Summoner Build Advice
#1
Posted 19 August 2014 - 12:59 PM
http://mwo.smurfy-ne...cd51ec2856df031
About the best I can come up with besides the obvious Gauss+PPC
#2
Posted 19 August 2014 - 03:15 PM
You might wanna try dumping the heat sinks and two ammos for Large Pulse Lasers, the ERs are pretty sub par at brawling since you can't twist while they're pooping out blue stuff, but that's just me
Med pulses / ERs + artemis on the SRMs could work too
Edited by waterfowl, 19 August 2014 - 03:23 PM.
#4
Posted 19 August 2014 - 03:30 PM
You could swap the dual beams for a single C-ERPPC, like so, and pitch a heat sink in order to slap the Artemis button like I did there. Or throw an extra heat sink back on, if you prefer that. The C-ERPPC is more reliable, even in close quarters, than the large lasers are.
Another possible (though questionable) route to go is to downgrade the larges to C-ERML, which are currently still amazing, dump the spare sinks and the half-ton of AMS ammo, and use the weight to bolt a C-UAC/5 into the right torso, like so. It does not have enough gun ammo in this thirty-second mod, and it's also a three-weapon-group 'Mech (I have a Naga and so think nothing of three or four weapon groups, but I totally understand that two-button mouse folks like two-button 'Mechs), but it provides some low-heat dakka to keep heads down at a distance and help cover your own approach.
Whatever you do with it though, I'd get those large lasers off of it. They just don't work well anymore.
#5
Posted 19 August 2014 - 03:32 PM
Personally running 2PPC's and 3SRM6. The Summoner is sub-par no matter what you do with it in all honesty. Hopefully some decent quirks are on the way.
#6
Posted 19 August 2014 - 03:51 PM
John80sk, on 19 August 2014 - 03:32 PM, said:
Personally running 2PPC's and 3SRM6. The Summoner is sub-par no matter what you do with it in all honesty. Hopefully some decent quirks are on the way.
Tell that to the 300+ missiles my AMS destroys every match. (that's 330 points of damage blocked, at least)
#7
Posted 19 August 2014 - 03:59 PM
Asheron Realaidain, on 19 August 2014 - 12:59 PM, said:
http://mwo.smurfy-ne...cd51ec2856df031
About the best I can come up with besides the obvious Gauss+PPC
If you're going to use SRMS, might aswell use Medium lasers to compliment instead of Large lasers dude.
And 1cgauss 1cerppc on summoner IS and WAS a joke. More a joke now than anything because of the JJ nerf (making the 5JJ's on the summoner essentially completely wasted tonnage) and the ppc nerf, really negating the long range effects of the PPC.
IMO, the 1cUAC5/1cAC5 x 2cERPPC summoner was much more viable prior to the JJ/PPC nerf. Although, there was no reason to take one over a timberwolf (lol), especially now.
so yeah, medium lasers + srm's or 2erppc/1ac5/1uac5
#8
Posted 19 August 2014 - 04:27 PM
IraqiWalker, on 19 August 2014 - 03:26 PM, said:
SMN-PRIME
Surprisingly effective in a 200-500Meter scuffle. I use it as a second line mech, and a flanker.
Don't forget to adjust the armor values. I literally clicked max armor, and then shaved some off to get the desired weight.
Not enough ammo. You'll burn through that in seconds. You need at least five tons.
#9
Posted 19 August 2014 - 04:51 PM
#10
Posted 19 August 2014 - 06:39 PM
John80sk, on 19 August 2014 - 03:32 PM, said:
Personally running 2PPC's and 3SRM6. The Summoner is sub-par no matter what you do with it in all honesty. Hopefully some decent quirks are on the way.
they're certainly worth it. Maybe they won't block LRM40 spam but they'll certainly stop LRM10 volleys, and paired with friendly AMS they can stop LRMs alltogether. I don't know what the numbers are, but if they stop 20% of the incoming LRMs, that's worth it ... 3 tons for 20% damage reduction
#11
Posted 19 August 2014 - 06:56 PM
Mister Blastman, on 19 August 2014 - 04:27 PM, said:
Yeah I know. I do burn through it a lot. My own modification strips a lot more armor (2 tons to be specific) to add the needed ammo. Even 5 tons is still not enough sometimes.
#12
Posted 20 August 2014 - 06:20 AM
Then again I don't brawl with mine unless it's a 1v1 dual -- which is rare in a pug drop.
I use my prime in a fire support/assault escort role and that's something the Summoner Prime does very well.
The ERPPC/LBX combo is *great* for opening up armor and grinding internals
Just tweak armor ratings to your play style (i.e. more armor on legs if u like jumping a lot)
If you want a brawler I think the B (*no* LRMs!!) or D is much better suited to that play style
#13
Posted 20 August 2014 - 06:31 AM
waterfowl, on 19 August 2014 - 03:15 PM, said:
Med pulses / ERs + artemis on the SRMs could work too
2xLPL, 2xASRM6, 2xMG works alright, too.
#14
Posted 20 August 2014 - 03:06 PM
IraqiWalker, on 19 August 2014 - 03:51 PM, said:
Tell that to the 300+ missiles my AMS destroys every match. (that's 330 points of damage blocked, at least)
300+ missiles maybe, but that's assuming those missiles would have hit in the first place. If you want to support your team against missiles ECM is a thousand times more effective. More likely you're preventing ~150 damage if you're shooting down 300 of them, 150 spread damage on top of that.
#15
Posted 20 August 2014 - 03:13 PM
John80sk, on 20 August 2014 - 03:06 PM, said:
You do see the point here, right? 150, 500, it's still damage being completely prevented.
#16
Posted 20 August 2014 - 05:22 PM
IraqiWalker, on 20 August 2014 - 03:13 PM, said:
You do see the point here, right? 150, 500, it's still damage being completely prevented.
I didn't say it was useless, I said it wasn't worth the tonnage. Dedicating 3+ tons to AMS just to defeat a situational weapon system? No thanks.
#17
Posted 20 August 2014 - 05:39 PM
John80sk, on 20 August 2014 - 05:22 PM, said:
It's useful in solo queue. Extremely, considering you definitely need to bring it, to support your team. Especially considering how easy to kill with LRMs people are in the lower elo brackets.
#18
Posted 20 August 2014 - 11:58 PM
John80sk, on 20 August 2014 - 05:22 PM, said:
I thought this once, then I played the game more.
Solo queue is like rolling dice, sometimes you won't have ECM or the jackass will run off and die. Half the team bringing AMS mitigates this randomness. Not to mention tags and NARCs.
And LRMs are not "situational", they're prevalent, and extremely deadly. They require little to no mechanical skill to use unlike the other weapons, so almost anyone can pick them up and be as good as the best "LRM pro", as long as they know when and when not to fire. A boat with 1400 ammo is 1400 potential damage. In solo queue where there is little to no strategy, it is very easy for LRMs to be deadly
AMS is a team effort more than anything else, because they're **** on their own. A two AMS boat is great, because it means that's one less person on your team who had to have brought AMS to reduce the ECM dice roll
Edited by waterfowl, 21 August 2014 - 12:03 AM.
#19
Posted 21 August 2014 - 08:32 AM
I personally find myself dying very, very rarely to LRM's. As a result, I'd rather have those 3 tons dedicated to more killing power to deal with the real threats.
On top of this, the Summoner is tonnage starved, and can't afford extra's that some mech's can. Some mechs that rock dual AMS can run it with very little issue, but the Summoner... you need that tonnage to not get roflstomped by every other heavy.
@OP: http://mwo.smurfy-ne...8f75096cdafd525
I would suggest something like this.
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