Ammunition Based Builds In Cw
#1
Posted 30 March 2015 - 09:24 PM
Am I exaggerating the effect here or are ammo builds really as bad as they seem in CW? I realize in the fluff rearming a mech is not something that can be done in the field, but I almost wonder if that really needs to be available.
#2
Posted 30 March 2015 - 09:25 PM
#3
Posted 30 March 2015 - 09:30 PM
#4
Posted 30 March 2015 - 09:43 PM
By the time I'm bingo'd out on ammo I've bingo'd out on armor anyways.
#5
Posted 30 March 2015 - 09:50 PM
And even if I did run out of ammo, that sextuplet of small lasers keeps the machine useful if the enemy is nearby.
#6
Posted 30 March 2015 - 09:53 PM
Tough words but that is the current reality within CW.
Eboli
Edited by Eboli, 30 March 2015 - 09:54 PM.
#7
Posted 30 March 2015 - 10:02 PM
You can probably put at least 80 slugs on a Jager... I think.
Edited by Elizander, 30 March 2015 - 10:11 PM.
#8
Posted 30 March 2015 - 10:18 PM
#9
Posted 30 March 2015 - 11:18 PM
Eboli, on 30 March 2015 - 09:53 PM, said:
Tough words but that is the current reality within CW.
Fat lot of good a couple of ML will do against the enemy in CW due to long ranged pokes. Might as well bring 2 more tons of ammo for the Gauss/AC instead, and eject once it runs out.
Edited by El Bandito, 30 March 2015 - 11:19 PM.
#10
Posted 30 March 2015 - 11:20 PM
El Bandito, on 30 March 2015 - 11:18 PM, said:
Fat lot of good a couple of ML will do against the enemy in CW due to long ranged pokes. Might as well bring 2 more tons of ammo for the Gauss/AC instead, and eject once it runs out.
This is true. You'll end up with a gimped mech that will only benefit the enemy. You are better of getting loads of ammo and ejecting after dealing massive damage.
#11
Posted 31 March 2015 - 12:59 AM
Jager-DD with triple UACs is pretty awesome
Über Dragon-1N is semi OP
Jager-S with Dual gauss is good
Grid Iron is good
some mixed builds like hellbringer with ERPPC/Gauss is good
+ a lot more builds.
all of my full ammo based builds have damage potential between 1000-1700 and that is enough for each mech IMO.
#12
Posted 31 March 2015 - 01:03 AM
Even the best dakka-Dragon user has enough ammo for a particular wave, and has a pretty good idea when his expiration date happens to be.
If you are not bringing enough ammo, you'll know it... but moreso if you used up all your obscene ammo dump... you probably had a good game going anyways.
#13
Posted 31 March 2015 - 01:09 AM
monk, on 30 March 2015 - 09:30 PM, said:
Why not let mechs with ammo return to the dropship for a resupply? Of course limit it in some way with a cooldown timer or something.
#14
Posted 31 March 2015 - 01:10 AM
#15
Posted 31 March 2015 - 01:20 AM
Ultimately, if you can put out 1k of damage or more to the enemy on a consistent basis, I don't really care what you use to do it with. It's not really hard to do that with four mechs. Ammo dependent or not.
#16
Posted 31 March 2015 - 01:48 AM
I prefer having a couple of large laser weapons to back-up my ballistics.
#17
Posted 31 March 2015 - 02:37 AM
#18
Posted 31 March 2015 - 02:47 AM
#19
Posted 31 March 2015 - 02:49 AM
#20
Posted 31 March 2015 - 02:59 AM
sycocys, on 31 March 2015 - 02:37 AM, said:
Was thinking the same thing. Air drop. Mech has to go to resupply bot and stand in proper spot for resupply. The more SIM like the better.
Or resupply ship/hangar. Mech goes in, animation plays. Maybe even makes these destroyable.
Edited by Johnny Z, 31 March 2015 - 03:05 AM.
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