Requiemking, on 17 May 2016 - 10:03 AM, said:
@Boogie138
Unfortunately, it seems you missed the part where I said that I was trying to build around their quirks. While your suggestions work well for the 7L and the 6 to an extent, laser vomit builds are completely wasted on the 6B and the 7. Hence my design for Mordred and Gawain. However, I will take this into consideration for the other two.
The thing is that quirks don't make up for bad loadouts here. PPCs aren't nearly as effective as something like a large pulse laser. The large pulse laser puts out more damage for less heat. PPCs also work badly on Black Knights due to their low placement, allowing them to snag on rocks and other little bits of cover when trying to fire. Even with all the ERPPC quirks the Black Knight has factored in you'd have a more effective mech not running them.
Now we should also bring into account ghost heat, which will ruin your day often with the builds I see. For example your new Mordred will be taking a mildly higher increase in heat due if it were to fire 7 of its MPLs at once if you don't split them into two groups, one for arm one for torso. Gawain would be stuck firing 2 PPCs at a time while Percival can fire 3 lasers at a time, but due to weapon placement would be better off firing in two groups of two to sync your torso and arm weapons.
I'll just give an example build that I use personally
Black Knight
I opted for taking just 2 large pulse lasers rather than 3 and took medium pulse lasers rather than normal medium lasers over the generic 3 LPL 5 ML build as I disliked the longer durations of standard medium lasers, found MPLs to be perfect for the brawling ranges I usually fight in, and enjoy running with an alpha that isn't as hot. I have all the medium pulse lasers in the torso so that they can remain one weapon group and the large pulse lasers all in the arm so that I keep the firing controls very simple and effective, it also allows me to strip one arm of most of its armor for extra tonnage without much extra risk. The build ended with no free tonnage or free slots left, and preformed very well for me.
But I'd like to know if you are building your mechs for maximum effectiveness in combat or if you are trying to keep them different by chasing the quirks very heavily on each one even when it cuts deeply into effectiveness.
If you are going for the first one I'd suggest taking from your experience, thinking about what things you had problems with in each match then trying to improve them after said match. Also think about how you control your mech in battle and its firing groups, the effects of ghost heat, and the range you are usually at in battle.
Edited by Dakota1000, 18 May 2016 - 12:20 AM.