Where To Go With Centurions?
#1
Posted 07 April 2013 - 11:53 PM
Anyway, I enjoy close combat, so Centurions should be right up my alley?
I wanted to look into this so I bought a Centurion CN9-D (Hunchies worst offense besides the huge torso is apparently their slow max speed, so this should make the most noticable difference, right?) The loadout I put in it is: http://mwo.smurfy-ne...6285fc8cdc60d04
I took it for a spin in a couple of matches yesterday and honestly it felt somewhat unimpressive. Probably partly because of no efficiencies.
I'd be interested to hear from more experienced Centurion pilots what to look for, like should I go for a completely different variant or am I maybe doing something else wrong?
#2
Posted 08 April 2013 - 12:32 AM
I found AL a great lrm boat/ support. With lrm 30+ ppc, it was a great line of sight long range support.
About CN9- A, for me it is a excelent mid/close range fighter. With AC-10, 3 * SRM4, and "zombiemode"
twin mlas. It could fight almost any heavy, and stroke fear into each light that came into srms range.
Nowdays, however, i use Guass, twin mlas and 3 * SSRM2. Nothing can really stop it- at range it packs
a serious punch with GR, and close up, no mech can escape mlas and streaks. For enchanced protection,
I tend to leave some armour on shield. Each one uses ~Std 200, (speed is not an issue with this firepower and streaks)
DHS, and Endo.
Edited by Aszot, 08 April 2013 - 12:38 AM.
#3
Posted 08 April 2013 - 02:30 AM
Also, if you want to run without ballistics, I'd say the best way of doing it is a CN9-A with triple SRM 6 and a standard 275 engine. It's one of the easiest configurations I've found for the Centurion since you survive forever if you twist well and stay sharp, and you can dump a whole lot of damage into just about any enemy. I don't think it's quite optimal, but it's very sftrong.
#4
Posted 08 April 2013 - 03:14 AM
Anyway, STD engine might still be the way to go to maximize survivability.
I'm feeling I should've gone with the CN9-A first, but the 3x SRM6 firing in 2 waves didn't feel very appealing. Maybe and hopefully that isn't as bad as I fear. The AL would be easy to fit with a Hunchie 4SP weapon setup, but the hardpoints seem just worse for that except for the zombiemode.
Maybe I'll need to consider those slow and long range loadouts too. Thanks.
Edit: Lyoncet, I'm at work and I write just a bit every now and then, so I didn't read your post before posting mine. I'll look into it.
Edited by Kyynele, 08 April 2013 - 03:17 AM.
#5
Posted 08 April 2013 - 03:15 AM
It was pretty fun (very effective vs slower assaults), but it was also a few weeks ago prior to missiles bug (and nerf).
#6
Posted 08 April 2013 - 03:39 AM
I never found a setup for the D that I liked. 300xl engine, LBX10ac, 2x MLAS, 2x SSRM is an ok (non-ECM) light mech hunter.
#7
Posted 08 April 2013 - 04:02 AM
Kyynele, on 07 April 2013 - 11:53 PM, said:
ok u might not feel so impressed by the cents if you took the d variant first its honestly the worst of them it does nothing a or al doesnt do better execpt the speed but you will gimp your weapon loadout, that said the cn9-a is the meanest medium youll ever drive when you get there try this build : endo dhs std 260 3xsrm6 with artemis 3 tons of ammo and 2 ml
also drop the xl engine cents arent xl compatible
edit: wanted to add that i just checked and i can alpha 6 times in a row before worrying about heat
Edited by loliza, 08 April 2013 - 04:03 AM.
#8
Posted 08 April 2013 - 04:05 AM
Kyynele, on 08 April 2013 - 03:14 AM, said:
They should all fire at once. The launcher limitation applies per launcher, so if you group 3 6-launchers, they should all fire in one salvo. If you had, say, 2 15 launchers, they'd both fire 10, then 5.
You do lose the ballistics arm time to time, but it doesn't happen to me often because I can soak damage with my shield arm a lot of the time. I lose the arm they're not shooting for first maybe 90% of the time. And unlike most Hunchbacks, if you lose that arm, you still have the majority if your firepower. Lose the hunch on a 4H and at most you have two lasers left. Lose it on a 9-D and you have two lasers on your center torso, and 12 missiles on your left. Both of which are pretty hard to hit. So it's less a liability than the non-SP hunches.
Also, I'm of the belief that the 9-D can run XL just fine, even if conventional groupthink says otherwise. So whichever way floats your boat. You just can't play it like you'd play a zombie 9-A.
Edited by Lyoncet, 08 April 2013 - 04:09 AM.
#9
Posted 08 April 2013 - 04:19 AM
Lyoncet, on 08 April 2013 - 04:05 AM, said:
This I didn't know. I don't think that really makes much sense like that but it's good news.
Thanks for the info and tips everyone, I think I'm good to go. I'll focus on A and probably just save the D for stupid fun builds when I get speed tweak.
#10
Posted 08 April 2013 - 04:28 AM
If you do use the ballistic arm, try circling your target counter-clockwise and keep the shield arm towards your target between shots; helps keep the gun healthy
Most recently I've run the Wang with the AC20, an XL300 and an ER LLas in the chest. All sounds a bit crazy, but I found the XL300 makes you go juuuust fast enough to gain in speed what you lose in engine vulnerability, and the ERLLas gives you some range for the bigger maps. Could probably make something very similar with the D + Gauss.
#11
Posted 08 April 2013 - 05:26 AM
#12
Posted 08 April 2013 - 09:41 AM
Lyoncet, on 08 April 2013 - 02:30 AM, said:
A 9D with an XL350 has about 4 more free tons for weapons and armor than a Jenner moving the same speed. Actually at that speed (~115kph) a 50 ton mech can carry more stuff than any other chassis at any other weight. However, if you go bigger than that to 120-130 kph you're down 2-6 tons on the lighter Jenner.
#13
Posted 08 April 2013 - 09:47 AM
#14
Posted 08 April 2013 - 09:50 AM
Kyynele, on 08 April 2013 - 05:26 AM, said:
wang with 225 std engine LB10X(2ton ammo) + ERLL + DHS + ES
runs cool on every map, is not to slow, and packs a good punch at short range and can fire for a very long time with the laser even on hot maps
wang with 225 std + AC20 (3 ton ammo) + 2x ML + DHS + ES watch out for your AC20 and hurt people as much as you can
@Dth2Vwls how about downgrading the SRM6 to streaks and adding the ERPPC ? or to SRM4
SSRM and ERPPC are a nice combo vs ECM if you manage to hit them with every shot
#15
Posted 08 April 2013 - 10:21 AM
http://mwo.smurfy-ne...2f73c08b0507186
A 225 engine will move you at 80.2kph with speed tweak. An XL300 pushes you up to 106.9kph. That really is usefully fast at that point, and makes it much easier to backstab the big guys when they're distracted.
Hmm, I actually wonder if it's possible to carry an AC20 around faster on any other mech?
#16
Posted 08 April 2013 - 01:49 PM
But like i said, missiles are laughable right now so I've put my Cent up on the shelf until that's fixed. My 3xSRM 6 Cent went from ~50pt alpha to like 35 overnight, sorry that kinda nerf gun is not something I'm going to take into battle when I can have a more armored, faster mech.
On the bright side, it has REALLY thinned out the ranks of Splat Cats, but I don't think it's fair to the other non-boater builds like mine =(
Edited by Vrbas, 08 April 2013 - 01:52 PM.
#17
Posted 08 April 2013 - 02:32 PM
I bought the CN9-A as well and finally got all the upgrades in it. Running it on STD 260, I'll take it on some test rounds tomorrow.
Vrbas: I don't really think SRMs where hurt nearly as bad as LRMs. You can still dish pretty decent damage for the weight it takes and heat it generates. Not saying it's great at the moment, but OK.
I almost bought the Wang today, but decided to still sleep on it.
#18
Posted 08 April 2013 - 03:11 PM
CN9-D
CN9-D
#19
Posted 09 April 2013 - 01:56 AM
http://mwo.smurfy-ne...dab374d3a0242da
The best brawler build in my opinion. Even with missile nerf.
The trick with the build is torso twist. You have arms and RT to sponge the damage and still get all weapons. This should give you enough longevity to able to get close range for that 1-2 punch of the missiles and medium lasers. Artemis helps since you should try to bring mechs down as fast as possible even with a brawler. The effective way to play with this mech is to play it smart. Always be aware of your surroundings, use speed as often as possible, always torso twist and aim for weak spots. Most fun for me every time.
Oh and remember to open the missile bay doors when engaging opponents. This enables quicker missile salvos and better accuracy since you don't have to lead the target so much. But always remember to torso twist between missile barrages if the enemy is targeting you.
Edited by Fallreaper, 09 April 2013 - 02:13 AM.
#20
Posted 09 April 2013 - 02:19 AM
Fallreaper, on 09 April 2013 - 01:56 AM, said:
http://mwo.smurfy-ne...dab374d3a0242da
The best brawler build in my opinion. Even with missile nerf.
The trick with the build is torso twist. You have arms and RT to sponge the damage and still get all weapons. This should give you enough longevity to able to get close range for that 1-2 punch of the missiles and medium lasers. Artemis helps since you should try to bring mechs down as fast as possible even with a brawler. The effective way to play with this mech is to play it smart. Always be aware of your surroundings, use speed as often as possible, always torso twist and aim for weak spots. Most fun for me every time.
Oh and remember to open the missile bay doors when engaging opponents. This enables quicker missile salvos and better accuracy since you don't have to lead the target so much. But always remember to torso twist between missile barrages if the enemy is targeting you.
agreed. best cent build period. I actually sacrifice one ton of ammo to armor the arms (optimize them for shield use) but that's just a personal preference.
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