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Victor 9K Suggestions For The Sale


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#21 Raso

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Posted 05 October 2013 - 06:34 PM

View PostNovawrecker, on 05 October 2013 - 07:56 AM, said:

These are the two I've been tinkering around with. Need more actual field tests though. Sadly my game time sucks currently due to work and classes *grr*

VTR-9K(Lb)

and the slight more maneuverable and brawler inclined VTR-9K(AC)


I am curious. I have seen many builds on jumping capable assault mechs using only one JJ. Has the worked effectively to work around terrain and maneuver around other mechs? I though the recent change in JJs required multiple uses of them to be more effective.


1 JJ is enough to move over most terrain effectively or to quickly jump about anf confuse people.

#22 Novawrecker

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Posted 10 October 2013 - 06:04 PM

Played around a tad by taking out the AC10, its ammo, B.A.P, and 2 caps for a Gauss, and 2 tons of ammo. Still kept the SRM 4 & 6 and 3 MLas. I am a little more content with the results. I had forgotten how much fun having heavy ballistics on arms were :lol:

Edited by Novawrecker, 10 October 2013 - 06:05 PM.


#23 NRP

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Posted 11 October 2013 - 06:28 AM

Regarding JJs, while one is certainly a lot better than none, I find that I prefer at least 2. Two seem to allow you to jump a bit faster (not sure about this though) and will definitely allow you to go from the water to the top center platform in River City. I find in an Assault mech with 1 JJ, I need to be on the land/edge just above the water to get to the top platform, which is a no go for ambushes and quick escapes.

#24 Elyam

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Posted 11 October 2013 - 07:16 AM

I always use all 6 jets with the K for best maneuver options. I prefer using the VTR to leap over a hill or no-mans-land into the midst of an enemy formation, constantly leaping among them, altering facing and course, trying to survive long enough for the rest of the team to advance and take advantage of the chaos. You see Spiders doing this while depending on their speed and present system limitations to survive; but the Victor was always intended for this role in BT, relying on its assault-sized damage soak and highest assault jump agility plus enough firepower to appreciably soften all targets for the incoming advance.

Consider this: when a Spider does this, the enemy tends to spread out with many trying to follow the intruder, and a good SDR pilot can goad them into really splitting up. This can be good if your incoming attack line isn't powerful enough to take on theirs, and as they break apart your lances can more easily take them down 1, 2, and 3 at a time. But the Victor is good for those times when you want their attack group to remain mostly packed together, especially for when you have a devastating assault line ready to shred everything in a defined beaten zone. This because, unlike the SDR, the VTR doesn't string the enemy away in several directions, but keeps them involved in a small area. and no other mech does it as well (the HGN just isn't as jump-agile, and the lighter units can't survive long enough).

Edited by Elyam, 11 October 2013 - 07:28 AM.






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