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ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
As someone who stopped periodically checking in because, yeah well, and as a brawly robert kind of guy, what have PGI done to make brawling suddenly viable again?

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ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Ghost heat is still a thing though right?

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Nuebot posted:


So, my first attempt at making something without following a build guide. How bad is it? The plan is to harass things by making them over heat and shoot them with machine guns to make them sad.
Semi serious response, but 3 mgs ( 1.5 tonnes ammo max ) but only start using them when you've got open sections to shoot at - other side maybe 4x mpl for opening up sections but I see that getting hot wicked fast.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Keep the ac20, swap the lurms for srms and I hate to say it, but get a bigger xl engine. You're way blastier than a Yen Lo, just be mindful of your sides, but most folks I run into tend to try and defang the ac20 arm. lovely anime paint job but it's my favourite ever medium to drive.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
The only potential suck thing about the mech is the paint job if it's the same as the reward AH they gave out to people who gave pgi money.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

starkebn posted:

PPS: almost the entirety of goons are offline :(
The number of active Drongos can be counted on one hand, so you'll be mostly be encountering drunk American night owls and unless I'm mistaken you're west of AEST which makes it even tricker still. Weekends and afternoons are still the best time for us to get in on the big groups.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
An Atlas -DC ghost dad is always a good robbit to keep in your stable. ECM, AC20, 3x SRMS6+A, Endo and a standard 350 engine. Like, you could put medium lasers in the arms, but they're just extra heat. Sometimes it'll be you leading the push, remember to keep twisting your torso so you're absorbing hits with your arms when you are not blasting fools in the face.

ZombyDog fucked around with this message at 06:51 on Dec 29, 2015

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
So are we talking a different 228 than the one modpud was a part of?

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Reztes posted:

I haven't played this since beta, please tell me which of my robots is least garbage now and if there are any fun builds to use for them. Here's what I have and what I think I should be doing:

Jenner-F (go fast, shoot lasers at butts?)
Raven-3L (same as above but with ECM and SRMs?)
Centurion-A (zombie SRM brawler, should I throw an AC in the arm or just leave it empty for more missles?)
Centurion-AH (free mech for some reason??? I'm guessing I should use this over the A for the bonus cash)
Hunchback-4SP (less tanky SRM brawler with more laser backup?)
Cataphract-4X (I hear gauss is bad now? I had 2 gauss in this before)
Stalker-3F (has a bunch of large lasers in it, I assume this is lovely now due to ghost heat, maybe pile on a bunch of SRMs instead?)


Oh yeah also do the extra academy tutorials give you money beyond the basic part it forces you to do now?
The Jenner-F is never going to be a bad mech, but you don't see a lot of them in the wild these days. The Raven-3L is typically a ranged poker nowadays but I confess I still have mine fitted with 2xMPL and 2xSRM 4 since like forever. I'm guessing Zombie Cent As are still a solid robbit but I've never driven one myself, I went for a 3xLL build with my Centurion-AL and the hobo with a shotgun with my Centurion-D ( which feels really depreciated now, since I was last playing ), and the AH was a giveaway loyalty reward if you gave PGI money and my preferred build is an AC20, 3xSRM4 and an XL245. You aren't tanky but you pack a whallop while still being mobile. I never really could get into the Hunchies but with SRMs being flavour du jour at the moment I can't see the 4SP being a bad performer. You still see Cataphracts out there including the 4x and I think the preferred meta involves more UAC5s but I stopped driving Catacphracts when they changed Gauss to the charge up mechanic. Stalker-3F is still doable as a laser drill, you used to hit ghost heat with LLs & LPLs when firing more than 2 at once, that's been changed to more than 3 at once. You fire one side at a time pausing a half second between shots and you should skip the whole ghost heat situation.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Yeah I've had the Marauder pack + Hero for just over a week and I'm real happy with the 5D and 5M. The 5D I had been running with 3 LPL 2 SRM6 and an XL300 and I've just dropped an LPL, added AMS and changed the engine to a Standard 300 to improve it's durability while brawling. The 5M I run with 4 LPL, 18 DHS and an XL300 and can be quiet brutal as long as I remember to not lead the charge. My Bounty Hunter II is the bog standard 6 ML AC20 standard 300 and while it's ok, it just doesn't feel as kickass as my 5M. I haven't done anything with the 3R yet, I don't really care for PPCs and the arm mounts are too low. I have a preference energy weapons and close range blasty stuff where my higher latency isn't much of a factor, and I just can't dig non AC20 ballistics at all.

ZombyDog fucked around with this message at 05:57 on Jan 2, 2016

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Sard posted:

Is the CN9-D any better or at least more usable?
I started with Centurions after their quirks were introduced and I managed to get a fair amount of satisfaction with the CN9-D + the LBX-10 Cooldown module back then, now it just doesn't work for me at all. Look at it like this, you can have two similar builds - the CN9-D sandpapering away with the LBX and relying on SRMs for actual damage ( and I'm really not sold on low damage crit seeking projectiles being more effective than just loosing another volley of srms ) vs your reward CN9-AH hitting a hell of a lot harder with an AC20 plus a similar number of SRMS.


And just looking at the CN9-D quirks right now....am I right in thinking that they've been nerfed? I'm sure there was a greater than 10% cooldown reduction on the LBX? ( I thought it was like 30% when I was last playing - No wonder I don't like my CN9-D no more )

ZombyDog fucked around with this message at 09:03 on Jan 3, 2016

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Thanks to my timezone most people are generally winding down and thinking about going to sleep but even then I don't think mech tinkering is as big a deal as you'd make out, and people buying their first "x" chassis and discussing suitable fits is part of the learning ( and perhaps being a better mechwarrior ) experience.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Stringbean posted:

I heard a lot of praise for the Marauder. My finger is hovering over the buy button for this thing. Considering the price is the same over all these mechs, should I consider the Rifleman/Warhammer over it?

Before anyone says "don't give them money", I'm going to give them money regardless.
Marauders!

MAD-5M "Pulse Drill"

4 Large pulses, 18DHS, XL300, 2 jumpjets for manouverability, I hear you asking "Why no Endo Zomby?" Lack of crits I'm afraid. You could swap the jumpjets out for AMS, but those jumpjets are pretty handy for getting around and if you're anything like me you'll miss them if they weren't there.

MAD-5D "Brawler"

2 Large Pulses, 15DHS, 2 Jumpjets and 2x SRM6 with 3t ammo. I think to myself that it's looking a little under gunned, but this setup has been a very strong performer for me with the added durability of the Standard 300 engine. of course there's always.......

MAD-5D "Some like it hot!" Edition

I used to run this prior to the Standard engine build, but with the XL engine it felt like a bad brawler.

MAD-BH2 " Pretty much the bog standard meta mech build"

6 Medium Lasers, AC20, Standard 300 Engine, it's a pretty solid unit but it does get hot pretty quick. The little ML T-Rex arms don't have the range of movement of the other Marauders ( no lower actuators ) which is kind of a downer but hey, they still work ok alongside the AC20. If I don't sound enthused by this mech, it's because I find the 5D & 5M so much more entertaining.

And lastly....
MAD-3R " Ugh whatever"
Stock build is like PPCs in the arms and an AC5, but I'm a fan of neither - both are weapon types that are problematic with my high latency ( I don't have so much problems with the AC20 because I'm generally using it up close & personal like ), and the PPCs in the low slung arm mounts are a total waste anyhow. Because I bought the the Bounty Hunter I don't need the 3R for anything, but if I were inclined to do anything with it I'd probably just turn it into another Pulse Drill.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Just had several matches of 3 man driving brawly Heavy Metals. Was rather surprisingly fun and successful. We were all based loosely on this build, seasoned to taste. It's been the first time I've heard my mech make with the butt rock in a long time.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
I've been mucking about with my Pulse Drill XL MAD-5M for something a little more Tanky. Left mouse, left side lasers, right mouse, right side lasers, decent mobility, works for poking but can pick up momentum and take some real punishment in a push. I've even found me a MAD-3R I'm happy to drive. Basically I've pulled all the XL engines off my Marauders now, my one complaint is that the 3R has no jumpjets which I really like for mobility.

Of course all of my robot builds are pretty homogeneous, built around AC20s, SRMs and Lasers - When they inevitably gently caress SRMs again I'll end up taking another extended hiatus.

ZombyDog fucked around with this message at 03:18 on Jan 12, 2016

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
The CTF-0XP is new since I last played and has ECM and all, but it's still a Cataphract and suffers from having the Cataphract's hitbox. It's probably the only one that interests me, except I've got better Heavy brawlers in my stable.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Pattonesque posted:


as for the whole brawl vs. snipe thing, there is an argument to be made for every robot pouring in and smacking heads, but having one or two snipey mechs stand off and take free shots at exposed components might be more efficient overall. YMMV
The argument for is that the more robits in the push, the more incoming damage you can ameliorate across the charging mob and improve the likelyhood that everyone survives, and when the push fails because half the team are trying to play at being Vasyli Zaytsev all of those snipers are about to be dead anyway. Unless you are trading up lots of armour to make your robit more snipey ( protip: dont do this thing, it's a really bad idea unless you're a gimmick 12 flamers no armour and all MG ammo build, in which case god speed noble bird warrior, your flaming death shall be fantastic ), your armour is more beneficial to the team when you're taking part in the fight. Even if you aren't built for tankin' and fightin' you're absorbing some of the damage that would have been inflicted on the Dads that would have otherwise led to their demise. Also it's harder to focus fire from the back with all those tempting and potentially open friendly backsides between you and your target.

ZombyDog fucked around with this message at 03:32 on Jan 13, 2016

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Pattonesque posted:

yeah like, chassis with a single missile hardpoint are a big new player trap
That's so they can pack in an SRM2 for that close range punch.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

jBrereton posted:

I'm having a lot of fun with the Jenner, but I'm guessing that it gets drastically worse once people learn to shoot for poo poo, à la MW2?
The trick with Jenners is the same as all of the laser boat lights, to not be seen, avoid fights at a disadvantage and always shoot robots in the butt. If you have the attention of half the opposing team you'll just get focused downed an killed, if you're being pursued by two or more lights, disengage and lead those lights back into some friendlies and for the love of god manage your heat because speed & mobility is life and too many 6 ML alphas will end yours fast.
In the days before HSR my high latency allowed me to get away with some really dumb crazy poo poo, but now I can't drive a light to save myself because I make a lot of bad decisions.

ZombyDog fucked around with this message at 21:01 on Jan 13, 2016

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Sard posted:

choo choo
here comes the regret train



I will learn to play Assaults and love this thing, so help me god. I should probably let go of the idea of drawing attention with incandescent machine gun pecs and just fit two large lasers so I'm not so useless outside brawling range, but the MPL and SRM6 sync up perfectly.
At least when you die, you'll die Fabulous.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Wafflecopper posted:

Stalkerchat: I was running 4xSRM6 5xML for a long time, now rocking 4xASRM6 3xML. I think less lasers is better for me because when I have an exposed target I have a really hard time resisting going :downs: all alphas all the time :downs: instead of saving my heat for my SRMs like I know I should. Another option was dropping to ASRM4s and keeping the 5 lasers but that would be less missiles and gently caress going less missiles, if I could fit enough ammo to run 5 launchers I would. The aforementioned guy on mumble was doing it somehow but he must have had a smaller engine or something I dunno.
Now I'm not sure which variant you're rocking, but I'm inclined to try this for less lasers and more srrrrrrrrrrrrrms

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Yolomon Wayne posted:

Kinda thought so, thanks though.

And just to be absolutly sure:

I have 3 direwolves, all elited, one mastered.
Does that mean i can now master all Clan assaults no matter how many i have?
Does that mean i can now strip 2 direwolves of all equipment and omnipods and sell them, keeping the omnipods?
Master? Yes, as long as you have the basics unlocked for 3 of the Mech chassis you intend to master.
Yes.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Vorenus posted:

This is literally porn for light mech pilots.
I won't lie, stumbling across a pack of lurm boats gives me a mondo chubby.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Pooncha posted:


If you want the extra module slot, you will need to max all the Elite skills over the three variants.
This is gonna cause a whole heap of confusion, and I hope I can clarify this by saying if you want the extra module slot, you will need to max all the Elite skills over 3 mechs of the same weight class. Full elite skills for 3 variants of the same mech is not required for mastery.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
I have to say it's a pleasure to work with Team Oxide, and I was glad to try to put my popsicled D-DC to the task of trying to kill the legged cheetah with collision damage but alas it wasn't to be.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Coolwhoami posted:

Plus, I think way back in the day there was talk of a dropship mode, which would allowed for alternative forms of this system to be created with minimal changes.
Drop ship mode as it was talked about then is how CW is handled now. I don't think we'll see that in the quick play queue.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Yolomon Wayne posted:

Im sold.
I never really liked srm, didnt feel like doing much damage...
Ghost Dad showed me the way.
If only i wasnt to loving cheap to go artemis, is it really much of an improvement for dumbfire rockets?
I thought its more for guided missiles, and we agreed to hate those.

Artemis is all about spread reduction to maximise damage to one or few locations. If you're constantly shooting people in the butt at short range, Artemis isn't probably super useful but if you're engaging at range up to 270m, SRM 6+ Artemis is going to focus most of your damage better to a single location reducing your overall fire needed to kill a target dead dead dead. SRM4s + Artemis are a so much tighter spread and higher rof than non artemis SRM 6 for the same weight & slots that you're doing more effective damage with those SRM4s. I must confess that I still rock non artemis SRM6 in situations where I'm short on weight, but that's because I like the timing of the SRM6s and I think the spread means I'm more likely to hit faster mechs with some damage that I might otherwise miss with SRM4s+A because of my ping and overall ability to whiff easy shots.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Aesculus posted:

New sale up, commandos, stalkers, jagermechs, kintaros, orions, battlemasters, griffins, kit foxes, ice ferrets, hellbringers, gargoyles, ebon jaguars, and panthers. Don't get the metal babby, kit fox or the gargoyle.
Looks like I bought my CTF-0XP just in time. It gets murdered in a straight up brawl, but heaven help the red team if I can sneak into their back line unnoticed.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

sebmojo posted:

what's the best way to get in on goon CW?

Best time seems to be US Saturday Night / Au/NZ Sunday Midday, that's when we have the numbers and motivation for multiple CW groups, and opponents.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
My RS was my shame dad, LRM 35 +A, Gauss, 4 ML and a standard 325.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Reztes posted:

The Rhino really is the best, I'm so sorry I ever tried to make you a boring LL sniper robot Mr. Stalker, I promise it won't happen again. Until PGI breaks SRMs or something again.

My IS CW deck right now is Rhino Stalker/Ghost Dad, LPL Quickdraw, Hunchback 4SP, Raven 3L. That's either 15 or 30 tons underweight, so it could be better. I've been thinking of swapping out the Hunchback for another heavy, maybe a Jager-DD since it's 1.) on sale and 2.) dakka. There's just so many drat mechs now since I came back to this game it's hard to know when I'm overlooking something good. I'm only looking to do CW for the free mechbays right now though so I suppose it doesn't have to be optimal.
A Boomjager can be brutal in a CW deck, as long as you don't let your self get primaried and as long as you don't run out of ammo. The boomjager's lack of endurance when it comes to drawn out CW fights is it's weakness.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Reztes posted:



Is Boomjager dual AC/20 or Gauss? I was thinking of going for the DD with triple UAC/5, is that version lovely now?
Dual AC 20. Dual gauss seems like a bad idea, and it's not just the charge up mechanic that's made gauss a non viable choice for me - you are going to be a running an XL engine, and while gauss ammo is inert, gauss rifles explode potentially taking out a side torso killing your engine all because you lost an arm.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Oh Snapple! posted:

I'm glad you posted this because it's been my primary problem with the existence of Highlands (and also Alpine).

You mentioned Crimson Strait and Canyon Network as two maps that allow for several styles of play, but I honestly feel like every map outside of Highlands and Alpine is conducive to this - which is why these two in particular stick out so goddamn much. You can drop onto pretty much every other map in whatever kind of (sensible) build you want and not be at any kind of real disadvantage for it. In my experiences they all allow for sniping, brawling, and gently caress even lurming without actively penalizing you for dropping onto whatever map with a particular loadout (even if the map might not be completely favorable to it - this can usually still be overcome and you can meaningfully contribute).

Highlands and Alpine though? Drop long range or blow yourself up.
I'm the worst goon because almost all of my robots have a 270m range limit, but I really don't hate Highlands or Alpine, I mean I'll piss and moan when they do come up, but I don't feel hugely disadvantaged when they do come up. I'm in my Ghost Dad, or my brawly Marauders or my Cataphract 0XP, and sure ECM helps when I can take it, but I enjoy flanking from defilades into brawl range while the firing lines are occupied on each other on Highlands, and you don't have to climb up the slope under withering fire, objective allowing you can ignore Candy mountain all together.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

high six posted:

How the hell do you guys make enough C-bills to have all these different mechs?
If I were to hazard a guess, in a non c-bill bonus mech I'm earning anywhere between 100-200k cbills a match and 200-300k in a c-bill bonus mech, also I'm currently Premium because I bought the Marauder & Steam light mech packs. That's ball parking it. CW is also a great money maker, 300k + plus match rewards ( 300-600k ) for a win and then the loyalty rewards add up as well. My biggest Isk C-Bill sink is the modules, a fully pimped out mech module wise is 18mil. I want at least 4 sets of seismic and radar derp for my CW deck, instead of dragging around the single set I currently own.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

The Saddest Robot posted:

Damnit. Crabs and Dazzle Camo both go on sale a week after I buy them.


Also Urbanmechs do not have dazzle camo :(
Did you notice that PGI were using your colour scheme as well?

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Kilo147 posted:

I am way behind on all this. What the gently caress is a drop deck?
So community warfare uses the dropship game mode where you have 4 mech slots, a tonnage budget that you cannot exceed, and if you're on an IS contract you can only use IS mechs ( or if you're a clanner you can only use clan robbits ). How you get to that tonnage limit is up to you, some folks like a nice balanced deck with a mech for every occasion, or you could have two 30 tonners and two 100 tonners.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Kilo147 posted:

So, I was playing around with a trial Thunderbolt, and apparently I loving love LPLs.
3 of my 4 Marauders are running the same 4 LPL Standard 300 engine builds and I love them the most of all my robot children.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

TheParadigm posted:


On that related note, what are the most useful things out of this list: Seismic, 360 target retention, target decay 2(i already have 1 for some reason), improved gyros, consumable boosts? Any others i've forgotten?

I already have the other big ones like Radar Dep.

I'mma gonna say that for me it's seismic. I live for brawling and close range encounters, using the terrain to mask my approach, setting up ambushes and reporting contacts without line of sight.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Zaodai posted:

The only thing that worries me about the Kodiak is that you just know they'll ruin brawling again by the time it's released.

Still can't wait to play it though. Especially the variant that gets both a C-Bill bonus and a slot layout reminiscent of the Atlas-S. I hope they actually make the Jump Jets have their special roar sound, even if I'll probably strip the jets in most cases anyway. Or maybe I'll keep them for high flying drop bear action.
Just buy the Snow Bear war horn ( if it doesn't come with one ).

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ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
CW is a good money maker

[edit] But I am a lousy yell boss

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