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Vindicator Lrm Maybe? Compared To Treb


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#1 Tycon

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Posted 25 June 2015 - 02:38 AM

The poor vindicator is a mech I really like for its light weight, maneuverability and hitboxes, but the cons weigh this mech down heavily. The quirks make this mech want it to be a PPC sniper, but those low slung fragile arm mounts are not for sniping. Brawling seams unrealistic as well with the fragile body and low hard point count. Not particularly great about this mech is it doesn't boat well as it carries a missle side torso, a small head laser slot and large arm laser slots. Boating medium lasers is squishy and leaves firepower to be desired. This thing feels like a faster, 45 ton Atlas D-DC minus the ECM and armor.

Atm I'm considering making the 1X (the garbage varient) into an LRM boat to use those tubes. My current reasoning is the poor sniping ability of the energy hard points, fragility for brawling and inadequate speeds even for the 1AA (it just can't maneuver like a light can). If there is anything this mech can boat, it's a large LRM launcher, the less weapon groups atm the better. Since this mech sucks at everything else, perhaps it holds a foothold in the LRM niche. I'm just concern the DPS might be too low. At least you're only dedicating a 25 ton medium to LRMs, you should have enough extra tonnage for brawlers. =

For LRM perks sporting an A-LRM20, the 15% cool down is good, high shoulder tube location, head tag for poking and jump jet options. Smallish and narrow frame for a medium and maneuverability lets the mech hobble around to prime LRM LOS locations.

However, the Trebuchet 7M is the current standard for medium LRM boats. Sporting a 40% LRM cool down quirk and running a A-LRM 30 is hard to contend with.

Compared side by side there are a few pros and cons to the vindicator.

Vindicator 1X: http://mwo.smurfy-ne...8140d304df535c9
Vs
Trebuchet 7M: http://mwo.smurfy-ne...d466ca83834d7f8

Neutral: Roughly the same torso twist and shielding arm size.

Pros: Smaller and narrower (better hitboxes in general). Generally faster due to smaller LRM engine choices, pushes around 90KPH. Better Tag position as well as LRM Tube location. 5 tons lighter at 45 tons vs 50 of the trebuchet for CW. Better heat management. More LRM volleys (uses less ammo per volley even though it has less overall ammo)

Cons: Runs A-LRM 20 vs the Treb's A-LRM 30, this is a 50% more volley damage. 40% CDR quirk vs a mere 15% cool down quirk adds even more to the DPS disparity with heat quirk manage heat. More armor due to weight and Structure quirks for torso. Head slot free for ammo placement.

Edited by Tycon, 25 June 2015 - 02:40 AM.


#2 Wildstreak

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Posted 25 June 2015 - 04:43 AM

Wrong Vindicator.
If I had these, the 1X would be PPC & AC5.
One of the others would be the LRM boat due to number of Energy hardpoints allowing some MLs.
What is with all the ammo? Really on a Medium LRM boat 900 missiles do fine for most or even all of the match. Dump a couple tons and get a pair of MLs.

#3 Tycon

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Posted 25 June 2015 - 04:52 AM

View PostWildstreak, on 25 June 2015 - 04:43 AM, said:

Wrong Vindicator.
If I had these, the 1X would be PPC & AC5.
One of the others would be the LRM boat due to number of Energy hardpoints allowing some MLs.
What is with all the ammo? Really on a Medium LRM boat 900 missiles do fine for most or even all of the match. Dump a couple tons and get a pair of MLs.


I disagree on your take on the 1X, the mech as a PPC wielder is trash compared to the 1AA or the 1r with ML. Vindicators are extremely rare for a reason, they aren't good at their intended roles. Also the 1X has the best missile quirks, the 1R has less missile cooldown. Even as far as lasers go, other mediums outgun the MLs you attach.

As for the ammo drop for back up medium lasers, I think it's a fine trade. Perhaps I'd dump a few jump jets instead of the ammo, CW matchs are long and require LRM boats to be stocked with ammo. The Treb build is from Metamechs under it's ideal build for CW tier listing. Back up weapons on a slow moving dedicated LRM boat seam pointless to me sometimes though as without your LRMs you are virtually worthless. You are playing an LRM specialist and rely on teamates to protect you from nearby enemies, however I suppose the extra ammoless 10 damage might be helpful in a long match, but ideally you'll be behind neck high cover the entire game. Also you have a shielding arm with low armor is where the lasers you suggested went, not particularly a safe place.

#4 jper4

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Posted 30 June 2015 - 08:19 AM

the 1R I go with 4ML and a ALRM 10. about the only one I really like of the three (1AA and 1X). for me the the 1X is basically "please kill me now so I don't have to suffer anymore" and the 1AA is a resounding "meh" and I was really looking forward to the vindis when they came out too. the 1R is the only one I bother taking out from time to time

trebs I have about the same level of success with. the 3C I can do ok in but not really any of the others including the 7M (which I think is one of my worst mechs period)

Edited by Tanar, 30 June 2015 - 08:20 AM.


#5 Big Tin Man

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Posted 30 June 2015 - 03:40 PM

The 7M with modules puts as many missles downrange as a Battlemaster 1S. The quirks make it super tonnage efficient.

This is what you want: http://mwo.smurfy-ne...1ebf11fde6357d9

Chain fire the LRM's and artimis isn't really necessary.





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