Is The Summoner Really As Bad As It Seems
#1
Posted 16 September 2014 - 07:08 AM
2 UAC5/2ERML
2LPL/2ERML/2mg
3xLRM15
LBX20/2ml/2mg
Any other configs I am missing or is this just a terrible mech as I had assumed (which is why I left it for last to master...)
#2
Posted 16 September 2014 - 07:10 AM
http://mwo.smurfy-ne...4ae5aba0ea08698
Very simple but effective config.
Edited by El Bandito, 16 September 2014 - 07:14 AM.
#3
Posted 16 September 2014 - 07:13 AM
#4
Posted 16 September 2014 - 07:15 AM
Got my ass kicked by a Summoner with like 5 SRM6s so I might have to try that.
#5
Posted 16 September 2014 - 07:15 AM
#6
Posted 16 September 2014 - 07:16 AM
It doesn't have endo. It is not 35/55/75/100 tons. It can't mount ECM. It doesn't have some form of special geometry that gives it great hardpoint positions or lets it protect its hitboxes effectively.
Those are the four criteria for being a good mech in MWO.
Summoner is 0/4, 1/4 at best. (As you can see Dracol makes an argument that it qualifies for hardpoint positions w/ the right build).
Its just not going to be great. Ever. Arguably its worse than the 'phract after all the clan weapon nerfs but I'd say they are basically balanced.
We need BV or we need tonnage counts to matter or we need Endo and FF to have some kind of logistical disadvantage otherwise this is just the way things are going to be.
Just wait until the Vulture is released and its **** because it can only at best get 1/4 and there isn't a reason to think those arms are going to be high mounted enough to be good.
Edited by Hoax415, 16 September 2014 - 07:17 AM.
#7
Posted 16 September 2014 - 07:16 AM
#8
Posted 16 September 2014 - 07:17 AM
#9
Posted 16 September 2014 - 07:17 AM
#10
Posted 16 September 2014 - 07:22 AM
That being said, there ARE some Summoner builds that will work. Try to take advantage of some of it's strong points:
1) Dual AMS.
2) Jump Jets and mobility (it's good for PPC, LB Autocannons, and SRMs jump and shoot or shoot and twist).
3) High mounted Ballistic hardpoints on both shoulders.
4) It's not a Vindicator
Edited by Tastian, 16 September 2014 - 07:24 AM.
#11
Posted 16 September 2014 - 07:24 AM
#12
Posted 16 September 2014 - 07:24 AM
Redshift2k5, on 16 September 2014 - 07:15 AM, said:
That's exatly one of my config.
the other ones:
ultra ac20 + 4 ml
4 erll (worked better before nerf)
And, yes, you must pretend to run a medium.
#13
Posted 16 September 2014 - 07:30 AM
They key to playing the summoner, IMHO, is knowing its role. It doesn't have the firepower (pod space) to be a front-line heavy. It isn't going to be the mech to lead the charge and break through an enemy position, or at least it isn't the ideal mech. What it does excel at is support.
My two variants that I use with pretty decent success are as follows:
Prime: 2 erML, UAC10 (3 tons ammo), LRM15 (2 tons of ammo).
http://mwo.smurfy-ne...66be98bb5599d24
It gets the job done. Use the LRM's at the start of the game when everyone is just LRMing to soften up targets, and to support your main weapons as well once the real fight starts. The UAC10/ERML combo is pretty solid, especially if you can find a target that's fixated on someone else (like, a madcat, or a daishi for example).
The other build I use is a mini-timberwolf.
SMN-D: 2 erLL, 2 erML, LRM15 (2 tons ammo), Targeting Comp 1.
http://mwo.smurfy-ne...5fcac7e7e6556f8
It plays like a mini-madcat in almost every way, which is to say the real madcat is better... but it works.
Anyways those are the two non-meta builds I've found to work best for me. Hope it helps.
#14
Posted 16 September 2014 - 07:31 AM
Monkey Lover, on 16 September 2014 - 07:17 AM, said:
4xERML, 1xUAC20, 1xSRM4/6 works reasonably well -- but you absolutely do need to play it like a medium. It may "look" like a 70-ton brawler built this way, but the problem boils down to having to put the ammo somewhere... and when you have your legs, head and all but 1 CT slot already filled (as well as the torso you've crammed the UAC20 into), there's really not a lot of guesswork to figure out where to shoot you. Lose either side torso and you're done.
IF the Summoner could fit more than one missile slot in the torsos or had an option to carry more lightweight energy weaponry, you'd have ways to make it competitive. As it is now though, it's lack of hardpoints and low available tonnage really do hurt it compared to other clan mechs (and IS ones too).
#15
Posted 16 September 2014 - 07:33 AM
Therefore, it has low free tonnage.
Mech with low free tonnage do best with energy weapons. Especially if they have extra heat sinks.
Sadly, the summoners energy weapons are all in the easily destroyed arms.
It doesn't need info or removable heat sinks. It needs torso energy slots. Put a laser or ppc where the machine guns go, and you have a viable mech.
#16
Posted 16 September 2014 - 07:34 AM
#17
Posted 16 September 2014 - 07:35 AM
3-erll
1-machinegun
Lrm10
AMS
TC-1
#18
Posted 16 September 2014 - 07:44 AM
thank me later
#19
Posted 16 September 2014 - 07:45 AM
#20
Posted 16 September 2014 - 08:06 AM
That one is reasonable. You could also go SRM18 and a UAC10, but that's ammo limited and short ranged.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users