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Drg-Fang Vs. Drg-Flame


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#1 TarkaTarquol

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Posted 14 March 2013 - 02:01 PM

So I'm gonna cave and get a Hero 'Mech, and the Fang or Flame are who I'm deciding between. Only problem is... I can't decide.

With the Flame, the Hardpoints are even between the arms, with the normal DRG CT Missle, and it has its Ballistic in the Left Torso.

The Fang has two Ballistic in the right arm and two energy in the left, another Energy in the Left Torso, and the CT Missile as well.

Point-for-point, the DRG-FLAME and DRG-1C have the same hardpoints, just swapped a bit, while the DRG-FANG is similar to the DRG-1N with the two arm Ballistics, but with an extra Energy hardpoint in the arm and missing one CT Missile (which isn't that bad, to be honest...)

I'm not really one for multiple ballistics, but I'm also off-put by the fact the DRG-FLAME has the same hardpoints as the DRG-1C.

I'm just undecided at this point, so any input would be greatly appreciated.

Edited by TarkaTarquol, 14 March 2013 - 02:03 PM.


#2 SchwarzerPeter

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Posted 14 March 2013 - 02:15 PM

The advance of the Flame over the 1C is the ballistic hardpoint in the LT. You can mount a AC20 there, which wont fit in the arm slot. The lasers in the arms are also more flexible, which favours CQC.

In the 1N you cloud mount 2x SRM4 or 2x SSRM2, which wont fit in the other variants. So unless you have a special use for the 3rd energy hardpoint in the Fang ( LL or PPC for example) i would go for the Flame.

Edit: Keep in mind that the very high mounted LT hardpoint is ideal for peeking over hills. You dont have to expose yourself full.

Edited by SchwarzerPeter, 14 March 2013 - 02:17 PM.


#3 Xenon Codex

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Posted 14 March 2013 - 02:28 PM

I bought the Flame and sold all the other variants after a few days. The 4 energy points in the arms makes it completely different to the 1C.

Just thought I'd add that my main complaint is the center missile launcher only has 5 tubes, making the SRM6 a bit awkward to use. The Fang has a 6-tube launcher, while all the others have 10 tubes for an LRM10.

Edited by XenonCx, 14 March 2013 - 02:33 PM.


#4 Demoned

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Posted 14 March 2013 - 02:54 PM

Flame is the safe beat but if you put a srm6 in its CT it'll fire,
4 then 2 missiles,
the Fang will fire all 6 in one shot.

i have the Fang and its a great close range brawler, but i hear from a fair few the Flame works just as well at close range.


so I'd say get the Flame its the most popular for a good reason :blink:

#5 Narcissistic Martyr

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Posted 14 March 2013 - 04:03 PM

Flame is a 1C with a harder to kill ballistics slot and 4 arm mounted energy slots. Go flame.

#6 liku

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Posted 14 March 2013 - 05:10 PM

The ac 20 prevent you to mount an xl engines...slow dragon..cannon fodder.
I resolved the equation by buying both;-)

#7 NRP

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Posted 14 March 2013 - 05:28 PM

Both are great mechs in my experience. I tend to do a bit better in my Fang though.

Fang
XL350
Gauss (2T)
2 MLs
SRM6 (1T)
DHS, Endo, FF

Flame
XL360
4 MLs
LB-10X
SRM6
DHS, Endo, FF

#8 The Slippery Gypsy

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Posted 15 March 2013 - 06:41 AM

I have both and would recommend the Flame over the fang, but only by a little.

I currently have my flame with XL340, endo, ferro, 16 x DHS, and 3 x LPL. The speed is needed in the Dragon, without it they are pathetic. The 3 LPL although hot, has massive damage potential and is ACCURATE. Look at your weapon stats and you notice the lasers are far more accurate than any other weapon (atleast for me). This equates to more effective damage. The advantage with the pulse lasers is they have a shorter duration, so its easier to focus your damage on specific parts of your targets. This is a massive advantage and kills baddies dead quick.

#9 John MatriX82

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Posted 15 March 2013 - 06:54 AM

View PostNarcissistic Martyr, on 14 March 2013 - 04:03 PM, said:

Flame is a 1C with a harder to kill ballistics slot and 4 arm mounted energy slots. Go flame.


This.. Fang doesn't really add up anything that vanilla Dragons can do.

Flame is more flexyble thanks to the energy hardpoints in the arm, although each time I take into consideration the AC 20 build, it resembles to me that I can do the same in my HBK 4H (sure less resistance, but it's faster).. and by this I have never bought the Flame. I'm fine with 1N and 1C, and with the latter if you go gauss you won't die from its explosion like you would in the FLAME.

#10 Tyburn

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Posted 15 March 2013 - 09:59 AM

I just picked up a Flame the other night and am running a 4LL, SRM6, XL330 setup. It runs a bit hot, but I dont have all the pilot efficiencies unlocked yet. If it's still too hot when I'm done leveling it up, I might drop to an SRM4 (not much of a loss due to the 5 tubes in the chest) and throw on another DHS.

I was considering the following FANG build though:

2x AC2 (linked together you effectively have a UAC5 that doesnt jam with an even better rate of fire)
1 PPC (making use of the high "sniper slot" in your torso, you could also make this an ERPPC if you're good at heat management)
1 ML and 1 MPL in your energy arm (you can mix and match MPL and ML to manage your heat/weight/crit slot numbers, good backup to the SRM for keeping the Ravens away)
1 SRM6 in the CT (Standard for most dragon builds)

Throw in the typical XL 300 (with 2-3 more DHS) along with endo/ferro you should be near max on crits/weight and armour moving at ~90kph with the ability to lay down fire at all ranges. Its similar to a build I ran in my 1N when leveling it up, and takes some getting used to the different weapon groups/convergence but it does suprisingly well if you're already used to flanker/skirmisher-type role.

#11 Hammerfinn

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Posted 15 March 2013 - 10:19 AM

If you want to mount a gauss, stay away from the Flame; Gauss explosions in torsos are NASTY.

I own both, actually, and have my Fang set up as a heavy ballistics brawler, and my Flame as a quick-strike skirmisher. Both are good, but if you're only going to get one, I'd say the Flame, since its harpoints are way more different from stock variants than Fang.

#12 Kaylos Thex

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Posted 15 March 2013 - 01:28 PM

Well I find the Flame to have a very useful hard point layout.

An AC 20 capable ballistic slot. I find that multiple ballistics to be hard to utilize.

And the ballistic is in a very unassuming location with a low threat appearance. Unlike a Hunchback with its very obvious target location. Plus it's mounted almost exactly at eye level. I once got into a ring around the Rosie fight around a building with a 4X. His under slug arm cannons were useless while I tore him up with the biggest gun in the game.

Plus the all arm lasers make for a easier time tracking lights when they come circling.

I use a LRM 5 in the torso for those times when you have to answer long range attacks.

Edited by Kaylos Thex, 15 March 2013 - 01:30 PM.


#13 liku

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Posted 15 March 2013 - 02:20 PM

Imho if you go 4 llas go for a larger engine and drop the srm ;-)

#14 Korlandril

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Posted 15 March 2013 - 03:28 PM

I use a Flame this is the build.

4 medium lasers in the arms
ac/10 in the torso
srm 4 center torso.

Like many of you have said, a guess explosion sucks, and I find the AC/10 just doesnt have that problem, it has a good firing rate, and considering ill close with an enemy mech to use the 4 lasers, the extreme gaus range is not so important, and allows for more armour and heatsinks. I do have double heatsinks on this mech, and with elite modules it makes a great Dragon. Oh I use a 320XL engine, that is pushing it at 95 kn/h. Fast enought to get out of trouble spots for sure. Anything you cant fight, you can definatly run away from .





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