Is Dropdeck Suggestions?
#1
Posted 06 April 2016 - 01:56 AM
Maybe you guys have some suggestions for me.
Dropdeck for cold and neutral maps:
BL-6-KNT (3LPL, 5ML)
GHR-5H (3LPL, 4ML)
GHR-5P (3LPL, 4ML)
BJ-1X (6ML, 2MPL)
or
BNC-3M (3LPL, 5ML)
TDR-5SS (7MPL)
TDR-5SS (7MPL)
FS9-A (8SPL)
Dropdeck for hot maps:
MAL-1P (4UAC5)
JM6-DD (3UAC5)
ENF-5P (2UAC5)
WVR-6R (2AC5)
From the stats the first Dropdeck should be better then the second, but it feels like i´m doing better with the second, though i often sit around in the 5SS for way too long waiting for a brawl where i wish i had LPLs.
I tried to fit Battlemasters or the Quickdraw 5K (3LPL) in but somehow the outcome didn´t work for me. I´m also not lucky with the TDR-9SE (3LPL). I think it´s because of the low alpha.
I got snipers and ECM in every weightclass in case they are needed but don´t use them on a regular basis.
For the third Dropdeck i tried to switch the MAL-1P for the MAL-MX90 (5AC5), but in brawls it feels too weak. Great for higher ranges though. I´m not lucky with the WVR-6R. I tried to replace it with the GRF-2N but i´m better with ACs then with SRMs or they register better for me. I tried to fit in the AS7-S and Oxide, but somehow i mess up the rest of my Dropdeck regarding tonnage when i do.
Any ideas how to improve my Dropdecks or ideas for completely new ones?
I drop solo most of the time but help out in premades if possible. Aimingskill, situational awareness and positioning is no problem but im pretty impatient. I would describe my playstile as very aggressive.
#2
Posted 06 April 2016 - 03:20 AM
The 7MPL -SS is an amazing DPS machine, especially with regards to sustaining it for obscene lengths of time, but if you want more range, maybe try a 2LPL+3MPL build on it? Runs hotter and somewhat lower DPS but it's got some of that extra reach you're craving.
Other than that, when dropping solo it's important to remember your team may not have your back, so you should probably be bringing builds that excel at poking and re-positioning. That way you can dump as much damage as quickly as possible and get the hell out of Dodge if you see the murder train headed your way.
More specialized builds, like snipers or brawlers, usually need a team to be successful, else you might find yourself overextended. Same deal with dakka; they can work very well, but usually need facetime, which can be a problem in an environment where the rest of your "team" is unwilling to present and share armor.
I guess, what I'm trying to say is, the decks are fine, and, if you've got the individual skills you need to succeed, you're probably not going to see any dramatic improvements in your outcomes unless you make dropping with a group the rule rather than the exception. Doesn't have to be a full 12-man, but having even 5-6 other guys who will have your back will do wonders.
Edited by habu86, 06 April 2016 - 03:22 AM.
#3
Posted 09 April 2016 - 06:52 AM
#4
Posted 18 April 2016 - 04:56 AM
For a light either go with the Firestarter or, for pugging, I'll recommend an uncommon one - Panther 10K with 2LPLs. It's got some of the best energy quirks on a light (20% heat reduction, 10% cooldown) plus solid quirks. Think of it like a Wolfhound with JJs and better quirks.
The nice thing about that Panther is you can run it in the pug deathball and poke quite adequately. As you've probably noticed it's hard to get reliable performance out of a knife-fighting light when pugging in CW - you are not as effective a scout for the team (you're not all on TS) and you can't count on them for support when you run into trouble. Ravens are too fragile and hill-humping in a Raven only works if you're off alone; which means contributing little to the team.
The 10K is literally as tanky as a medium (32 pts of extra armor for the arms and 50 pts of structure over legs and torsos!) and with 20% heat and 10% cooldown your sustained DPS poking with those LPLs is actually pretty legit.
So Banshee 3M, BLR 1G/1D (3xLPL, 3xML), BJ 1X (LPLs and MLs), 2xLPL PTN 10K. You can run the Panther first or last most the time.
For cool maps you swap the BNC and BLR for 2xMALs, either both with 4xUAC5 or 1 4xUAC5, 1 5xAC5. Keep the BJ and PNT. Both are cool enough even for Vitric. The BJ is still cooler than most Clan builds and the PNT with the arm mounted LPLs is a beast either poking on Sulfur or up on the roof on Vitric.
This lets you run with just 6 total mechs making it fast and easy to switch and keeps almost your entire deck with the same flexible engagement ranges. I'd say tweak the BJ in the first deck which is otherwise rock solid, toss or change the second deck and try to change just 2 mechs for hot maps.
The best trick in CW is consistency. Helps you build the right habits, which is harder when pugging as you don't have a team to plug into to help gauge your performance.
#6
Posted 20 April 2016 - 01:54 PM
#7
Posted 21 April 2016 - 10:31 PM
#9
Posted 22 April 2016 - 03:00 AM
Starbomber109, on 19 April 2016 - 10:42 PM, said:
sadly it is
- 1 x BK, 2 x grashopper, 1 firestarter/oxide
- 2 x BK, 1 x griffin, 1 x BJ
- 3 x BK, 1 x locust or commando?
#10
Posted 25 April 2016 - 01:53 PM
#11
Posted 09 May 2016 - 10:42 PM
I tend to duplicate the good ones, example:
Boreal is
mauler 6ac2
Mauler 6ac2
Raven3ll
Raven 3ll
But emerald is 3 identical grasshopper 5h 3lpl 4ml 1oxide
#12
Posted 11 May 2016 - 05:56 AM
Edited by nehebkau, 11 May 2016 - 06:09 AM.
#13
Posted 11 May 2016 - 06:13 AM
#14
Posted 12 May 2016 - 10:19 AM
Is my Laser Vomit deck still good?
STK-4N
WVR-6K x3
#15
Posted 12 May 2016 - 10:33 AM
Warhammer 6R (dual gauss, 4 med las)
Grasshopper 5H (2 lg pulse, 5 med las)
Oxide (the usual)
And either: Hot map: Black Widow (3 AC5, 4 Med Las)
Anything else: Black Knight 6 (3 Lg Pulse, 3 Med Las)
It's functional, but I kind of wonder about switching it up for a BLR-1G, BLK-6-KT, GRF-2N, Oxide deck
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