Edited by Vxheous Kerensky, 07 December 2016 - 09:56 PM.
Er Ppc Vs Er Large Laser
#21
Posted 07 December 2016 - 09:55 PM
#22
Posted 07 December 2016 - 10:36 PM
Vxheous Kerensky, on 07 December 2016 - 09:55 PM, said:
The ERL mech has gotta know the SHC is there first - rarely the case if the SHC pilot is paying attention and properly sniping/harassing.
fuzzylogic01, on 07 December 2016 - 08:32 PM, said:
I've been having a blast lately using a shadowcat with 2xErPPCs, ECM, active probe, tageting computer 1, ERPPC cooldown 5, ER PPC range 5.(Haven't unlocked extra module yet)
So at 1200m you are doing negligible damage for a start. Really pointless to be firing at that range constantly. 1000m is much more effective and most maps that's the most usually you can get anyway.
Next is CAP & TC1 in place of 2HS? Bad choice, too hot on a build that needs all the cooling it can. The TC1 doesn't increase velocity enough to really help. If you can't land a ERPPC shot, the TC really isn't helping. It's not like a WHK where you get a ERPPC velocity bonus and STACK it with a TC3/4 and really get value out of it.
My point is you don't need either. ECM to counter if you have a mech on you. Otherwise the CAP serves no purpose really as target info is largely irrelevant if your team is targeting and relaying information.
Just some feedback to improve the build IMO. 2 more DHS over a 5min+ fight in a SHC makes a hell of a difference given it's already a build that struggles to dissipate heat fast, plus with the use of JJ etc.
#23
Posted 07 December 2016 - 11:13 PM
justcallme A S H, on 07 December 2016 - 10:36 PM, said:
The ERL mech has gotta know the SHC is there first - rarely the case if the SHC pilot is paying attention and properly sniping/harassing.
So at 1200m you are doing negligible damage for a start. Really pointless to be firing at that range constantly. 1000m is much more effective and most maps that's the most usually you can get anyway.
Next is CAP & TC1 in place of 2HS? Bad choice, too hot on a build that needs all the cooling it can. The TC1 doesn't increase velocity enough to really help. If you can't land a ERPPC shot, the TC really isn't helping. It's not like a WHK where you get a ERPPC velocity bonus and STACK it with a TC3/4 and really get value out of it.
My point is you don't need either. ECM to counter if you have a mech on you. Otherwise the CAP serves no purpose really as target info is largely irrelevant if your team is targeting and relaying information.
Just some feedback to improve the build IMO. 2 more DHS over a 5min+ fight in a SHC makes a hell of a difference given it's already a build that struggles to dissipate heat fast, plus with the use of JJ etc.
He's in a Cataphract (the OP), so no shadowcat for him
Edited by Vxheous Kerensky, 07 December 2016 - 11:15 PM.
#24
Posted 08 December 2016 - 12:28 AM
You don't want to rely too heavily on the zoom, either. Once the distance is closed, use your standard stepped zoom should you find it necessary.
#25
Posted 08 December 2016 - 12:28 AM
CTF-3D, gauss 3x ERLL
CTF-3D, AC10 3x ERLL
CTF-3D, 2x UAC5 2x ERLL
You should play your IS mechs according to their quirks to get the most mileage. And since the 3D variant has a -20% beam duration and a -30% jam chance for the UACs, meaning your UACs will jam less and your ERLLs will be 1sec in duration instead of 1.25s.
Edited by Saint Scarlett Johan, 08 December 2016 - 12:29 AM.
#26
Posted 08 December 2016 - 01:11 AM
If you try to win a sniper duell with 2xER PPCs agains a ER LL Boat (not a great idea for a new player): Aim at him: shoot and wiggle wiggle wiggle while moving back to cover. This can make a big difference.
While your PPCs make concentrated Pinpoint dmg (20 DMG to ONE body part of the enemy everytime you hit), the ER LL Boat has to focus his fire for ~1 second if alphastriking or for ~2,5 seconds(near to eternity) without ghostheat to do his full 45 DMG. If you wiggle(left->right->left->right) you spread his dmg over your whole armor (5 components at best) AND if you are fast enought at aim and hide, some part of his ER LL beam will run in air, because you move back to cover quick enough...
Edited by Nerokar, 08 December 2016 - 01:31 AM.
#27
Posted 08 December 2016 - 02:01 AM
#30
Posted 08 December 2016 - 02:39 AM
#33
Posted 08 December 2016 - 12:26 PM
#34
Posted 09 December 2016 - 08:17 AM
I wish in a match or at least while in the testing grounds they would show damage like they do at the Academy with the turrets. Although I do not believe it is 100% correct. If you get abut 330 meters from a turret in just the right spot it explains that turrets are there to test weapon ranges and damage. It is hard to find that sweet spot where the window comes up
I remember when I started after maybe a month someone showed me where the stats were. My LRM accuracy was around 25% and that was a wake-up call.
My ER PPC was not much better at something like 32% (it is now 49%)
But my ER LL was at 84% (now down to 76% I think because I'm pulling away more to not take damage)
I still love the Clan ER LL because I feel like I do not miss using it. Even against a Light at 600 meters I can "paint" and follow him with damage. And I can see the ER LL hitting the enemy Mech and I'm often not sure if the ER PPC hit or not.
However, because of the long duration of the Clan ER LL I now use it less or use twin mounts of it. That way the damage given is worth the damage taken.
Edited by LikeUntoGod, 09 December 2016 - 08:24 AM.
#35
Posted 10 December 2016 - 07:37 AM
THANKS
#36
Posted 10 December 2016 - 07:58 AM
#39
#40
Posted 10 December 2016 - 09:30 AM
OMFG, I just figured out my damage using LRMs......Wow, LRM wake up call number two. If I had t pay for LRM ammo, it would be extra stupid.
I could do more damage with a SL or a decent size rock....
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