Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
Probably the best MWO advice I've read this year!
But that advice doesn't go for all tactics, right? A harrasser for example isn't going to use the same tactics a brawler would.
I've seen snipers just hang back and snipe at an assault (or its escort -- an ECM light). Every time that ECM light got hit with a PPC our team could target all of the enemy for a few seconds, and everyone took advantage.
This advice is not about tactics, it's about capability. I'm not saying you should constantly be trying to get into 30-second engagements.
You have to be able to hack it in close combat (long-range extended firefights are optional) for 30 seconds or so, because if a light 'mech or agile medium jumps you and you can't, then you're going to have a lot of very bad moments. It's for just this reason that I had a game in my
CDA-2A Singe- a non-ECM Cicada- where I took out a Dire Wolf
and a Nova face-to-face and still went on to tear apart a Battlemaster's legs completely and rear-core a Trebuchet- and I faced the Dire Wolf first. The Dire Wolf was in a spamgun config with a bunch of LB-Xs, and the Nova was packing So Many Lasers- and both of them were overheating with all their misses, leaving them wide open for me to tear their CTs out from
in front.
It's much less of a concern with long range support, but if you're using the same weapons at close range as at long range...
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
What do you think of 3 small lasers as a backup to a standard PPC?
9 damage and 6 heat as opposed to 3 ML's 15 damage and 16 heat. That's more heat than an ERPPC! And at a severly reduced range.
I think that's going to be a very hard distance switch to monitor. Remember, small lasers do reduced damage beyond 100m and only even reach 200m (with something like .1 damage each) and the PPC does diddly-squat the moment your target passes within 90 meters. I'd go with a pair of medium lasers rather than three smalls in that instance- the heat per volley is comparable, the damage is the same, but the ranges overlap enough that in many emergencies you could offload a heftier strike and then duck for cover.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
One of the things that use to drive me NUTS when I was a HBK-4G pilot was the twiddling of thumbs I'd have to do for the first two minutes of the battle when no one was within range of my weapons. The long range is a big reason I like PPCs -- that and the "all at once" damage.
Except that with the current projectile speed, PPCs and ERPPCs aren't as good as they used to be for long-range combat. PPCs function much better at about 300-450 meters than they do at 500+ these days (and ERPPCs do well out to about 600 or so), but with the reach on AC/2s, AC/5s, Gauss, LRMs, and ER Large Lasers, 300-600m is medium range.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
Agree that the LRM10 is a better choice. The LRM is a supplementale weapon for me and honestly I'll be only likely to use it on targets that are NARC'd or are persistently being TAG'd.
How often are you in a group when you play? I ask because if it's not fairly frequent, you shouldn't bother with an LRM rack that's going to be used only on guaranteed assist- that's a fairly big chunk of tonnage between the rack and the ammo that could be going to something that supports what you do all the time. I'm all for diversity in 'mech builds, but there's also a point of reason too. If you find you have consistently NARC'd or TAGged targets most of the time, go ahead and keep the LRMs, but I'd be inclined to swap them out for some combination of heat sinks and/or alternative weapons unless I was planning on using them whenever I got the chance.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
The reason I went with SRM6 over ML is 13 damage/4heat over three ML's 15 damage and 16 heat.
I suppose if I swapped the ERPPC for a PPC, 3ML might be valid BUT still much too hot for close range combat.
One SRM4+one ML at about 14 damage/7 heat... hmmm definitely a compromise but because I've got a PPC I'm not really concerned about ammo dependency. And I protect the right arm most.
The three medium lasers is only much too hot for close combat because you're running around with just ten heat sinks. Even for just using the ERPPC, those ten heat sinks are on the poor side, never mind throwing in close combat weapons, jump jets, and a supplementary missile rack. By current standards, you're badly undersinked for leaning on a heavy energy weapon as your main mode of engagement. If you notice, the recommendation I made first involved adding heat sinks. Why you keep skimping on extra sinks is beyond me.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
Yes I agree completely. I saw a Summoner (I'm certain it was a stock build from the weapon loadout) and a Spider (ERLL and machine guns that had run out of ammo) once running around each other shooting at each other for probably a full minute, maybe longer!
I felt as if I was aging watching the battle because of how long it took for the spider to die.
I'm only not surprised that the spider lost because it was out of machine gun ammo. Remember, light 'mechs will go for the rear or the legs about 80-85% of the time if they're in close combat. That's because a chronic meme in MWO is under-armoring the legs (especially when stocking ammo there). Light pilots expect heavy and especially assault 'mechs to underarmor their legs, so they go for the pantsing of death a lot- and it usually works.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
Thanks very much for the builds but besides my starter Hunchbacks I only own two Thunderbolts (and an assault mech I don't pilot much).
I want to master the Thunderbolt before moving on to anything else.
This makes sense. I recommend trying alternative purposes for your Thud, it makes an excellent front-liner for a heavy 'mech, can pull off a number of assault-support tricks, and has the varied hardpoints that make it a good choice for experimentation (similar to how the Hunchback's sheer diversity of variants is good for newer players to figure out what they want to do in the future and what they are/aren't already good at).
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
I suppose I could invest in a Quickdraw someday...even though they don't look all that great.
And I hate its size.
The size of the Quickdraw is slightly overestimated (it crouches when active, a bit), but is also part of what makes it a good choice for what you're trying to do with this Thud- while it's a bit of a target when it stays in the open, a Quickdraw that leverages its high shoulder mounts and high engine cap (and tiny side torsos) makes an excellent 'I'm over here, no I'm over here, why are you looking that way- I'm over here' pot-shotter. It's not an amazing 'mech, but as you could probably surmise, I like it.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
The Wolverine is completely awful looking compared to the Thunderbolt
I said 'heavier mediums'. That includes the Wolverine, but also the Griffin (which is like a Wolverine but with less diverse variants), Shadow Hawk, and the Trebuchet, all of which have at least one variant that can do what you're doing here, while moving faster and sinking more heat (and in the case of the Hugh Jackson and the Griff, jumping farther and faster).
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
So the 9SE should really be trying to use all its weapon hardpoints instead of a few "strong" weapons?
I wouldn't say
all the weapon hardpoints, but mounting only three weapons on a 'mech that has seven to nine hardpoints (mostly eight) is a bit wasteful unless every one of those weapons is clearly superior to two-three smaller weapons mounted in its place. Right now what you're doing is combining an LRM-15 (a heavier, lower-heat alternative to a heavy beam weapon OR a lighter, hotter alternative to a long-range ballistic weapon), an SRM-6 (a heavier, cooler, ammo-dependent alternative to small beam weapons), and a PPC (a hot, heavy long-range weapon) to.... considerably less than optimal effect.
On the upside, you've got a lot of substitution options. If you swap out that LRM-15 for something lighter, you can spare room for more heat sinks or more close-range weaponry. If you swap out the PPC for shorter range or lighter energy weapons, you can spare room and tonnage for more weapons or heat sinks (PPC => ERLL + 2DHS is not a bad trade in this case). If you swap out the SRM-6 for two medium lasers, you spare two tons for more heat sinks as well.
Anyways, there are very few 'mechs that should be trying to use
absolutely every hardpoint, but if you've got three entire weapon groups and each one is a single weapon, that's often a sign that you could be doing what you're doing better than you've been doing it.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
Dragon's look
great but that CT....ouch
And they can't jump.
True, but they have slightly more flexible weapons mountings than the Quickdraw, less of a tendency to lose legs, and the ability to mount ballistics. This is their exchange on the Quickdraw's high shoulder mounts, jump capacity, and ability to mount noticeable missiles. The two frames are the same weight and same speeds, so they're very comparable. You just have to mind terrain more in the DRG- which is good practice, really.
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
The Griffin! Now there's a mech I might like. Its got jump jets, can carry a PPC, some LRMs, and some other backup support weapon. . . like maybe 4 SL... hmmm
And it's fast enough to reliably close range for the small lasers. If you do like the Griffin, consider the Wolverine too- the Wolverine has more diverse variants and a head hardpoint, while the Grif seems to be slightly more friendly to XL engines. Otherwise their stats are virtually identical (except for that Wolverine that can't jump).
Defender Rococo Rockfowl, on 09 October 2014 - 06:32 PM, said:
Thank you very much!
Happy to help. I love building 'mechs and experimenting with things, so while I may not always know Just What To Do™, I like to think my build advice (in terms of ways to think, etc.) is pretty solid.
-QKD-CR0
Edited by Quickdraw Crobat, 10 October 2014 - 03:34 PM.