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Post-Nerf Cn9-A Builds


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#61 Gevurah

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Posted 24 February 2014 - 06:30 AM

View PostNARCoMAN, on 23 February 2014 - 09:18 AM, said:

http://mwo.smurfy-ne...66ca81d0edb6bc3

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.


Gauss ammo is non explosive. The only time you use CASE is if you have a torso mounted Gauss rifle, as the gauss rifle itself can explode if it's struck. CASE doesn't work on the arms, so it's pointless to put it there. Free up that half ton of space and use it either towards a bigger engine or more armor.

#62 Jody Von Jedi

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Posted 24 February 2014 - 10:38 AM

View Postseymourbalzac, on 22 February 2014 - 05:02 PM, said:

http://mwo.smurfy-ne...bd6a530b71fe98d Is my build, I've had a couple of 800+ damage games in it but I've also had some really bad ones, I'm still getting used to the centurion play style lol


I run the same build with the exception of a 275XL. Especially like hunting light mechs with this build. The 3 SSRM really make them scatter.

Jody

#63 DarthPeanut

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Posted 24 February 2014 - 11:09 AM

http://mwo.smurfy-ne...05602d812ff48d3

Ran this a couple times over the weekend after getting the mech and it did alright. Did not use it enough to really figure out if I needed to adjust ammo or anything. Taking the bap off can give you another ton of ammo and push your armor back up but obviously delays the locks slightly.

#64 Jody Von Jedi

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Posted 24 February 2014 - 12:15 PM

View PostNARCoMAN, on 23 February 2014 - 09:18 AM, said:

http://mwo.smurfy-ne...66ca81d0edb6bc3

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.


Tweaked your Gauss build a little to fit my taste. I really like SSRMs.

Jody

Edited by Jody Von Jedi, 24 February 2014 - 12:15 PM.


#65 wintersborn

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Posted 24 February 2014 - 01:20 PM

I was thinking of a light hunter like this CN9-A(C)

If not I will sell it and have an extra bay.

#66 Gevurah

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Posted 24 February 2014 - 01:20 PM

Some more mechbuilder tips:

Gauss ammo is nonexplosive, put it with the gun for 'crit padding'. This makes it less likely the fragile gauss will take a crit as there will be other options available.

Never store explosive ammo in the torso (streak ammo). Instead put it in the legs, arms, or head. If it blows, the damage transfer mechanic will minimize damage to your engine.

Example: [smurfy]http://mwo.smurfy-ne...53fd91778eda604[/smurfy]

Also CASE does nothing for XL engines.

Edited by Gevurah, 24 February 2014 - 01:21 PM.


#67 SniperCon

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Posted 24 February 2014 - 01:35 PM

View PostMahws, on 23 February 2014 - 06:20 PM, said:

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.

This, plus meta mechs can just jump and shoot over your arm at your head (CT). Still the Cent shields (and brawls) better than most.

#68 Name140704

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Posted 24 February 2014 - 01:44 PM

View PostGevurah, on 24 February 2014 - 06:30 AM, said:


Gauss ammo is non explosive. The only time you use CASE is if you have a torso mounted Gauss rifle, as the gauss rifle itself can explode if it's struck. CASE doesn't work on the arms, so it's pointless to put it there. Free up that half ton of space and use it either towards a bigger engine or more armor.

Oh, I thought the case would mitigate the gauss explosion to the torso, my mistake :unsure:

#69 SniperCon

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Posted 24 February 2014 - 02:18 PM

View PostNARCoMAN, on 24 February 2014 - 01:44 PM, said:

Oh, I thought the case would mitigate the gauss explosion to the torso, my mistake :unsure:

CASE in the side torso protects the side torso from ammo or gauss explosions of the connected arm or leg. Tested in game.

#70 Felio

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Posted 24 February 2014 - 04:06 PM

There are a few things I consider to be non-optional.

It's a medium, so it needs to move at ~90 kph or more. Otherwise, just take a heavy.

It's got missile harpoints, so use them. Otherwise, just take a Yen Lo Wang.

It's got a ballistic hardpoint, so use it. Otherwise, take any number of other medium mechs without one that have other advantages.

You need to have some energy weaponry for if/when you run out of ammo and so you don't have to worry as much about conserving it.

--------------

Knowing ballistics are heavy, I start with the lightest missiles available: either 3 SRM4 or 3 SSRM2 with BAP (6 tons total either option) plus 2 tons ammo.

The most efficient use of those energy hardpoints will be 2 medium lasers.

That leaves me with only one option for the gun arm: an AC/5.

#71 waterfowl

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Posted 24 February 2014 - 07:50 PM

I've been running my C9-A with 3 (or is it 2?) MLs, 3 SSRMs and an AC-2. It's fun, gets me to 500 damage, probably not that viable but hey, going PLINK PLINK PLINK is fun. I thought about an AC5 but I figured an AC2 and 225 ammo lets me spam to my heart's content. More annoying screen shake on the enemy too. It's like plinking things with a .22. Which is why I called it the 'Plinker'

Edited by waterfowl, 24 February 2014 - 08:02 PM.


#72 Alaskan Nobody

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Posted 24 February 2014 - 07:53 PM

View Postwaterfowl, on 24 February 2014 - 07:50 PM, said:

I've been running my C9-A with 3 MLs

I think that might be a typo :D

If it scores well (for you) then I would quite readily argue that it is viable (for you at least! :D)

#73 Tustle

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Posted 24 February 2014 - 07:58 PM

View PostFelio, on 24 February 2014 - 04:06 PM, said:


It's a medium, so it needs to move at ~90 kph or more. Otherwise, just take a heavy.
_____

Knowing ballistics are heavy, I start with the lightest missiles available: either 3 SRM4 or 3 SSRM2 with BAP (6 tons total either option) plus 2 tons ammo.

The most efficient use of those energy hardpoints will be 2 medium lasers.

That leaves me with only one option for the gun arm: an AC/5.


Must it go over ninety? Most heavy mechs seem to forgo speed for firepower...the Centurion can have both speed and firepower though, if you're willing to make some sacrifices and are willing to stick the chassis through to it's receiving the speed tweak upgrade.

Under most of your other specifications then, I present this Centurion. With speed tweak it's moving a little over 80 kph; enough to outmaneuver many (all?) Assaults and certainly faster than many stock Heavies, Dragon notwithstanding. It's Alpha will leave a mark, even competing with those dang AC40 Boomjagers and Splatcats. And it can be semi-pin-point damage thanks to the added Artemis FCS. The caveat is that 80 kph; it's 'just' ten under your specifications. But surely reasonable? It's way faster than stock.

EDIT: Would help if I added the link.

Edited by Tank Man, 24 February 2014 - 07:58 PM.


#74 MikeTheDestructor

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Posted 25 February 2014 - 07:30 AM

After the last event I got myself a CN9-A and I tried that:

http://mwo.smurfy-ne....f5f94a412b70

Though I'm a bad medium mech pilot I still do well with it and I can zombie a lot even without missiles doing an average of 250 dmg per match.... why does someone say centurions are bad? you can adapt them to do almost everything and they aren't just the "zombie" thing and it isn't, IMHO, overshadowed by the shadowhawk. Honestly I sold a shadowhawk I had but I will keep the cent :D

#75 Gevurah

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Posted 25 February 2014 - 10:29 AM

View PostSniperCon, on 24 February 2014 - 02:18 PM, said:

CASE in the side torso protects the side torso from ammo or gauss explosions of the connected arm or leg. Tested in game.


Can you get video/ss proof? I'd love to see it because it'd actually add actual value to case.

#76 Jman5

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Posted 25 February 2014 - 11:08 AM

View PostSniperCon, on 24 February 2014 - 02:18 PM, said:

CASE in the side torso protects the side torso from ammo or gauss explosions of the connected arm or leg. Tested in game.

This isn't true unless it was stealth-added recently. CASE stops damage transfer into the Center Torso, not the Side Torso. This is why CASE is useless if you have an XL engine.

#77 Mad Porthos

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Posted 25 February 2014 - 12:16 PM

View PostSniperCon, on 24 February 2014 - 02:18 PM, said:

CASE in the side torso protects the side torso from ammo or gauss explosions of the connected arm or leg. Tested in game.


Funny, this has in fact been tested in game by two or three units I was dropping with and found NOT to be the case. Misinterptetation of a few experiments, when people assumed they saw case "protecting" thier side torso from the explosion of the ammo or gauss in their arm all proved to be attributed to ignorance of the internal structure and damage transfer rules. For example, gauss crits on dragons we had out fitted with CASE seemed to create explosions that did not destroy the XL engined dragons, but what the guinea pigs did not realize was that from the moment armor was off thier arm, the damage ... even crits hitting slots was hitting actuators and other locations in the arm... reducing internal structure of said arm until by chance the gauss had taken its 3 points and rolled its explosion percentage. Very often when it detonated, it took out the remaining internal structure of the arm, but that structure being close to 20 left very little damage to then be halved and passed inwards to the side torso intenal structure on that side. So little as to be missed or interpreted as just "splash" from inaccurate fire that accidentally peeled armor from other locations.

It took actually coordinating several people making dragons with NO arm or torso armor, as well as an accurate test shooter, in a real match or 5, to see that CASE was only placebo protection to the side torsos. As equipment in those side torsos, they only stop damage transfer from thier location, inward to central torso. This is still a good thing for gauss or any other explosion on that side of the body, because it will travel arm into side torso, then side torso CASE will stop it from destroying the Center Torso. Obviously, since it didnt stop transfer to the SIDE torso its useless for an XL Engine user who wants to protect thier engine.

A note about our testing methodology. When we did this first we were very sloppy and reached the wrong conclusion, which others easily could do. When I feel we later did it right, we thought it out. It reduced down to deliberately taking an unarmored dragon into match, with gauss rifle and no crit padding of ammo in the arm. The dragon had an XL engine and using machine gun and flamer wedeliberately damaged the gauss side, side torso to a cherry red internal. If CASE protected that side torso from damage transfer, then when the gauss detonated, it would NEVER EVER destroy the dragon, because case would be doing the blocking of damage coming into the torso, not just that going out into the Center Torso when it was destroyed. We then started shooting the unarmored gauss arm with mechine gun, which at the time were capable of something like a 12x crit. Very quickly the gauss would crit and detonate, sometimes seemingly leaving the dragon untouched and alive...the side torso internal still cherry red. Some said, see we've done it twice, even three times in a row, it protects.... but the thing was when you were rigorous, testing ten drops, it became clear, the machine gun detonated the gauss which then did its full 20 or so damage to the arm intenal structure. I dont have 60 ton arm structure memorized, but assuming its half of the max arm armor of 34 or 36, that is 17-18 points meaning only 2-3 points of damage was left over to pass into the side torso. Halving all damage passed inwards means it really was passing only a single point of damage inwards, not enough to finish off or even change the internal structure damage color indicator.

When we did the more rigorous testing, 10+ drops in horrible mechs that the testers didnt wnt to play that way, it became clear that if one damaged the arm with the gauss more before using machine guns, say with a ppc... that less structure was there to absorb a gauss explosion, much more damage transferred inward and boom, the XL side torso was gone any time you did a gauss crit with explsion. No CASE protection existed. A number of us posted about this either officially, or support tickets thinking that CASE should protect, and the developers replied that how we had hoped CASE would work was not correct and that primarily CASE was on XL builds because of canon, where it literally still mattered for repair and rearm costs if you protected your CT core, fusion reactor etc from destruction because it cost alot to rebuild an engine/fusion reactor etc. The Devs also stated they might eventually look into enhancing CASE functionality in this way, but also it was projected to be unlikely because CLAN version of case works this way, so it would be giving clan CASE to inner sphere, effectively.

Unless this was modified as a "stealth buff" as opposed to a " stealth nerf" in the past year and a half, then those finding still stand, even if they are being mischaracterized and bent in being related. Plenty of times I have seen people recommend taking gauss and having CASE to protect from the gauss explosion, but what is being omitted is that its for a standard engine build. Those its being recommended to are often running XL builds to scrounge up the tonnage for the gauss in the first place. They read it in the most optimistic sense, CASE protects from gauss explosion, without the subtext.

-Madporthos

#78 CaptainDeez

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Posted 26 February 2014 - 02:51 PM

CN9-A©

Features:
1x Ac/2
1x LL
3x SSRM
240 STD engine

This guy is a mean mid ranged fire support mech that can quickly relocate as needed on the battle field. It can quickly change engage and disengage your opponent with reasonable force.

#79 Rebas Kradd

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Posted 26 February 2014 - 03:20 PM

XL 265
LB X-10 AC
3 SSRM
2 ML
BAP

I find the LB X-10 to be a much preferable option for swatting lights. It does limit my range severely, but up close and with an ally, I'm hell to deal with, especially for a DDC which lacks the turning radius to keep up with me.

My K/D ratio is right about 1:1, but my W/L ratio after 80 games is higher than any other of my mechs (1.35).

#80 Wildstreak

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Posted 27 February 2014 - 09:16 AM

How is this for starters?
I thought of modifying this for a UAC but need to raise CB for the XL and Griffin buys/mods, made the second a while ago in Smurfy's before the Gauss changes but never bought one.





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