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Post-Nerf Cn9-A Builds


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#81 Name140704

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Posted 27 February 2014 - 10:08 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.

Oh good, that's why I had it there.

#82 JayVrb

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Posted 27 February 2014 - 09:20 PM

Could I get an honest opinion of this unorthodox CN9-A build?

I have run cents since closed beta and for the longest time I settled with 2 medium lasers and 3SRM6+Art.


... but that was before both SRMs and the Cent hitboxes took a nerf.

#83 Alaskan Nobody

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Posted 27 February 2014 - 09:26 PM

View PostVrbas, on 27 February 2014 - 09:20 PM, said:

Could I get an honest opinion of this unorthodox CN9-A build?

Other than that 49.9 tonnage looks good to me.

Might try shaving some armor off your shield arm or head to get an extra ton of ammo or similar.

#84 Bloodweaver

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Posted 27 February 2014 - 09:50 PM

View PostDONTOR, on 21 February 2014 - 03:10 PM, said:

Since its less of a zombie now why not XL?
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.

I started running something almost identical even before the nerf, and it quickly became my favorite Cent build bar none. The inspiration? I wanted to use SRM-2s, and the LB-10X shares the exact same cooldown period. Swing your torso, fire your ultra shotgun blast of LB pellets and SRMs - BOOM. And with a 2.5 second cooldown, you can swing again, BOOM again, much faster than typical builds. It really feels like MWO: Arcade mode :lol: The AC/10 shares the same cooldown too, of course, but it's hotter and a ton heavier(which means one ton of ammo less). Plus once you start firing on unarmored components, the LB pulls way ahead in performance.

The main difference in mine is that I keep a STD engine at a much lower rating. I'm not sure if I prefer 2ML, or downgrading to 2SL. If I keep the MLs, I tend to use them less as the heat builds up quite fast. If I keep the SLs their only real use is as a finisher for components that are on the verge of popping, but heat is much better(plus I like finding any excuse I can to avoid green lasers). Most of the time I engage at spitting distance anyway, to keep the missiles and pellets hitting the same spot when fired together. So the extra range of the MLs may not be worth the fact I end up firing them less anyway. Regardless, I tend to do well with both versions almost every time I take them out.

As for the "slow" engine, I haven't had any issues. Agility remains good once you've unlocked everything. So, I feel like any engine above 250 for this particular build would be a bit pointless. A brawler doesn't really need speed, it just needs agility.

The only thing I don't like about the build is that I can replicate it - with the addition of yet one more SRM-2 and jump jets - on the SHD-2D2. Although so far, it hasn't been as successful as it is on the CN-9A. Maybe it's the hitboxes, maybe it's a lower turning rate, don't know. Just doesn't feel as natural and fluid.

Edited by Bloodweaver, 27 February 2014 - 10:00 PM.


#85 Bloodweaver

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Posted 27 February 2014 - 09:56 PM

View PostVrbas, on 27 February 2014 - 09:20 PM, said:

Could I get an honest opinion of this unorthodox CN9-A build?

I have run cents since closed beta and for the longest time I settled with 2 medium lasers and 3SRM6+Art.


... but that was before both SRMs and the Cent hitboxes took a nerf.

Ah, almost the same as the one I use(and was just talking about). Change the MLs to SLs for another ton of ammo if you want. You can also lower the engine to 225 and remove FF if you want an AMS.

Edited by Bloodweaver, 27 February 2014 - 09:57 PM.


#86 SleekHusky

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Posted 02 March 2014 - 02:52 AM

My build currently that probably been done before already.
http://mwo.smurfy-ne...9ed0696c268b5a3

I love this since you can pretty much dish out damage to any weight class. The thing is being lucky enough for the srm's damage to register and hope your enemy is not aware of your presence until it's too late. You do need to remember to open weapon doors unless you are really good at timing that haha.
But yeah I sneak up on Atlai and then smack them with the srm's often killing or removing their armor. Lights are pretty easy to deal with too but I see some hit reg issues as well as not being streaks so you gotta lead.

BTW for me my luck is my srm's seem to only register 40% of the time although some matches it does it only 25% of the time others it's 75%.

Edited by Sleek34, 02 March 2014 - 02:53 AM.


#87 Apnu

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Posted 02 March 2014 - 07:06 AM

View PostRebas Kradd, on 26 February 2014 - 03:20 PM, said:

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


This is very much like the build I ran in the summer of 2013. The zombie build every body ran didn't click with me. I sold off my cents, preferring the hunchbacks, but when I got the free champion cent, I tried that build again, hated it, went back to this idea. You are right, team up with another brawler and this build will wreck stuff.

#88 Blood Rose

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Posted 02 March 2014 - 08:56 AM

I run the Champion Mech with 2 Mlasers, an LRM10 with Artemis fire control and an AC5
10DHS keep her running cool, and 2 tons of AC5 ammo and one of LRM ammo keep the guns fed.

#89 Alaskan Nobody

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Posted 02 March 2014 - 09:17 AM

View PostBlood Rose, on 02 March 2014 - 08:56 AM, said:

I run the Champion Mech with 2 Mlasers, an LRM10 with Artemis fire control and an AC5

2 ALRM5 weigh the same but still reload faster :)

#90 Viscount Hood

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Posted 03 March 2014 - 05:50 AM

Thanks for the free champion version. My initial thoughts were...what a c**p mech until I thought a bit more outside the box.

I have settled on this: http://mwo.smurfy-ne...f3d27c3f7a10550 which seems to work pretty well with a decent 350+ damage per match which for a medium mech at my skill level is good.

#91 Inflatable Fish

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Posted 03 March 2014 - 11:53 AM

View PostViscount Hood, on 03 March 2014 - 05:50 AM, said:

Thanks for the free champion version. My initial thoughts were...what a c**p mech until I thought a bit more outside the box.

I have settled on this: http://mwo.smurfy-ne...f3d27c3f7a10550 which seems to work pretty well with a decent 350+ damage per match which for a medium mech at my skill level is good.



you may as well just drop the single MG and replace it with AMS. much more use for those 1,5 tons. also, I'd take out the extra heat sinks and put BAP in, along with half ton of armour.

Edited by Inflatable Fish, 03 March 2014 - 11:54 AM.


#92 Mole

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Posted 20 March 2014 - 04:10 PM

I've been playing around with the free Centurion that I got for the event, and I have to say after trying all kinds of things that just did not work, I've finally landed on a build that gets me kills and doesn't get me killed. CN9-A©

The LRMs give it firepower that makes it to where you don't have to expose your slow yet fragile mech to enemy fire that you have next to no chance of avoiding and the machine gun in the arm is a nice little addition for finishing off stripped mechs that get in too close, yet adresses the issue of the way this mech's arms like to just fall off so you won't be losing all of your bloody heavy firepower after you get sneezed at and your arm falls off. The machine gun is a nice thing to have but I'm hardly rendered invalid if I lose it.

Edited by Mole126, 20 March 2014 - 04:10 PM.


#93 Inflatable Fish

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Posted 20 March 2014 - 08:35 PM

View PostMole126, on 20 March 2014 - 04:10 PM, said:

I've been playing around with the free Centurion that I got for the event, and I have to say after trying all kinds of things that just did not work, I've finally landed on a build that gets me kills and doesn't get me killed. CN9-A©

The LRMs give it firepower that makes it to where you don't have to expose your slow yet fragile mech to enemy fire that you have next to no chance of avoiding and the machine gun in the arm is a nice little addition for finishing off stripped mechs that get in too close, yet adresses the issue of the way this mech's arms like to just fall off so you won't be losing all of your bloody heavy firepower after you get sneezed at and your arm falls off. The machine gun is a nice thing to have but I'm hardly rendered invalid if I lose it.


you'll be better off replacing that sngle MG and its ammo with AMS and respective ammo. one MG isn't worth the ton wasted on ammunition.

#94 Shiro Matsumoto

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Posted 21 March 2014 - 12:02 AM

Well i decided to level the -A, and the -AL to basic level, to progress with my YLW... so i did this:

http://mwo.smurfy-ne...0170d9a10ba162c

Yes its even more viable now, but i leveled the -A before last patch.

Yes one can take off the MG... but its still fun to use it, and have people scratch their heads (or even exploit an armorstripped part on enemies. surely you could cram in another HS or so.

Edited by John McFianna, 21 March 2014 - 12:05 AM.


#95 wintersborn

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Posted 27 March 2014 - 01:22 PM

I thought about one last build before I sell this thing.

I dedicated light hunter.
CN9-A(C)

I know its not as good as a Kintaro 18 or the Griffin 3M but this twist block thing does not seem to work for me.





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