Jagermech - Effective Builds
#361
Posted 15 March 2014 - 07:25 AM
#362
Posted 15 March 2014 - 07:27 AM
Sug, on 15 March 2014 - 06:25 AM, said:
Buckminster makes a good point for some.
In addition, adding two more tons of ammo is 100% useless in many fights, unless you're a terrible shot (in which case you're just enabling yourself to remain bad). Adding 2 tons of Medium Lasers adds 10 points to any strike within 270m. More frontloaded damage is always a useful thing to have, be it early in a fight or late.
#363
Posted 15 March 2014 - 07:42 AM
Wintersdark, on 15 March 2014 - 07:27 AM, said:
In addition, adding two more tons of ammo is 100% useless in many fights, unless you're a terrible shot (in which case you're just enabling yourself to remain bad). Adding 2 tons of Medium Lasers adds 10 points to any strike within 270m. More frontloaded damage is always a useful thing to have, be it early in a fight or late.
Except when those 3 tons of ammo run out after about 60 seconds of firing you now have 16 tons of waste in your arms. If he wants back up weapons he should replace the LLasers with mediums and add more ammo.
Or drop the meds and add more ammo. Or just drop the lasers entirely and use more ballistics. : /
Edited by Sug, 15 March 2014 - 07:42 AM.
#364
Posted 15 March 2014 - 07:48 AM
#365
Posted 15 March 2014 - 07:52 AM
Sug, on 15 March 2014 - 06:25 AM, said:
Because your medium lasers are in your torsos where as your arms can get blown off so back up in the since of not only when ammo runs out but when guns are destroyed.
#366
Posted 15 March 2014 - 07:56 AM
LiGhtning90, on 15 March 2014 - 07:25 AM, said:
I have tried both and a third option is duel AC10s as well. No heat penalty so bang away.
As for the AC20s you run into heat issues constantly mostly when light mechs throw themselves at you. As for Gauss the light mechs throw themselves at you and then it makes it harder to focus one down due to charge of the weapon. Although I do have to admit the Dual Gauss is very effective against anything at range with its 30 pin point damage.
#368
Posted 15 March 2014 - 08:31 AM
Stats
- Free slots 0
- Engine (130-315) XL ENGINE 130
- Speed 32.4 kph 35.6 kph
- Heatsinks 10
- ULTRA AC/5 1
- AC/5 2
- AC/2 3
- AC/2 AMMO 300
- AC/5 AMMO 120
- ULTRA AC/5 AMMO 60
Edited by TimePeriod, 15 March 2014 - 08:33 AM.
#370
Posted 15 March 2014 - 09:22 AM
Sug, on 15 March 2014 - 07:42 AM, said:
Or drop the meds and add more ammo. Or just drop the lasers entirely and use more ballistics. : /
I wasn't discussing a particular build, rather just the backup weapons comment applied overall.
My point in the post is that taking a couple lasers as "backup weapons" isn't just to have weapons left if/when you run out of ammo, it also increases your alpha strike potential - kill faster, you need less ammo, and more importantly you/your team take(s) less damage in return.
#371
Posted 15 March 2014 - 10:04 AM
Wintersdark, on 15 March 2014 - 09:22 AM, said:
I wasn't discussing a particular build, rather just the backup weapons comment applied overall.
My point in the post is that taking a couple lasers as "backup weapons" isn't just to have weapons left if/when you run out of ammo, it also increases your alpha strike potential - kill faster, you need less ammo, and more importantly you/your team take(s) less damage in return.
Meh. Maybe if the devs add multi match campaigns I could see using backup weapons. There's really no reason to use them when matches are so short. 10 damage spread over four sections of a mech isn't going to save you if you let someone get that close.
#372
Posted 15 March 2014 - 10:25 AM
Sug, on 15 March 2014 - 10:04 AM, said:
Its either not spread, or they're not firing at you. Realisticaly, it shouldn't spread over more than 2 sections at the worst, maybe 3 on a small mech.
You can't seriously be arguing that adding 10 points to your alpha is a bad thing, are you? More damage done faster is always better. You may not always want it (at range, laying down the dakka, you want heat efficiency more). But particularly on smaller maps it's often not a matter of "let someone get close" - you can't stop them if they want to be close - you're generally only firing at one mech at a time, after all.
#374
Posted 15 March 2014 - 11:04 AM
Sug, on 15 March 2014 - 07:42 AM, said:
Or drop the meds and add more ammo. Or just drop the lasers entirely and use more ballistics. : /
If you go through 3 tons of ammo in 60 seconds, you've either just thrown 450 damage into enemy mechs (plus the lasers), which means no one is left, or you've missed an appalling amount of the time, and an extra two tons of ammo won't help. The large lasers are a large part of the success of that I have.
The fact is my AC/5 & large laser Firebrand consistently outperforms my all-dakka -DD.
Sug, on 15 March 2014 - 10:04 AM, said:
I don't find the matches to be that short, most of mine last in the 8-10 minute range. And 10 points spread across 4 sections won't do much, but 28 (including the large lasers) over 2 sections will. They also make a nice finishing shot against heavier mechs while everything else is cycling.
Sug, on 15 March 2014 - 10:49 AM, said:
Let me meet you on the field then. I use my medium lasers - a lot. They're worth a lot more to me than some extra ammo.
#378
Posted 15 March 2014 - 01:56 PM
#380
Posted 15 March 2014 - 06:09 PM
Buckminster, on 15 March 2014 - 05:34 AM, said:
Around 75 armor.. The maximum. ( front ) I actually do a lot of dmg , like +700 depends... If they notice or focus me etc.. Btw what is the difference beetwen UAC and AC ?
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users