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My Road Before The Clans And Sorta What To Do


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#41 luxebo

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Posted 21 February 2014 - 11:46 PM

I actually recently tried a dual AC5 dual med laser build, and the key to it is to chain fire those AC5s while poptarting/hillhumping to poke at enemies. Turns into a boatload of damage for some reason, and I find it really fun to play around with. I'll try those out, but the former sounds decently good while the latter doesn't sound appealing due to the high heat.

#42 IraqiWalker

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Posted 22 February 2014 - 01:31 AM

View Postluxebo, on 21 February 2014 - 11:46 PM, said:

I actually recently tried a dual AC5 dual med laser build, and the key to it is to chain fire those AC5s while poptarting/hillhumping to poke at enemies. Turns into a boatload of damage for some reason, and I find it really fun to play around with. I'll try those out, but the former sounds decently good while the latter doesn't sound appealing due to the high heat.


Yeah, the second build is a skirmisher. The Skirmisher role is specifically for long range engagements. You pop up, deal some damage, but mostly distract the enemy team, and once the brawl starts you move into the 600 meter range and start providing fire support. It's not meant to be a front liner. However, even with the long range and everything, it still requires good heat management.

#43 luxebo

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Posted 22 February 2014 - 11:09 AM

Thanks for the help on Shadow Hawks once again! I tried out the AC10 build, and found it useful as a supporter. Maybe trying that one and the dual AC5 build at the same time!

#44 IraqiWalker

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Posted 22 February 2014 - 03:54 PM

My pleasure.

#45 luxebo

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Posted 01 March 2014 - 04:39 PM

Ok, with the DX11 update coming up, what is going to be in there? Has there been an update to hitboxes? Bug fixes release as well? New Assault mech, maybe Banshee/Zues? What else possible?

#46 IraqiWalker

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Posted 01 March 2014 - 05:59 PM

You REALLY want the Zeus to happen, don't you?

#47 Alaskan Nobody

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Posted 01 March 2014 - 06:00 PM

View PostIraqiWalker, on 01 March 2014 - 05:59 PM, said:

You REALLY want the Zeus to happen, don't you?

It is probably my favorite Assault.... :)

#48 luxebo

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Posted 01 March 2014 - 06:22 PM

Zues is sorta in between in my opinion, I like it but I think it's gonna just be an average mech, while Banshee I don't really like, though could be a filler for 95 ton slot.

#49 luxebo

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Posted 04 March 2014 - 05:03 PM

So, the new patch! It's looking good via patch notes, but I'm not sure what the game is now looking like with the new patch, because it's not quite done patching yet.

So:
1: DX11? How's that, as I missed the only public test.
2: JJ changes? How would that affect most mechs, would they be more sluggish, etc? How will poptarting fare? How will the competitive meta or min/max builds fare as well?
3: Banshee and the Aztec Hero? How would that mech fare? It doesn't look all too good, and I feel sorta sad it wasn't the Zues (that would've been awesome, even if the mech doesn't do well.)
4: CTF-3D©? How would this fare? Would it really be better than the Dragon Champion (probably to some extent mech wise, but loadout wise I'd say DRG-5N© beats it.)
5: Assault turrets in all maps? Sounds good, though is there any special placement of turrets or anything alike that? Any games likely to be changed strategically and how the map plays out? Any camping movement enforced, etc?

I'd like to see comments on this, as I'm not quite sure how the game will look after the new patch, as the new patch is taking a while... Thanks for all comments. :rolleyes:

Edited by luxebo, 04 March 2014 - 05:03 PM.


#50 luxebo

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Posted 04 March 2014 - 09:10 PM

Tested the JJs, DX11, and CTF-3D(C). Seen some assault turret maps, doesn't seem too different besides the fact that there are turrets. JJs now have more lift vs turn speed in all mechs I think. Lights are more or less as is, mediums have more lift now but less turn speed, and heavies and assaults see this even more now. CTF-3D(C) isn't bad, but it could use a better loadout. I think PGI is now somewhat running from the idea of having a suggested community build and are instead building it themselves, even though they are somewhat effective nevertheless. Now I just need a little feedback on the Banshee.

#51 IraqiWalker

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Posted 04 March 2014 - 09:43 PM

Here's my feedback on the banshee:

LA MALINCHE Zapper
There was a modification for that build that switched to AC 20
very similar build

BNC-3S Disco Ball

BNC-3M

Sniper set up with the PPCs and ERLLs. When they get close you just use the MLs, and you will be heat neutral if you have the MLs on chainfire.

BNC-3E 4xMGs

You can also try using 3 LPLs with 4MGs.
BNC-3E Dakka
2UACs is awesome.

BNC-3E Davionite

For the Devout Davionites in all of us. 2xUAC5s and 2xAC2s

#52 luxebo

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Posted 04 March 2014 - 10:03 PM

Not bad builds for them actually, maybe they will have a place. They seem like mainly brawler builds on them, interesting and maybe something I should think of.

#53 IraqiWalker

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Posted 04 March 2014 - 11:06 PM

You can do other roles with them. But the fact that they can mount big STD engines without losing firepower made me shift towards brawlers. They can mount as far as 400 STDs and XLs. You can make them into any role. I like the brawling aspect of them.

#54 Koniving

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Posted 05 March 2014 - 06:35 AM

4 AC/2s, super fast XL engine... 95 ton running long range pot-shotter?

The Mg build looked like such a waste. You forgot flamers and large pulse lasers.

#55 luxebo

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Posted 05 March 2014 - 04:47 PM

MavRCK says that the Banshee is SOL as of right now in the competitive scene. Not sure how it would fare, maybe if it could tank just enough then it may have a place in the game. :huh: I see some solid enough builds possible on the Banshees, but it doesn't look all to well for them.

#56 Koniving

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Posted 05 March 2014 - 09:38 PM

View Postluxebo, on 05 March 2014 - 04:47 PM, said:

MavRCK says that the Banshee is SOL as of right now in the competitive scene. Not sure how it would fare, maybe if it could tank just enough then it may have a place in the game. :huh: I see some solid enough builds possible on the Banshees, but it doesn't look all to well for them.


I don't think Mav has any idea what's coming. Seen Smurfy? Grab a 3E and play with it.
It's a 95 ton Jager with a standard engine.

#57 BLOOD WOLF

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Posted 05 March 2014 - 10:31 PM

ACHIEVEMENT SYSTEM, that's gonna be soo cool.

#58 IraqiWalker

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Posted 06 March 2014 - 05:34 AM

View PostKoniving, on 05 March 2014 - 06:35 AM, said:

The Mg build looked like such a waste. You forgot flamers and large pulse lasers.


That was more of a joke build as I love slapping MGs on every mech capable of doing so, just to see what happens.

View Postluxebo, on 05 March 2014 - 04:47 PM, said:

MavRCK says that the Banshee is SOL as of right now in the competitive scene. Not sure how it would fare, maybe if it could tank just enough then it may have a place in the game. :P I see some solid enough builds possible on the Banshees, but it doesn't look all to well for them.


Mav isn't god, my friend. His tier list can work, but it's not the ultimate authority.
I've seen so many competitive teams pull off mechs that are "bad", and still win.

However, The Banshee is very meta-friendly. The ability to mount 2+ AC5s with 3+ PPCs all in the torso, is pretty much the pinnacle of the current meta.

#59 Magna Canus

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Posted 06 March 2014 - 06:25 AM

View Postluxebo, on 04 February 2014 - 05:18 PM, said:

Firestarter seems nice as an energy boat, what is the casual and competitive standpoints on it and the hero? Would this be recommended to a newer player?

How are the new weapon modules? Those sound interesting, but probably not very useful. Are they needed/better than the actual pilot modules?

On the Firestarter/Ember; The FS9-k is pretty much a 6ML Jenner in a different form. Though you are more prone to loose firepower by loosing an arm, I prefer the FS9-k to the Jenner-F BECAUSE I can torso-twist and choose to loose an arm instead of my CT.
The Ember has by far become my favorite light and I have done comparatively well with it even before the other variants came out and I was able to 2xElite/Master it. I do my best suicide-bomber immiation and rush into the fray when I see a mech with stripped armor, hugging them and eating them alive. For some reason the 4xMG seem to do better on my ember than on any other mech I can do that loadout on. 4ML to strip armor, 4MG to crit internals, a very nice set-up. I only kept the Ember and the FS9-S because of the dual AMS. When I run the AMS range extention module with the Dual-AMS I rarely have to worry about incomming misslies from LRM5 trolls and can often skip along my merry way out in the open ignoring them alltogether.

As far as the weapon modules go, I find that the AMS module is very nice if you have 2 AMS, and the AC5 module is also good for low heat AC5 builds since the range increase is well worth the slight heat increase. I would not use the Laser Range modules just because lasers are hot enough as it is. Depending on play style the SSRM range module might be interesting, but not enough to be a "first choice". Now if they end up comming out with a UAC range module I will probably be all over it (Double-tap AC20 at extreme range for less heat, yes!).

#60 Koniving

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Posted 06 March 2014 - 08:47 AM

View PostIraqiWalker, on 06 March 2014 - 05:34 AM, said:

That was more of a joke build as I love slapping MGs on every mech capable of doing so, just to see what happens.


I know, but flamers make the MG mech awesome! And the LPLs make the mech really work, too.





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