Youre the perfect candidate to try the experimental 2xuac10+2xlbx10 build then.
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# ? Jul 14, 2016 22:04 |
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Artificer posted:Ah makes sense. Thanks. It works out well due to the robots/hardpoints I play. On mediums, for example, the difference between an xl 280 an a xl 300 is 1.5 tons. So if i feel I don't want the extra speed or heatsinks I bap it up. Any mech with an AC-20 tends to get one to make sure the gun stays shooting, too. For the IS at least, 10 crits means no xl, and only 2 spaces left so a bap is one of the only things that fits next to it. and you don't want to keep ammo next to it, so.... But yeah, that situational awareness with the sensor range mod is fairly fantastic. Its pretty much the cornerstone of the Amazing Spider Man. Yolomon Wayne posted:Youre the perfect candidate to try the experimental 2xuac10+2xlbx10 build then. I have tried the dual gauss + dual uac 10. I cannot recommend, but maybe someone else can make it work. (lbx10 does not fit due to crit space)
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# ? Jul 14, 2016 22:15 |
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if you're gonna do that you might as well go quad gauss
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# ? Jul 14, 2016 22:17 |
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Zyphoid posted:We were just talking about this in mumble. My problem with quad uac10 is fire control. I spend half my time overheated. Since I mostly play in brawly goon groups I would overheat on the push and be useless at best or obstacle at worse. The shotgun never overheats and the BANG BANG BANG absolutely breaks lines. I love a dual uac10 on the EBJ because I don't overheat when I go to "KILLEMALLBERZERKERMODE". Have you dropped your engine size at all? I forget what I'm running right now, something like a xl380 or 385, but you drop something like 4kph and get enough weight for 4 or 5 extra DHS. Also there is no reason to have arm armor if you haven't already stripped that away.
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# ? Jul 14, 2016 22:17 |
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Left click = 2x UAC10 Right click = 2x UAC10 Double tap at a distance, alternate between mouse buttons in brawling distance. It's not too hard to manage it. Just have to be mindful of the heat.
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# ? Jul 14, 2016 22:18 |
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Buschmaki posted:Why does someone put a bunch of lrm launchers on an assault mech? How is it any fun to sit staring at a wall shooting missiles you can't aim at something you can't see for 10 minutes at a time? I have a STK-3H with 50 LRM. I originally bought it only to elite the chassis, but it's actually one of my favourite mechs to play. Here's the pro tip to get both fun and performance out of LRM heavies and assaults: LRMs are a medium range weapon LRMs are a medium range weapon LRMs are a motherfuckin' medium range weapon Hovering near the 1200m or whatever max range is useless. Almost the only reason to do it is if someone is spotting a light mech, or it's the endgame and you have ammo to waste. You want to put the hurt on someone, you get under 400m of them, always keep direct line of sight, and stack TAG + ARTEMIS bonuses to concentrate damage and make their torso light up like a magnesium strip. You are, in particular, the hunter of other assaults. Something that happens in nearly every match with my 3H: an Atlas or Direwolf pops a corner all gung-ho, I TAG him and slam 50 points of instant damage square in his fat CT, he immediately freaks out as his cockpit rings like a bell and tries to backpedal at a blazing 25kph. Then I slam him again and whoops look his CT is already open, oh boy how did that happen, Also, there is another equally important reason to fight in medium range, which is to perform the other task of your weight class, which is to soak up damage away from your softer teammates. But unlike brawler assaults, if your armor gets worn thin you can pull back to the second line and still be nearly as dangerous as you were in the front. (Of course, there's also a selfish reason not to hide in the rear: sticking with the pack is the best way to prevent lights and mediums from trying to solo you.) TL;DR: don't be a pussy with LRMs and they will greatly reward you.
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# ? Jul 14, 2016 22:22 |
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TheParadigm posted:
If you go dual gauss, complement with 2 PPCs. please dont forget to stuff 2 machineguns in the torso mounts first, so the gauss cannons get the upper slots. both ppcs on the same arm, targetting computer 6. corner/hill peek. also, get an xl375.
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# ? Jul 14, 2016 22:24 |
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NihilCredo posted:
Touhou final bossing someone sounds rad, yes... Sounds like having a teammate with BAP or carrying your own would be good, yes? TheParadigm posted:It works out well due to the robots/hardpoints I play. On mediums, for example, the difference between an xl 280 an a xl 300 is 1.5 tons. So if i feel I don't want the extra speed or heatsinks I bap it up. What do you consider when deciding if you want to toss a sink? Obviously that is what I am looking at now. Is the Amazing Spider Man a Spider build? What is it? Edit: ah gently caress I will give it a go. Pauses to aiming in brawls means that I will have time to cool down and 1 more DHS on top of the 7 additional DHS I added on top of the heatsinks the Nova comes with and in its engine won't help too much. Plus I have a good medium range punch and it would be good to know where to aim it. Artificer fucked around with this message at 23:26 on Jul 14, 2016 |
# ? Jul 14, 2016 22:57 |
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Artificer posted:Touhou final bossing someone sounds rad, yes... Not in the slightest, actually. The most important benefit, ECM countering, is already provided much better by TAG. The sensor range boost is mostly way beyond the range I like to shoot at, I don't particularly care about shaving a second or so off of info acquisition time, and targeting shutdown mechs under the IS LRM's minimum range is literally worthless.
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# ? Jul 14, 2016 23:37 |
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just remember that LRMs mostly stop being super useful as players start getting better. How you use them is important, but what's more important is how the enemy player reacts to them. Bad players constantly get lurmed to death, good players just break the lock or step behind cover like I'm just OK and I haven't been actually killed by lurms in months, and when I have I would have gone down earlier had the lurmboat been packing other weapons I'm not saying don't play them, just be aware is all
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# ? Jul 14, 2016 23:49 |
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Pattonesque posted:just remember that LRMs mostly stop being super useful as players start getting better. How you use them is important, but what's more important is how the enemy player reacts to them. Bad players constantly get lurmed to death, good players just break the lock or step behind cover Breaking locks or getting into cover generally doesn't work well in a brawl situation right? But having to maintain the lock does suck since you cannot shield.
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# ? Jul 14, 2016 23:57 |
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Quick question, is there a consensus best choice between SRM6s and SRM4+Artemis for the Splatcat? I remember it used to run the former, but I'm seeing the latter recommended now.
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# ? Jul 15, 2016 00:05 |
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Generally, if I don't have the tonnage for SRM6+a, then I use SRM4+A.
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# ? Jul 15, 2016 00:06 |
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Tonnage is the main difference. You can fit some more stuff in with SRM4A's than with 6's.Buschmaki posted:Why does someone put a bunch of lrm launchers on an assault mech? How is it any fun to sit staring at a wall shooting missiles you can't aim at something you can't see for 10 minutes at a time? LRM's also print money, or so I've been told. You really have to get good with them in order to do so on an assault. (Mainly fighting the urge to sit behind cover and spam them.) Artificer posted:Sounds like having a teammate with BAP or carrying your own would be good, yes? They're generally better than Narcs at least but you won't find crazy gimmick builds that can be insanely effective (Narcs + 2-3 LRM boats = Deadly Narcs) built around them.
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# ? Jul 15, 2016 00:36 |
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I have been trying to get back into this, but I have run into a problem. I have 60 days premium I never used from release, but I have no more mech bays, nor left over MC. What is the best thing to do to overcome my troubles? * I would feel better about giving them actual money again if they had any plans for A. More destructible terrain B. Destroyable AI ground vehicles/poo poo, alla older mechwarrior.
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# ? Jul 15, 2016 00:41 |
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Artificer posted:Breaking locks or getting into cover generally doesn't work well in a brawl situation right? But having to maintain the lock does suck since you cannot shield. So this is true but broadly in a brawl situation you want all of your robots either a) sharing armor or b)focusing down specific components quickly or c) both. LRM boats cannot do this because they can't control where their lurms hit. You can (and should!) have a longer range robot sitting out of the fight a bit on overwatch, picking off specific components, but only with direct fire. Not having extra armor or pinpoint in a brawl has a multiplicative effect in how that braw turns out. So you take three or four more seconds to bring an enemy mech down, which means the other team gets one or two extra alphas on you, etc. Usually what happens is that a fresh LRM boat gets set upon by three or four badly wounded robots and quickly wrecked.
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# ? Jul 15, 2016 00:52 |
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So the Viper quirks are out. Those agility quirks.....oh my. AND laser quirks on omnis that we can move around. Yeah this is going to be a pretty decent mech. I haven't seen a +50% or +60% for a looong time. Gawd drat. Zyphoid fucked around with this message at 01:22 on Jul 15, 2016 |
# ? Jul 15, 2016 01:19 |
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It's just an ERPPC velocity quirk. Those quirks are actually quite mediocre.
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# ? Jul 15, 2016 01:25 |
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A.o.D. posted:It's just an ERPPC velocity quirk. Those quirks are actually quite mediocre. Plus it's got a nose like Barbara Streisand. Even with otherwise OK hitboxes that will suck.
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# ? Jul 15, 2016 02:06 |
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A.o.D. posted:It's just an ERPPC velocity quirk. Those quirks are actually quite mediocre. It has a 60% accel and decel quirk. That's insanity wolf levels of crazy movement!
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# ? Jul 15, 2016 02:08 |
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It's really not that huge. There are about 20 IS mechs that have the same levels of accel/decel quirk, and they're all bad except the Locust. Hell, the Vindicator has 90-loving-percent accel/decel, but it's still garbage. The other thing to keep in mind is that the Viper gets a whole eight tons for weapons and ammo, so they'll be hitting about as hard as an Arctic Cheetah, but a lot bigger and without ECM.
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# ? Jul 15, 2016 02:22 |
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Yeah, it's pretty much the Clan Locust.
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# ? Jul 15, 2016 02:27 |
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Couldnt you emulate the Nova with it?
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# ? Jul 15, 2016 03:21 |
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NihilCredo posted:Quick question, is there a consensus best choice between SRM6s and SRM4+Artemis for the Splatcat? I remember it used to run the former, but I'm seeing the latter recommended now. I think the a4s are lighter, cooler and similarly deadly because of the spread pattern.
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# ? Jul 15, 2016 03:22 |
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Artificer posted:Couldnt you emulate the Nova with it? Looks like it. 6 ersl and 2x srm4A look to be possible running at 139kph. With massive agility and like......6 JJ? May not have counted those JJs right.
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# ? Jul 15, 2016 03:22 |
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Zyphoid posted:Looks like it. 6 ersl and 2x srm4A look to be possible running at 139kph. With massive agility and like......6 JJ? May not have counted those JJs right. The Viper has 8 jump jets. In TT, that's actually kind of sweet, and the viper is a strictly better mech than the Ice Ferret.
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# ? Jul 15, 2016 03:34 |
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Is that 5 medium lasers on a mech with no heatsinks beyond the original engine sinks? Isn't that a little hot?
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# ? Jul 15, 2016 03:37 |
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Artificer posted:Touhou final bossing someone sounds rad, yes... Mostly how the mech handles. Sometimes different mechs in a series have differing mobility quirks, and sometimes eliting out a mech is a factor. If its already a fairly lower engine cap mech, then sometimes getting speedtweak means I just save tons to go roughly the same speed. The spider is the 12 jumpjet one. Its sole, stupid gimmick is 'Hi, I'm a UAV on demand'. Playing it on river city is good times. Derakarsis posted:I have 60 days premium I never used from release, but I have no more mech bays, nor left over MC. Put in customer service tickets to refund mechs you don't like or want, say they're not fun and be polite about it.
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# ? Jul 15, 2016 03:46 |
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Add the Grand Titan, there aren't really many "iconic" FWL mechs in the game. I mean I guess the Orion is, but its trash in this game or at least used to be. I would also be happy if we got some more light mechs to pilot its been awhile since one got released, but I guess not too many people actually primary lights.
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# ? Jul 15, 2016 04:39 |
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sebmojo posted:I think the a4s are lighter, cooler and similarly deadly because of the spread pattern. ASRM4 > SRM6 always, there should be a spread graphic in the OP. Beyond better spread you have better rate of fire and better heat. ASRM6 is great though on a pure splatboat if you can do it, but in a few cross-boat chassis it makes sense to step them down to ASRM4 for synergy with laser cycling. (There are also the gently caress YOU MISSILE builds like the Atlas where you stack all ASRM6s and your AC20 because gently caress it your missiles are really doing the work.) Sharks Dont Sleep fucked around with this message at 07:17 on Jul 15, 2016 |
# ? Jul 15, 2016 07:14 |
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sebmojo posted:I think the a4s are lighter, cooler and similarly deadly because of the spread pattern. 4s are also faster on their 3 second cooldown, while 6s are on a 4s timer. While theyre cooler, you shoot them more often, resulting in roughly the same problems with heat management. Mechlab will show heat efficiency as basically ignorable, but soon that bar will threaten to hit the top. Especially in brawls. Means in 12 seconds you shoot your 4s 3 times and your 6s 2 times. If we do some math-wank, lets assume you fit 4 launchers, thats 4x4x2x3= 96 damage from the srm4s vs. 6x4x2x2 = 96 from the srm6s. Means after the 12 second mark of launching with no downtimes, the 4s pick up the lead in dealing sustained damage. On top of that you can probably fit a 5th srm4 for the weight you saved by not taking 6s provided you have the ports and slots to do so. If you expect to not fire as soon as they come off cooldown, 6s will deal more damage. If you can spam them to no end, srms will be superior after a short time. Rule of thumb is srm6 = higher alpha srm4 = higher dps Another point worth considering, srm4 doesnt spread as much as 6s, so less of your damage is "wasted" on locations you didnt actually want to shoot. If youre going for CT, everything that lands on ST is just excess heat generation. Ive quite come to love the srm 4s while doing the scouting event in the Griffins.
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# ? Jul 15, 2016 07:23 |
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# ? Jun 1, 2024 19:11 |
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I feel one advantage I personally noticed when I ran 4x ASRM6's on my Griffin vs the 4ASRM4's is the OH gently caress FACTOR. People tend to freak out if in one shot you're doing nearly 48 damage in one blast even if it spreads a bit more compared to 32 damage in a little more concentrated blast. Even decent pilots probably think of noping out instead of firing back on your pretty fragile mech, if I run into splat boats I won't deal with them because even if I win I will be badly mauled and I think alot of people feel that way. However most splat boaters are idiots who don't know when to flank and push and if your team refuses to close your wasted tonnage. The tighter spread on the 4's made dealing with light mechs less of a pain because even the reduced alpha its still enough for a hit to cripple a a section. Jack2142 fucked around with this message at 07:33 on Jul 15, 2016 |
# ? Jul 15, 2016 07:28 |