Edited by DavidHurricane, 21 February 2014 - 02:58 PM.
Post-Nerf Cn9-A Builds
#41
Posted 21 February 2014 - 02:56 PM
#42
Posted 21 February 2014 - 03:04 PM
BAP and 3 streaks = 6 tons. Making it kind of difficult. Alternatively, 3 SRM-2s and no bap if I find the 3 streak idea too difficult to pull off with a 250 or higher standard.
Otherwise I'm going 3 LRM-5s and the AC/5 and 2 ML.
For random fun... Picard's Centurion (a totally random recording while winamp was playing). Later half I fight with it.
(CN9-D loadout. UAC/5, one streak, one LRM-10+Artemis, two ML, bap, MG. Standard engine. 3 kills, 2 assists, 242 damage.)
Edited by Koniving, 21 February 2014 - 03:08 PM.
#43
Posted 21 February 2014 - 03:09 PM
http://mwo.smurfy-ne...ea4c3800aef72e7
Edited by Arkadash, 21 February 2014 - 03:10 PM.
#44
Posted 21 February 2014 - 03:10 PM
XL275
LBX10 (2 tons ammo)
3x SRM2 (3 tons ammo)
2 MLs
13DHS
max armor minus left arm
seems like a good brawler with speed to circle a bigger guys and let loose with the SRM / LBX combo for alot of constant damage, and screen shake on his part.
#45
Posted 21 February 2014 - 03:22 PM
Fujiwakin
I easily can kill light, i can kill alone atlas (if he dumb, and don't know about medium mech's weakness). I am not totally useless in earlygame with long range duels.
+ enough speed
+ armored shield arms
+ high dmg alpha
- low ammo
- main weapons mount in one point
- all weapons in torso
PS: XL on CN9 is unreasonable.
Edited by Mokou, 21 February 2014 - 03:30 PM.
#47
Posted 21 February 2014 - 04:31 PM
#49
Posted 22 February 2014 - 05:02 PM
#50
Posted 22 February 2014 - 05:15 PM
seymourbalzac, on 22 February 2014 - 05:02 PM, said:
Strip some armor off the shield arm and maybe the cockpit and you should get enough weight to jump to a 250 if you wanted to.
Edited by Shar Wolf, 22 February 2014 - 05:15 PM.
#51
Posted 22 February 2014 - 05:56 PM
It has incredible survivability without jumpjet and makes the SDH/GRF/WVR looks like fkn ballerina with all their jump_twist move.
#53
Posted 22 February 2014 - 06:10 PM
DAYLEET, on 22 February 2014 - 05:56 PM, said:
That sentence seems to be contradicting itself - are you saying it makes the others look slow or agile with their jump-twist?
#54
Posted 22 February 2014 - 07:10 PM
Shar Wolf, on 22 February 2014 - 06:10 PM, said:
im saying it has great survivability without the obligatory jumpjet that everyone preach these days. And it does so without embarassingly looking like a ballerina.
#55
Posted 22 February 2014 - 07:17 PM
DAYLEET, on 22 February 2014 - 07:10 PM, said:
That makes a lot more sense.
(with so much emphasis on agility being important I was having a hard time seeing the ballerina bit as a negative)
#56
Posted 23 February 2014 - 02:12 AM
CN9-AFS 'The Fire Support to Brawler Super Stock Centurion'
Armaments:
LBX10
2x Medium Lasers
3x Artemis LRM5s
This one's a joy to run when used right. Near the beginning of a match for instance I make it a point to stay near fellow indirect fire support mechs or the second lines where I can lob missiles and provide direct fire support as needed. Keeping two separate buttons for two separate firing modes for the LRM's allows me to fire them in a fifteen count salvo or in chain-fire mode for groups of five to ten; the chain fire mode lets me lob a small group toward an unknowing, wary target to make them duck behind cover, saving -me- ammo and allowing friendlies to close in. As the match progresses/LRM reloads run dry, one can then move to the front lines to brawl with the LBX and lasers. The 225 engine provides a fair amount of speed for this; can't quite keep up with a stock Dragon, but can still out-maneuver a fair amount of heavier mechs and even go toe-to-toe with lighter mechs and other mediums. The unwary target is the best target however, and even now as the Centurion faces a genesis of new pilots actually trying out the chassis (Joy!) it's still relatively overlooked in lieu of heartier mechs. So as always, stick with the team! And use that shield arm. It was shaped that way for a reason.
CN9-AJM 'The Brawling Monster. Jager Monster that is.'
Armaments:
AC2
2x Medium Lasers
3x Artemis SRM6
This is a build likely similar to others who have posted, and is likewise similar to the champion CN9-A bundled with this weekend's challenge. But then you might spot that AC2. And wonder; Tank, why would you stick a piddly AC2 on this particular build? Well let me tell you, it's there to do what the LRMs in the previous build did; provide long-range fire support. Except direct instead of indirect this time, and definitely without the punch the LRMs had. However, an AC2 can be used under 180m unlike the LRMs. And when autocannon rounds are hammering into the hull of your target you can bet there's -some- disorientation going on, allowing you to set up a shot with those three SRM6s. That's eighteen missiles, folks; eighteen missiles dealing two points of damage each. The alpha on this thing makes dwarves of the alphas of those AC40 Boom Jagers and Splat Cats (Not). But again, you gotta play this build; any Centurion really; smart. It uses a completely different mindset from the one above; at the start of the match you'll want to pop in and out of cover using the AC2 to hammer off armor on your targets. Mid-engagement, start closing in with your mates on the front line, again making use of that AC2 to disorient and distract targets, of opportunity or otherwise. Close-in and against heavier mechs this build really starts to shine; the big boys have that much more surface area to 'lovingly accept' your missiles, and again that XL225 gives you the speed to outmaneuver most of them, especially with speed tweak unlocked. Pair with Target Info Gathering, and you can use the missiles for surgical strikes on weakened components. Gotta keep using that shield arm though, and hell, in a pinch the AC2 arm can be used for a shield as well. It's 'just' an AC2 after all, and the bulk of your firepower is in the SRMs anyway.
#57
Posted 23 February 2014 - 08:01 AM
Because of this, I thought you could run an XL and at least get some firepower back, but as it turns out, this isn't really a good idea. Whatever PGI did during their "balancing pass" really screwed the Centurion over hard. This thing is really fragile now.
Of course, it could also be all the machine gun toting lights running around these days.
Edited by NRP, 23 February 2014 - 08:04 AM.
#58
Posted 23 February 2014 - 09:18 AM
Minimal cost increase to a mech with so much stuff on it already. Can be a good way to learn to use the gauss mechanic.
#59
Posted 23 February 2014 - 12:08 PM
NARCoMAN, on 23 February 2014 - 09:18 AM, said:
Minimal cost increase to a mech with so much stuff on it already. Can be a good way to learn to use the gauss mechanic.
I use a similar build, I like the Gauss Rifle. http://mwo.smurfy-ne...99eb55977dc46c8
#60
Posted 23 February 2014 - 06:20 PM
NRP, on 23 February 2014 - 08:01 AM, said:
Because of this, I thought you could run an XL and at least get some firepower back, but as it turns out, this isn't really a good idea. Whatever PGI did during their "balancing pass" really screwed the Centurion over hard. This thing is really fragile now.
Of course, it could also be all the machine gun toting lights running around these days.
Centurions haven't changed, just the game. Against lasers/missiles you can still tank like nobodies business, you still have small torso sections and fast torso twist to spread the damage with.
The big killer is that half of the players in the game are now running around with 30+ pinpoint alphas. So if you're ever caught with anything but an arm facing towards an enemy you're going to take that full 30 points of damage. Cents were always strongest against energy and missiles and when they were the meta the Cent was strong, but now that everyone is running around in half a 6 PPC stalker with jump jets the Cents advantages aren't really relevant anymore.
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