Jester Fit
#1
Posted 18 November 2013 - 12:06 PM
I thought it was the stock fit and recently found out i was wrong. Haven't managed to get back into contact with him and was curious if anyone could suggest the possible fit he may have been using? I imagine it would be heatsink heavy, he still had the JJ and the AMS. Speed was in the mid 80's KPH. 2PPC shoulders, 4 ML's spread across the body and L/R torso i think.
Also, while I'm here...looking to join up with a Clan-affiliated group. Preferably Wolf. Any ideas?
#2
Posted 18 November 2013 - 12:07 PM
Two possibilities. Pre-elites, this build. It'll get faster after elites.
If what you saw was post-elites, then it's likely this build using a common Catapult engine which is cheaper but slower and just slightly warmer. The weapons when fired by themselves (2 PPCs or 4 ML) will cool super fast. But all at once it's quite hot and slow to cool.
"Oh? Did you miss me? I won't miss you."
In the future when watching through their cockpit, look for the monitor with the 3D boxes on it. If you count the boxes you will know exactly how many heatsinks the player has. If you can read the text, you can actually find out exactly where they are placed.
Here it is in the Atlas.
As you can see I have 42 heatsinks installed. 0 in the head. 9 left torso. 5 center torso. 10 in the engine. 7 right torso. 3 left arm. 4 right arm. 2 in each leg. For a grand total of 42.
Here it is in the Hunchback.
By just counting the boxes you'll know I have 11 DHS. Or you can read the numbers on the left.
There is another screen that is very useful as well. Even when the player is almost out of ammo you can tell how many tons they once had by watching the screen.
Here it is in the Hunchback.
Notice the "Selector" is on Center Torso. It shows 2 tons of ammo and how much ammo per ton. The selector moves from part to part and gives readouts on ammo. Ammo as "0" is out of ammo. Ammo that is destroyed also show "0".
Paying attention to these will help you be able to replicate someone else's build.
Edited by Koniving, 18 November 2013 - 12:53 PM.
#3
Posted 18 November 2013 - 01:46 PM
#4
Posted 18 November 2013 - 01:57 PM
This is about the best you can do if you want to run dual PPCs and dual AMS. I rarely need more than 1T of AMS ammo. You can also drop the AMS and add more heat sinks (I'm considering this myself actually).
#5
Posted 18 November 2013 - 02:00 PM
(Note: they may never get something, but as they are in all the mechs, even the Phoenix package mechs.....)
#6
Posted 18 November 2013 - 02:21 PM
0phialacria, on 18 November 2013 - 01:46 PM, said:
The irony is the immersion used to be better and might get there again.. Once the "hard work" on the new user interface and the primary chunk of Community Warfare (the main game) is done, rumor is they will get back into knockdowns and making the rest of the screens work. I don't have any vids of when actuator damage actually resulted in performance loss. (i.e. Leg actuator damage caused mech to 'want' to go left or right when moving. Arm actuator damage would cause aim to be 'thrown off' from the crosshair.)
Some "old" stuff down here. Like old, old.
Melee (sort of).
Getting pushed around. (Watch the road; the asphalt cracks underneath me).
For this vid, skip to 6:17 to see just how wild it was to play a light with knockdowns enabled.
There's also been 2 or 3 statements on weapon variants (example: take a medium laser. What if one fires for a full second and takes 3 seconds to recharge? What if another does the same DPS, but fires constantly? What if another requires a charge up before firing, but does its damage instantly. Or akin to what Tactics appears to have) but I'm not counting on seeing that before 2015. I'm putting this in the "maybe" category.
There was also repair and rearm, which was removed (it charged way too much and charged for everything and thus was very detrimental to new players).
Another noteworthy tidbit of immersion is that getting above 80% heat very early closed beta would start damaging heatsinks and ammo. Eventually ammo would cook off inside of your mech and sound like popcorn as it rips it apart from the inside. That was removed some time ago, but I've heard things suggesting it may come back in the upcoming months.
NRP, on 18 November 2013 - 01:57 PM, said:
This is about the best you can do if you want to run dual PPCs and dual AMS. I rarely need more than 1T of AMS ammo. You can also drop the AMS and add more heat sinks (I'm considering this myself actually).
I like that. Achieved what my rig did in cooling and got the second AMS in. I dislike the AMS ammo in the leg however. That's spider food. In the head if it blows you're already dead anyway. In the leg I've had many chain reactions where I'd get damage to the leg, suddenly my leg is gone despite so much health left, my side blows, my center blows, I'm dead. That's no fun!
Edited by Koniving, 18 November 2013 - 02:22 PM.
#7
Posted 18 November 2013 - 02:50 PM
Jester
It's a little hotter than the XL build but it's far more durable, and you should primarily be ridge-jumping with those PPC arms anyway.
Honestly I'd even recommend going to 4 smalls and adding another ton of AMS and an extra heatsink, but this is the one most popular one.
#8
Posted 18 November 2013 - 05:49 PM
Koniving, on 18 November 2013 - 02:21 PM, said:
The irony is the immersion used to be better and might get there again.. Once the "hard work" on the new user interface and the primary chunk of Community Warfare (the main game) is done, rumor is they will get back into knockdowns and making the rest of the screens work. I don't have any vids of when actuator damage actually resulted in performance loss. (i.e. Leg actuator damage caused mech to 'want' to go left or right when moving. Arm actuator damage would cause aim to be 'thrown off' from the crosshair.)
Some "old" stuff down here. Like old, old.
There's also been 2 or 3 statements on weapon variants (example: take a medium laser. What if one fires for a full second and takes 3 seconds to recharge? What if another does the same DPS, but fires constantly? What if another requires a charge up before firing, but does its damage instantly. Or akin to what Tactics appears to have) but I'm not counting on seeing that before 2015. I'm putting this in the "maybe" category.
There was also repair and rearm, which was removed (it charged way too much and charged for everything and thus was very detrimental to new players).
Another noteworthy tidbit of immersion is that getting above 80% heat very early closed beta would start damaging heatsinks and ammo. Eventually ammo would cook off inside of your mech and sound like popcorn as it rips it apart from the inside. That was removed some time ago, but I've heard things suggesting it may come back in the upcoming months.
I like that. Achieved what my rig did in cooling and got the second AMS in. I dislike the AMS ammo in the leg however. That's spider food. In the head if it blows you're already dead anyway. In the leg I've had many chain reactions where I'd get damage to the leg, suddenly my leg is gone despite so much health left, my side blows, my center blows, I'm dead. That's no fun!
This is great! Love the vids. I saw a clan showoff from back when knockdowns were enabled. It was pretty brutal.
#9
Posted 18 November 2013 - 06:17 PM
I'm currently running the Protector and Dragon Slayer quite a bit (they're new for me) and I'm finding them to be fairly solid for lighter Heavy Metal clones.
If there's any other things to pull out of my backside it's probably this. Just peek whenever. Not sure how much of this PGI will accomplish.. I'm rather curious about the purpose/point of the logistics tidbit.
#10
Posted 20 November 2013 - 11:27 AM
Koniving, on 18 November 2013 - 06:17 PM, said:
I'm currently running the Protector and Dragon Slayer quite a bit (they're new for me) and I'm finding them to be fairly solid for lighter Heavy Metal clones.
If there's any other things to pull out of my backside it's probably this. Just peek whenever. Not sure how much of this PGI will accomplish.. I'm rather curious about the purpose/point of the logistics tidbit.
Is this a vid from the upcoming things in MWO?
#12
Posted 20 November 2013 - 08:29 PM
Jester requires the magic touch to it, ability to run and shoot & never turn your back towards opponents. With jump jets you can really hug the hills to mitigate enemies los. As soon as you stop you start taking damage and that's not good. You still can take a punch but that's not what catapults are meant to do.
I quite often find myself running in between my friendlies and shooting my two ppcs at the same time and then cycling 2 medium lasers. Learn your surroundings, if you get too hot retreat and shut down for 5 seconds to drop the heat. Learn how to jump up turn around (180) shoot 2 ppc at the target and drop down back into the cover.
Stick around your team, pick your shots and with 40 point alpha strike you can really steal some kills. On its own jester is a very iffy mech, but when you will find your play style and proper positioning jester is just way too much fun.
Since you can literally spam ppc on a jester, hide and seek is your best strategy, use terrain, friendly mechs as cover. You should learn how to use Atlases for a cover, break enemy line of sight so Atlas would soak up the damage for you while you pop in and out and unload your ppcs into the enemies cockpit.
Jester is all about driving.
PS: There is a trick to seismic sensor, when you use JJ and land there is a split second when enemies register even when you are moving.
PPS: If you need ams you can always dump a heat sink and drop down to a smaller engine, I always use an engine that has 3 heat sinks, 2 ams and minimum of 2 tons of ammo.
Have fun and welcome to the Jester association!
#13
Posted 24 November 2013 - 01:26 PM
Edited by stkxie, 24 November 2013 - 01:33 PM.
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