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Banshee 3E Quad Ac2 Build


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#1 Nikkoru

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Posted 05 March 2014 - 05:53 PM

Thought this sounded fun, wanted to see what yall think before I actually try it out.

http://mwo.smurfy-ne...3eff0ade133861e

Edited by Nikkoru, 05 March 2014 - 05:59 PM.


#2 FupDup

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Posted 05 March 2014 - 05:56 PM

I need almost that much ammo on my 2 AC/2 + LL Shadow Hawk. You're probably gonna need some more ammo for twice as many guns.

#3 Nikkoru

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Posted 05 March 2014 - 05:59 PM

View PostFupDup, on 05 March 2014 - 05:56 PM, said:

I need almost that much ammo on my 2 AC/2 + LL Shadow Hawk. You're probably gonna need some more ammo for twice as many guns.

Good call. Changed it to add more ammo.

#4 LastPaladin

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Posted 05 March 2014 - 07:28 PM

Why would you want to put 4 AC2 on a mech? With more than 3 AC2, you get ghost heat, and if you try to avoid the ghost heat with weapon groups, you will have to sacrifice your high fire rate (because you need more than .5 seconds between the groups to avoid GH). So, you're better off just using 3 AC2s and putting the spare tonnage into something else.

#5 BlackBeltJones

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Posted 05 March 2014 - 07:30 PM

You can make the ghost heat happen with 2 AC/2s.

#6 Roadkill

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Posted 05 March 2014 - 09:27 PM

View PostLastPaladin, on 05 March 2014 - 07:28 PM, said:

Why would you want to put 4 AC2 on a mech? With more than 3 AC2, you get ghost heat

It's insignificant. Something like 0.08 extra heat per second as I recall, provided you're firing all 4 at the same time as an alpha strike and just holding down the trigger.

I can get a good 12-15 shots off with my quad AC/2 Jaeger before I have to stop, and if the target isn't dead by then I have bigger problems than Ghost Heat.

#7 Derangedmonkey

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Posted 06 March 2014 - 01:08 AM

If you're running 4, you actually might be fine with the current ammo. It will be so hot you'll have to stop shooting to cool down. I got 3 on my victor and i still sometimes run empty with 525 ammo

#8 nubcake

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Posted 06 March 2014 - 01:13 AM

FTFY

#9 627

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Posted 06 March 2014 - 02:17 AM

View Postnubcake, on 06 March 2014 - 01:13 AM, said:



Putting an XL engine into an Assault mech is not exactly "fixing" anything...

#10 theta123

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Posted 06 March 2014 - 02:19 AM

View Postnubcake, on 06 March 2014 - 01:13 AM, said:


Not to mention the ammo explosions

#11 nubcake

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Posted 06 March 2014 - 03:55 AM

Ammo is nicely shielded by heatsinks or guns, and this mech is not designed for front line brawling either way. Multiple AC2s almost always mean that you're long to mid range fire support. By the time your armor is low enough to be afraid of ammo explosions, you really should only have ammo in your legs remaining.

It's hard to argue about XL in this particular chassis, because it's not out yet - but generally XL in assault is almost always very viable, especially if you can pilot. Victors, Battlemasters and Highlanders all perform extremely well with appropriately sized XL engine.
That being said, it might work better with an XL375 or 380.

Also, you are close to useless with STD325 and AC torso blown off (or when you run dry due to low ammo), so there's little point in staying this way. To sum it up: to each his own, this discussion almost always is pointless.

Edited by nubcake, 06 March 2014 - 03:59 AM.


#12 Karl Streiger

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Posted 06 March 2014 - 04:16 AM

Good for farming money - bad for learning how to play properly (the AC 2 description in short)

Edited by Karl Streiger, 06 March 2014 - 04:16 AM.


#13 LastPaladin

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Posted 06 March 2014 - 06:09 AM

View PostRoadkill, on 05 March 2014 - 09:27 PM, said:


It's insignificant. Something like 0.08 extra heat per second as I recall, provided you're firing all 4 at the same time as an alpha strike and just holding down the trigger.

I can get a good 12-15 shots off with my quad AC/2 Jaeger before I have to stop, and if the target isn't dead by then I have bigger problems than Ghost Heat.


I don't know, AC/2s already run so hot, I wouldn't want to deal with even a little additional heat per shot. Plus, isn't ghost heat kind of cumulative? It won't ever stop adding up until you get over .5 seconds between shots, which can't happen with the AC/2 refire rate... or at least that was what I thought. I could be wrong though.

#14 Fuggles

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Posted 06 March 2014 - 07:04 AM

Your gimping yourself by running four for no reason. Why not 3 ac2 + ac5 or 2 ac2 + 2ac5?

#15 NextGame

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Posted 06 March 2014 - 07:54 AM

rough first draft, but I might try something along these lines when I get this mech: BNC-3E

#16 MeiSooHaityu

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Posted 06 March 2014 - 08:57 AM

I think a good rule of thumb is about 2-3 tons of ammo per ballistic. Now this can vary depending on how often you shoot and the magazine size variances from one gauge ballistic to another. Still, I seem to notice that many ballistic setups can get away with 2 tons. I would run 3 tons with an A/C20 (small round count per ton) and maybe the A/C2 (Spam-a-bility). Anything in between you CAN get away with 2 tons per gun in a pinch.

That being said, the OPs build seems too ammo light. I would want AT LEAST 2 tons per A/C2 and he is short 1 ton. Realistically I would want somewhere between 2 and 3 tons per round. Maybe 10 tons for 4 A/C2s.

#17 Varent

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Posted 06 March 2014 - 09:16 AM

View PostNikkoru, on 05 March 2014 - 05:53 PM, said:

Thought this sounded fun, wanted to see what yall think before I actually try it out.

http://mwo.smurfy-ne...3eff0ade133861e


http://mwo.smurfy-ne...f51cc0af93968ad
The right side is your shield side, Play acordingly. Its not TRULY a tank with the xl but its alot more mobile, overall more heat efficient and packs ALOT more ammo and armor.

Edited by Varent, 06 March 2014 - 09:17 AM.


#18 3rdworld

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Posted 06 March 2014 - 10:19 AM

Da Dakka

#19 Varent

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Posted 06 March 2014 - 10:27 AM

View Post3rdworld, on 06 March 2014 - 10:19 AM, said:



fixed

http://mwo.smurfy-ne...161130eec14fae4

#20 kesuga7

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Posted 06 March 2014 - 11:19 AM

Its vulnerable with the arm ammo aand XL engine
but 4 ac 2's paired with 22 doubleheatsinks and 825 ammo
BNC-3E - XL 350 - 65.7 KPH - 22 Doubleheatsinks - 4 AC 2 - 825 AC 2 ammo - 528 armor
Shoot 4 AC 2 for 23 seconds
or shoot 3 AC 2 for 52 seconds


Again another vulnerable but powerful build with 2 ac 2 , 2 uac 5 and 14 doubles with the ammo to back it up
BNC-3E - Standard 300 - 56.3 KPH - 544 armor - 14 Double heatsinks - 2 AC 2 - 450 AC 2 ammo - 2 UAC 5 - 210 UAC 5 ammo
Shoot for 29 seconds with 2 AC 2 and 2 uac 5 , exlcuding the small laser
Case is in the side torso though

Edited by kesuga7, 06 March 2014 - 11:27 AM.






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