Is The Victor Worth It...
#21
Posted 10 February 2014 - 02:19 PM
#22
Posted 10 February 2014 - 02:24 PM
Spheroid, on 10 February 2014 - 02:19 PM, said:
'Roid-Raging YLW
#23
Posted 10 February 2014 - 04:10 PM
A friend of mine loves Stalkers. He's great with them and can make even silly builds work well. But he also is bad with jump jets and only went through those mechs just to have "finished them."
Me? I can't stand the Stalker. Every time I'm in one, I feel like I have a neck-brace on and am trapped in a coffin while something just outside my field of view kills me. That being said, they are good mechs - just not good for me.
Anyway, good luck!
#24
Posted 10 February 2014 - 04:11 PM
Bishop Steiner, on 10 February 2014 - 01:46 PM, said:
I am not into the poptart tactic, so I can deal with a JJ adjustment on it. I just really do not want to see them reduce the speed or amount it can twist.
The way I read his post it seemed a little open ended to what the changes might be.
Jman5, on 10 February 2014 - 01:58 PM, said:
Canyon, Alpine, Terra Therma, Tourmaline are all full of annoying little ledges that are not scalable in an assault. I'd recommend a JJ even if you never use them in combat.
I know it wasn't your question, but I think you should reconsider your stance on Jump Jets.
This. I really like that advantage of JJ to move around. It sucks to have to run around Canyon sometimes without.
The JJs also help when you misstep cause you are a rookie like me and need to turn/ twist fast to try to spread damage/ retreat. Haha.
#25
Posted 10 February 2014 - 08:06 PM
#26
Posted 11 February 2014 - 12:09 AM
First of all just 1 jj gives increased cross-country capability, which especially good for newbies who often making mistakes.
Second - just 1jj still allows to act like a jump sniper at close range.
Third - scouting jumps among the ridges to spot some empty triangles.
That's all, but just for 1 ton its a great benefit, much better than 2kmh with engines.
Playing more I noticed that xl385 is too fast, need much more skill, map and obstacle knowledge to realise the speed. And with heavy engine it is expensive to afford all 4 jj. With 1jj Victor elevating as big old zeppelin, its gives nothing in melee and those cliffs on Canyon Network requires 2-3 jumps = 2 lost alfa-strikes due to delay.
So, probably VTR with XL350- and 4 jj is more mobile than VTR with xl385.
Here goes a history: most of Victors in random using long range gauss+2ppc or other sniper package, many using Dragon Slayer chassis and many of them suck and dying fast (still never spectated victor ..). Close range brawlers are very unique.
Well the best resistance faced by mid-range setups with dual ac5 and ppc.
I remember the clash vs DS with jj, 2 ac5 and 2 ppc and smt else. Those guy was good, we attacked frenzy each other, I with my speed and he with JJ. He jumped over my head, he use the turning in the air, he was jumping before my aimed to ct shoot remaining same agile in the air as on the ground (i suppose its due to more jj). At the end he was legged, legs consumed so much damage aimed to the torso when ussually on assaults leg armor remains unused. My 270 VTR with 270m package was much stronger than his but his agility made us even.
#27
Posted 11 February 2014 - 01:28 AM
#28
Posted 11 February 2014 - 05:11 PM
Roadkill, on 10 February 2014 - 12:03 PM, said:
No.
Roadkill, on 10 February 2014 - 12:03 PM, said:
And again, No.
The only reason to even buy a Victor imo is because it has speed/maneuverability and better jump jets than that of the Highlanders. Without those 2 factors I would not even bother with it.
#29
Posted 12 February 2014 - 11:28 AM
#30
Posted 12 February 2014 - 01:05 PM
If you try, there are 2 ways to use them.
Method 1 - add a pair for quicker turning. Your aim is not to go high, rather when turning hit the Spacebar for a bit and the JJs help turn quicker than regular movement with legs. I did it when I ran a Treb-5J for a bit. Never used my pair of JJs for moving, jumping high places, etc., just turning quicker.
Method 2 - fit as many as possible to get over obstacles, jump to shooting positions land bound Mechs cannot get to and perform aerial combat maneuvers. The first 2 are easy, just take a JJ Mech like your Prhact-3D, go to Testing Ground on maps and find places you can jump to. Remember them when going into a match. The third takes skill and practice.
I don't agree with the someone who said to do things like hop a hill to get away from someone. Getting away from people is more about speed the JJs. I have been chasing JJ Mechs in a grounded one, they hop a hill, I just find a way over or around it to not lose them. Speed gets you away from people, not JJs.
I left out Jump Sniping because I figure you know about that.
#31
Posted 18 February 2014 - 01:46 PM
As to the meta... I still haven't stopped piloting--and liking--my Awesomes.
#32
Posted 18 February 2014 - 02:03 PM
Although the Victor is still a good mech without JJs, it's got good hardpoints and hitboxes.
#33
Posted 19 February 2014 - 09:02 AM
The Victor is walking that line between Heavy mech and Assault mech. If you want to tank damage, I wouldn't take the Victor, but if you wanted an anti-Heavy/Medium mech brawler, I think it is a nice option.
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