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#7321 Tier5 Kerensky

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Posted 11 February 2017 - 08:45 PM

I think clan ER-mediums usually work best as to complement some heat efficient weapons like UACs specially UAC5.

The UAC5s would produce very little of heat, allowing ER-M to be fired to take advantage of heat potential of mech. ER-M have okay range, they deal a lot of damage specially compared to their weight. As primary weapons they don't really work well because they are too hot.

The stock loadourts of most mechs are very bad, they are there due to lore. It doesn't make sense to mix 3 ER-M with one medium pulse.

I haven't played Ebon Jaguar but looks like it could carry nicely either 2xUAC10 or 3xUAC5, and then some lasers and ammo. With 2xUAC5 you could also have medium pulse lasers.

Clan pulse are so much heavier that if you take them, you should use them as much as possible too. ER-S and ER-M are relatively light and can be carried as extra which you can use if there is good opoturnity.

As Ebon has no spesific quirks be sure to try out buying different omnipods, it's one of the really great things about omnimechs, you can just choose a weapon type and then take the right omnipods and boat that weapon.

#7322 DavidStarr

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Posted 12 February 2017 - 09:12 AM

C-ER small laser is my new favorite short range clan weapon. IS small lasers, on the other hand, seem like a bit of garbage.

Edited by DavidStarr, 12 February 2017 - 10:14 AM.


#7323 DavidStarr

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Posted 12 February 2017 - 10:22 AM

What are some great brawling to mid-range medium mechs? Don't care if clan or IS.

P. S. Sorry, keep forgetting this forum doesn't auto-merge consecutive messages from the same poster.

Edited by DavidStarr, 12 February 2017 - 12:17 PM.


#7324 Tesunie

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Posted 12 February 2017 - 01:52 PM

View PostDavidStarr, on 12 February 2017 - 10:22 AM, said:

What are some great brawling to mid-range medium mechs? Don't care if clan or IS.

P. S. Sorry, keep forgetting this forum doesn't auto-merge consecutive messages from the same poster.


There are a lot of them. Stormcrow, Huntsman, Nova, Griffin, Hunchback... Is there a specific weapon you are looking for?


As for post merging, it will merge them if you post them within a fairly close time frame. For example, if I posted another post within moments of this one, it will merge. (I do not know how long this time frame is for it to merge...)

#7325 DavidStarr

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Posted 12 February 2017 - 02:04 PM

View PostTesunie, on 12 February 2017 - 01:52 PM, said:

Is there a specific weapon you are looking for?

Nope. Just no PPCs and no LRMs. Also, only mechs for C-Bills (so no Huntsman or Bushwacker), and I already played Hunchbacks (the IS ones).
Nova-B seems to be a ballistic platform and I like dakka as much as the next guy. Is it durable? I assume that since it's a clan mech with quirks, it has some issues.

#7326 Koniving

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Posted 12 February 2017 - 02:20 PM

It doesn't have many, it just happens to be a Clan mech without the benefits of endo or ferro, so no weight savings beyond the DHS/XL engine.
Also it runs hot if you really load it with energy weapons, so they have MG quirks to help you be able to kill something while you cook fried eggs on your dashboard.

The Huntsman seems like it can be a solid brawler, but I haven't found any weapon sets I like yet.

#7327 Tesunie

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Posted 12 February 2017 - 02:25 PM

View PostDavidStarr, on 12 February 2017 - 02:04 PM, said:

Nope. Just no PPCs and no LRMs. Also, only mechs for C-Bills (so no Huntsman or Bushwacker), and I already played Hunchbacks (the IS ones).
Nova-B seems to be a ballistic platform and I like dakka as much as the next guy. Is it durable? I assume that since it's a clan mech with quirks, it has some issues.


Huntsmen are out for C-bills now. I would imagine that the P would be a good brawler. My Hero mech is set up with 2 ERLLs and 4 SRM4s, The P could do the same build (but the ERLLs would be on one side torso), or you could probably change out one side torso to the Prime pod and do 4 ERMLs/SPLs or something of that like with 4 SRM4s in the arms with lower actuators.

The Nova Prime with 10-12 ERSLs to SPLs could do a lot of damage fast if you shoot in arm sets. Shoot 5-6 per weapon group spaced to avoid the Ghost Heat and it can be very deadly. I had my Nova B set up with 3 ERMLs and an UAC10... but the nerfs to the UAC10 killed the build. Now it runs with an LBx10, but I haven't tested that build on the Nova specifically yet. My Huntsman B has 3 ERMLs and LBx10 build on it, and it works very well on it. (It use to have the UAC10 like the Nova, till the nerf killed the build completely.)

Stormcrow with SRMs I would imagine could do well at a brawl... As well as the Griffin 2N with ECM, or the 3M even...

I can't say any specific mech would work best, as it's all down to preference. I will state, my Huntsman Hero (2 ERLLs and 4 SRM4s) is probably one of my deadliest mechs, and it doesn't care what range it fights at. Just use the ERLLs at range, and the SRMs almost only close up. You can use the ERLLs up close for a burst of damage, but not constantly. Matches an "any situation" styled mech build... (This build can be placed on the P instead, and may actually be better for it too...)


Edit: I also have a Huntsmen Prime build with 4 ERSLs, 2 SPLs and an LBx10 that does well in a brawl.
Edit: I also have included some of the builds as links.

Edited by Tesunie, 12 February 2017 - 02:29 PM.


#7328 DavidStarr

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Posted 14 February 2017 - 09:53 AM

How does ghost heat work for clan UAC/10s? I'm playing a quad-UAC Kodiak-3 and I'm triggering GH when I don't expect it should kick in. GH limit is 2 UACs, so when I have 2 groups of and I fire them at least 0.51 seconds apart, I should be fine, right? But what about double-tapping them, how does GH limit work then?

More specifically: I expect double-tap to not trigger GH. I've written a tiny macro that fires my four UACs in the following order:
1-1 - 2-2 - 3-3 - 4-4
So I double-tap each one before moving onto the next. And I do it every 130 ms. So my idea was that I fire the 2nd one 260 ms after the first, and the 3rd - 510 ms after the first, securing me from GH. But nope, GH does activate - and it's the hardest GH I was ever hit by...
So what's wrong with my math?

#7329 Roughneck45

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Posted 14 February 2017 - 10:07 AM

View PostDavidStarr, on 14 February 2017 - 09:53 AM, said:

How does ghost heat work for clan UAC/10s? I'm playing a quad-UAC Kodiak-3 and I'm triggering GH when I don't expect it should kick in. GH limit is 2 UACs, so when I have 2 groups of and I fire them at least 0.51 seconds apart, I should be fine, right? But what about double-tapping them, how does GH limit work then?

More specifically: I expect double-tap to not trigger GH. I've written a tiny macro that fires my four UACs in the following order:
1-1 - 2-2 - 3-3 - 4-4
So I double-tap each one before moving onto the next. And I do it every 130 ms. So my idea was that I fire the 2nd one 260 ms after the first, and the 3rd - 510 ms after the first, securing me from GH. But nope, GH does activate - and it's the hardest GH I was ever hit by...
So what's wrong with my math?

I'm not at the game so this is all guessing and googling.

Ghost heat should not be activated by a double tap.

But maybe a normal shot fired after a double tap can? Is every shot and double tap separated by .51 sec?

#7330 DavidStarr

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Posted 14 February 2017 - 10:15 AM

Hm, that's probably it. If the GH timer counts down from the second tap and not the first, that would break my macro. Lemme experiment some more.

#7331 el piromaniaco

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Posted 14 February 2017 - 10:38 AM

Vade retro satanas!
A Macro user, even typing that word sends shivers down my spine.






:)

Edited by el piromaniaco, 14 February 2017 - 10:38 AM.


#7332 Tesunie

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Posted 14 February 2017 - 10:59 AM

View PostDavidStarr, on 14 February 2017 - 10:15 AM, said:

Hm, that's probably it. If the GH timer counts down from the second tap and not the first, that would break my macro. Lemme experiment some more.


Last I knew, even double taps can cause ghost heat. It was one of the problems that the UAC2 had for some time. (I actually believe it may still be a problem, as my 2 UAC2 Adder sometimes experiences heat spikes I can't otherwise explain, even through it was suppose to be removed from AC2 weaponry.)

I believe I once had a dual UAC10 build or something, and every time I double tapped them together, I got heat spikes from the joint double tap. I could be completely wrong here, but it might be worth a check if you are willing to test it.

#7333 Roughneck45

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Posted 14 February 2017 - 11:04 AM

View PostTesunie, on 14 February 2017 - 10:59 AM, said:

I could be completely wrong here, but it might be worth a check if you are willing to test it.

I think you are wrong, only because I found a thread where someone tested it with a UAC20. It was an old thread though.

I thought the UAC2 problems were from the Fastfire skill bringing the natural recycle below .5

Edited by Roughneck45, 14 February 2017 - 11:04 AM.


#7334 Robaxacet

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Posted 14 February 2017 - 11:22 AM

Hi all, out of curiosity what the heck does o7 mean at the start of matches?

Also in the Kill the VIP mission, what does accessing the data at the flags do exactly? Thanks all!

#7335 Koniving

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Posted 14 February 2017 - 11:23 AM

View PostRobaxacet, on 14 February 2017 - 11:22 AM, said:

Hi all, out of curiosity what the heck does o7 mean at the start of matches?

Also in the Kill the VIP mission, what does accessing the data at the flags do exactly? Thanks all!

It's a head, and a saluting arm. It means the person is ready to work with the team. "Sir! Reporting for duty."
o/ is a head and a waving arm. Just means "Hi!"

The flags will turn those sensors and ECM jammers on your side.
Otherwise they will work against you.

Edited by Koniving, 14 February 2017 - 11:24 AM.


#7336 Tesunie

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Posted 14 February 2017 - 11:36 AM

View PostRobaxacet, on 14 February 2017 - 11:22 AM, said:

Hi all, out of curiosity what the heck does o7 mean at the start of matches?


As stated, it's a salute. I do it at the beginning of matches to show respect to my fellow players. For me, it means I'm wanting a good game. Though, Koniving isn't wrong either. It also means I'm "reporting for duty" as well.

It can have several different meanings to be honest. Depends upon how you would interpret a salute.

#7337 Tesunie

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Posted 14 February 2017 - 11:39 AM

View PostRoughneck45, on 14 February 2017 - 11:04 AM, said:

I think you are wrong, only because I found a thread where someone tested it with a UAC20. It was an old thread though.

I thought the UAC2 problems were from the Fastfire skill bringing the natural recycle below .5


Yes, back then a single (U)AC2 could cause ghost heat upon itself if fired long enough, which was not the idea behind the Ghost Heat system. They removed the AC2 ghost heat completely to solve the problem, but I'm wondering if other weapons may still have that issue sometimes, such as UAC10s, which don't they have ghost heat at 2 now? Meaning, two shooting and then double tapping may cause ghost heat? May be worth testing sometime...

#7338 Reno Blade

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Posted 14 February 2017 - 11:55 AM

Afaik a UAC double tap is count as normal shot fired and triggers ghost heat penalties.
Some Clan UACs have a burst durraction, but the GH 0.5s is already over before the burst is completed (e.g. UAC20 with 4x 0.11s delay between the bullets).

So using a macro for any UAC 5, 10 or 20 would need to wait 0.5s before the next shot or double-tap.
But uAC2 are no longer doing any GH since some time, so at least that is no problem (even using macro firing 5 or 6 of them). Checking Smurfy it seems I remembered correctly.

#7339 Amatsukaze

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Posted 14 February 2017 - 01:13 PM

Can someone explain how ghost heat works?

I think I read somewhere you need to wait 1/2 a sec or so between shots to keep ghost heat from appearing. What I have done to minimize this little understood concept is break my laser vomit mechs weapons into 2 or more groups firing 1 then what a split sec after the beam fades to fire the other. I think this works?? I generally don't have a problem with heat management except on terra therma,
The tips as the map loads say to use chain fire but I think that creates to much face time & using my technique seems to work fine.

#7340 DavidStarr

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Posted 14 February 2017 - 02:13 PM

View PostTesunie, on 14 February 2017 - 10:59 AM, said:

Last I knew, even double taps can cause ghost heat.

I believe there was such a bug in the game up to mid-2016, but it is now fixed. At least I've seen reports on both facts.





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