#1
Posted 19 August 2015 - 09:55 AM
Here's the build I'm using. I've only unlocked Heat Containment, Hard Brake and Kinetic Burst so far.
Thanks!
#3
Posted 19 August 2015 - 12:34 PM
#4
Posted 19 August 2015 - 12:49 PM
#5
Posted 19 August 2015 - 01:44 PM
Torezu, on 19 August 2015 - 10:59 AM, said:
XP bonus I am not super worried about. I'll have to buy the head and put a TAG in it tonight. Thanks!
Ryokens leap, on 19 August 2015 - 12:34 PM, said:
I usually play laser boats, so this was a change of pace for me. I had debated doing SRMs instead of SSRMs and I still might try those too. That is yet to be decided though.
AdamBaines, on 19 August 2015 - 12:49 PM, said:
Yea, I understand this role and see your point. I guess I'll have to work on choosing my targets more carefully and seeing how things play out toward the end stages of a match.
#6
Posted 19 August 2015 - 02:05 PM
Naykon, on 19 August 2015 - 01:44 PM, said:
Go, Light-Mech-Smasher, and get Component Destruction bonuses.
One more thing to think about. You have 30 launch tubes, and 600 missiles. That gives you 20 full salvos (chain-fire optional if you can maintain lock), and an absolute maximum damage of 1200, assuming you don't either miss or lose ammo to explosions. Make shots count.
#7
Posted 19 August 2015 - 04:21 PM
Naykon, on 19 August 2015 - 09:55 AM, said:
take armor from the head, you have an almost unused tonne of podspace, use it for 7th tonne of ammo (imo preferably) or for a tag
if you don't use tag, put the active probe to the head
don't have more than 1 tonne of ammo per arm, arms are torn off pretty often
set 3 launchers on 1 button and 2 on another, shoot them with 0.5 sec pause to avoid the ghost heat
Torezu, on 19 August 2015 - 10:59 AM, said:
tag often matters less than 7th tonne of ammo
don't take armor from legs on scr
#8
Posted 20 August 2015 - 08:24 AM
bad arcade kitty, on 19 August 2015 - 04:21 PM, said:
don't take armor from legs on scr
Tag/ammo balance noted. Yeah, I haven't used Clan mechs except trials yet. Why wouldn't you remove a small amount of armor from the legs? Double gauss to the face will kill you if you pull 6 armor from the head. Granted, odds of that are fairly low.
Edited by Torezu, 20 August 2015 - 08:24 AM.
#9
Posted 20 August 2015 - 08:39 AM
try this or
http://mwo.smurfy-ne...8cf0b140f98c443
this (just don't try to lolpha with the 2nd. one)
Edited by LOADED, 20 August 2015 - 08:43 AM.
#10
Posted 20 August 2015 - 08:59 AM
#11
Posted 20 August 2015 - 09:31 AM
AdamBaines, on 19 August 2015 - 12:49 PM, said:
They are breathtakingly (and maddeningly, if you're an IS player that bumps into one) effective against Lights. Two alphas, even with the damage spreading out, and there's a good chance your torso or leg is gone (either of which is death for an IS Light). And at 100kph, you can't outrun it fast enough to get away - it's an autokill.
I'd guess the trick to upping your damage is replace your right arm with the SCR-B's arm and dump in SPLs. Then you can still lay in with pinpoint damage.
#12
Posted 20 August 2015 - 09:59 AM
SCR-D
Ammo is used in a specific order, which is
1) Center Torso
2) Right Torso
3) Left Torso
4) Right Arm
5) Left Arm
6) Right Leg
7) Left leg
8) Head
That means that since all torso ammo is used before arm ammo, you want to put as little as possible in the arms, because they tend to get blown off later in the fight, and at that point all your remaining ammo is in the arms. There is an argument for putting the CAP in the RT or LT and a ton of ammo in the head, because its used last and will therefore be available regardless of which arm or torso is destroyed.
#13
Posted 20 August 2015 - 10:03 AM
Widowmaker1981, on 20 August 2015 - 09:59 AM, said:
SCR-D
Ammo is used in a specific order, which is
1) Center Torso
2) Right Torso
3) Left Torso
4) Right Arm
5) Left Arm
6) Right Leg
7) Left leg
8) Head
That means that since all torso ammo is used before arm ammo, you want to put as little as possible in the arms, because they tend to get blown off later in the fight, and at that point all your remaining ammo is in the arms. There is an argument for putting the CAP in the RT or LT and a ton of ammo in the head, because its used last and will therefore be available regardless of which arm or torso is destroyed.
i think head goes first?
#14
Posted 20 August 2015 - 10:04 AM
Mercworks, on 20 August 2015 - 08:59 AM, said:
This is literally the most hateful and cheap tactic you could possibly use.
Everyone, and I mean everyone, will hate you for it. I hunt skill-boats whenever I'm in a light, but I have more hatred for people on my team waiting for everyone else to die then coming back in their fresh SCR and vulturing two or three kills with their auto-aim epeen enhancers. THEN they say they can't carry the entire team. smh.
#15
Posted 20 August 2015 - 11:54 AM
http://mwo.smurfy-ne...979dfc8a20efaa6
Edited by Jalthibuster, 20 August 2015 - 12:04 PM.
#16
Posted 20 August 2015 - 12:33 PM
Torezu, on 20 August 2015 - 08:24 AM, said:
to get a double gauss hit to the head on a crow is extremely rare, i played thousands games on a crow and didn't see it a single time, meantime everybody knows that crow spreads damage between side torsos, ct, arms and even back extremely well and quite a few people aim for your legs instead, your legs cannot spread damage and are a very long and good target
Widowmaker1981, on 20 August 2015 - 09:59 AM, said:
yeah, but if you lose the side torso with the cap, then a single arctic cheater will make you completely useless; i'm also afraid of overheating with ammo in the head
Dawnstealer, on 20 August 2015 - 09:31 AM, said:
I'd guess the trick to upping your damage is replace your right arm with the SCR-B's arm and dump in SPLs. Then you can still lay in with pinpoint damage.
not really, good light pilots can flee/avoid them; use the covers, use jump jets to jump on a highground (but never simply in the air), hide your back with your arm
for picking lasers with streaks you should realize that the power of streaks it's their dps, lasers significantly hurt that dps, even a single med laser does
Lunatech, on 20 August 2015 - 10:04 AM, said:
This is literally the most hateful and cheap tactic you could possibly use.
Everyone, and I mean everyone, will hate you for it. I hunt skill-boats whenever I'm in a light, but I have more hatred for people on my team waiting for everyone else to die then coming back in their fresh SCR and vulturing two or three kills with their auto-aim epeen enhancers. THEN they say they can't carry the entire team. smh.
it actually depends
if you literally wait till your team die or is badly damaged so you can go for a hunt, it is not only rage inducing, it's also silly, the games are pretty snowbally, and usually, if you try to do something like this, more often than not you will be quickly focused down by multiple enemies and achieve nothing
on the other hand, streakboats, huggins, splatboats and generally many brawlers, especially light/med ones, are basically forced to wait for a while till longer range mechs fight... especially with a streakboat, being unable to shoot immediately, you want to have a solid lock when you peek (and the target nearer than 360 meters), so you have to have somebody on your team fighting ahead of you and locking; then, your weapon works better vs damaged mechs, it's another reason to choose damaged ones as your primary target; a streakboat on conquest should go first during capping, but then you have to wait for some time, otherwise you simply die for nothing; but you shouldn't wait too long too, you should find the right moment to appear, that's the skill which a streakboat needs to be effective
Edited by bad arcade kitty, 20 August 2015 - 12:48 PM.
#17
Posted 20 August 2015 - 01:08 PM
Torezu, on 20 August 2015 - 08:24 AM, said:
because smart people leg storm crows rather than deal with their stupid hit boxes.
#19
Posted 21 August 2015 - 10:51 AM
bad arcade kitty, on 20 August 2015 - 12:33 PM, said:
yeah, but if you lose the side torso with the cap, then a single arctic cheater will make you completely useless; i'm also afraid of overheating with ammo in the head
Thats true, and why on balance i put the CAP in the head - however worrying about ammo explosions from overheating in the head is foolish - overheat damage will kill your head component long, long before it crits ammo in there. In all honesty ammo explosions in general are such a rarity as to be not worth considering when building mechs. If you need ammo, you need ammo and if it explodes (which it almost certainly wont) you're gonna lose a lot of mech regardless of where it is. Its more important to worry about still having ammo regardless of which components you lose first.
TBH overheat damage shouldnt be able to hit the head imo, its too RNG for my liking. Some games you can mildly overheat on override several times, other times you go to 105% once and your head instantly explodes. its very irritating.
Edited by Widowmaker1981, 21 August 2015 - 10:54 AM.
#20
Posted 21 August 2015 - 11:55 PM
Install lower arm actuators on both arms and turn arm-lock off. Your torso missiles will home just fine when firing at extreme angles.
Hit your opponent from the side, especially if he has a side that already has significant damage. Streaks target body locations chosen at random and fly in as straight a line as possible for them. If you hit your opponent from the side than the missiles targeting the far side of the enemy mech will plow into the near side and detonate. Note that it is possible to get friendly fire kills with Streaks because of how they target and fly, I've been on both sides of a Streak team kill and it is not a happy occasion for anyone involved.
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