Edited by WhenReaperComes, 18 October 2013 - 05:35 PM.
Short Question, Short Answer
#101
Posted 18 October 2013 - 05:34 PM
#102
Posted 18 October 2013 - 05:38 PM
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To the below. You won't see much of it from me. Closest I do is in my Heavy Metal, and it's a last resort to increase my damage while neutering theirs.
Edited by Koniving, 18 October 2013 - 06:29 PM.
#103
Posted 18 October 2013 - 06:17 PM
My problems:
- my aiming and reflexes suck (need several seconds to aim for weakspots if both are standing still)
- can't outmaneuver anything in an assault (not my fault, it's an assault mech after all)
PS: current project is to get the 9K working.
Edited by Denolven, 18 October 2013 - 06:41 PM.
#104
Posted 18 October 2013 - 07:58 PM
The two ways to use jump jets is to either vault over your enemy (shooting down with your arm weapons as you go over, then spinning midair to hit them in the back when you land) and more commonly to increase your turn speed by activating your jets whilst turning.
If the first isn't working out for you focus more on the second. Ditch all but one of your JJ. Then if you're trying close range brawling consider dropping the 2 LL for 3 MPL (the same amount of alpha, shorter beam length, greater DPS) and adding in some missiles. Also consider dropping the Gauss for a more brawl effective weapon like an AC/10 or LBX10.
Really though I don't see an XL Victor working well as a brawler. I'd honestly recommend going back to your stock 320 STD and trying a few rounds with that instead.
Maybe something like this:
VTR-9K
#106
Posted 19 October 2013 - 06:24 AM
Denolven, on 19 October 2013 - 06:16 AM, said:
not speed per se, but it gives you a much tighter turn radius. your turn radius becomes as small ad the 'forward momentum' of the JJ initial thrust, as opposed to a much wider turning radius when on foot.
#107
Posted 19 October 2013 - 06:35 AM
Denolven, on 18 October 2013 - 06:17 PM, said:
My problems:
- my aiming and reflexes suck (need several seconds to aim for weakspots if both are standing still)
- can't outmaneuver anything in an assault (not my fault, it's an assault mech after all)
PS: current project is to get the 9K working.
I'm not sure what your idea of "jump brawling" is, but if you are expecting to fly over the head of an Atlas and shoot its back with an AC20 .... thankfully that isn't possible in this game. In an Assault brawler, the JJ is good for tightening the jump radius, but more than anything else the JJ is great for jumping over obstacles so that you can get the heck out of trouble. Or, to approach weak points in the enemy line in a way that a Fatlas cannot.
If you are slow at aiming, in the longer term you have to work on improving that. Thankfully this game isn't Call of Duty, but you have identified that as an issue and yes, it is limiting. If you aren't a good aim, I think the Victor's not the best mech. A Stalker with Lasers is probably a better learning mech to improve aiming.
I also don't know why you bring a BAP and Gauss rifle to a brawl. BAP isn't useful unless you bring Streak SRMs, Gauss is too unwieldy and fragile.
#108
Posted 19 October 2013 - 08:43 AM
Itsalrightwithme, on 19 October 2013 - 06:35 AM, said:
Fixed!
AC/20 Raven 4X can do this. It has the twist and the turning speed while in the air. It's the reason I consider this mech incredible and superior to the 3-L. It also drop-kicked Atlases back in Closed Beta, toppling them over while allowing me to land on my feet (about half of the time, lol). People hated me when I followed that up with an AC/20 headshot, just to do it again for the kill.
Edited by Koniving, 19 October 2013 - 08:43 AM.
#109
Posted 19 October 2013 - 09:33 AM
Edited by Denolven, 19 October 2013 - 09:34 AM.
#110
Posted 19 October 2013 - 02:35 PM
Denolven, on 18 October 2013 - 06:17 PM, said:
My problems:
- my aiming and reflexes suck (need several seconds to aim for weakspots if both are standing still)
- can't outmaneuver anything in an assault (not my fault, it's an assault mech after all)
PS: current project is to get the 9K working.
Check out my channel twitch.tv/kaosmavrck - lots of recent videos with my shadowhawk and with Ryan Steel's Victor 9K. Some of my old videos with the Highlander and brawling build I used to run are there as well...
Edited by MavRCK, 19 October 2013 - 02:36 PM.
#111
Posted 19 October 2013 - 03:54 PM
Edited by Balzak, 19 October 2013 - 03:54 PM.
#112
Posted 19 October 2013 - 06:57 PM
High weapon mounts means you can ridge shoot effectively (charge the gauss, pop your head up over the hill, fire, duck back) and the 4ML will give you the extra punch to finish off enemies/defend yourself from lighter mechs.
That being said I haven't played it much since the Gauss nerf. A faster build that's more capable of firing on the move and keeping its range might be a better choice now.
#113
Posted 19 October 2013 - 07:25 PM
#114
Posted 19 October 2013 - 07:29 PM
Jaegerwulf, on 19 October 2013 - 07:25 PM, said:
The Firebrand would probably play better, and thus score higher- earning more Cbills. (more familiar+efficiencies already earned)
On the other hand - If you are tired of the Firebrand (even temporarily) it starts to FEEL like a grind: the Phoenix mechs may alleviate that some.
Grinds are easier if you are not thinking of them as such.
#115
Posted 20 October 2013 - 04:32 AM
#116
Posted 20 October 2013 - 06:09 AM
Is there any way I can accomplish this short of buying the Mech again?
Sorry if this has been asked/answered before, I am on a slow connection today.
#117
Posted 20 October 2013 - 06:30 AM
Kalen Morgan, on 20 October 2013 - 06:09 AM, said:
Is there any way I can accomplish this short of buying the Mech again?
Sorry if this has been asked/answered before, I am on a slow connection today.
No you must own the variant.
#118
Posted 20 October 2013 - 06:44 AM
Kalen Morgan, on 20 October 2013 - 06:09 AM, said:
Is there any way I can accomplish this short of buying the Mech again?
Sorry if this has been asked/answered before, I am on a slow connection today.
You can wait and hope that they include the ability to convert XP on sold variants in UI2.0, but otherwise unfortunately no.
#119
Posted 20 October 2013 - 03:45 PM
scJazz, on 17 October 2013 - 02:04 PM, said:
HD --> CT --> RT --> LT--> LA --> RA--> LL--> RL
Generally I fill the CT next
Stupid question time!!! Which leg is the left? Now before you troll me, is it the mech's left or the person facing the mech's left?
DEMAX51, on 18 October 2013 - 08:51 AM, said:
Anyone have a link to this? I know they said it about a discon, but Quitting via the Options menu after you die isn't the same thing? I'm tempted to try the suicide charge and see what my XP looks like. Only problem would be I would have to do it multiple times to account for winning or losing without the mechs I damaged being killed and it's too douchy a move to do a dozen times.
#120
Posted 20 October 2013 - 04:30 PM
Nick Makiaveli, on 20 October 2013 - 03:45 PM, said:
On any bilateral (that is, one on each side) location, it's indicated in the loadout screen. So Right Leg, Left Leg, Right Arm, Left Arm, Right Torso and Left Torso are all indicated explicitly when you select them.
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