#1
Posted 04 April 2014 - 02:26 AM
My query (oh yes I have one of those) is: I have invested a module slot on my little flappy bird mech to the mg upgrade tree, any one know when the group 3/4 and 5 upgrades are coming through because 3mill and a lot of xp isn't to great at the moment but I'm betting another 50/75 metes or so upgrade will make it all worth while. I hope ... oh heavens I spent 3mill on this ... what a fool I was ... I need a stiff drink !
#2
Posted 04 April 2014 - 03:07 AM
#3
Posted 04 April 2014 - 05:13 AM
#4
Posted 04 April 2014 - 05:49 AM
#5
Posted 04 April 2014 - 06:04 AM
Techorse, on 04 April 2014 - 05:49 AM, said:
to a degree, I am sure.
That said, two things I have noted:
1) The 2 JJs are essentially pointless. That little bird struggles to get off the ground. I think it needs at least 4 to serve any real purpose on the build.
2) It is definitely a carrion eater. You simple can't stack the alpha to any reasonable degree with those hardpoints, and have any sort of survivability. (especially without ECM) Energy is huge on Lights, as it's light weight damage.
Huginn works, but I have seen very few that are too useful on the front end of the match. And Solo vs almost any other Light? The are in serious trouble. But wait patiently, pecking at the edges, until the OpFor starts approaching CGL, and they can be effective. Yeah, you can get matches werte you feel like a BOSS, but I think those are few and far between and punctuated by a lot of fiery deaths, lol.
#6
Posted 04 April 2014 - 06:49 AM
My build currently:
Engine Xl 265 - you move at 134.9 KPH this is why you need speed tweak you save weight and still move faster than stock
RTorso SRM 6, jumpjet
LTorso SRM6, jumpjet
LARM 2 machine guns
RARM 2 machine guns
Ammo 3 tons SRM and 2 tons machinegun
Armor 215
I find this is a good build for mid match when armor is the orange for most of the mechs on the field, the srm packs are so close together because of the narrow torso of the raven it makes it far easier to manage then the Oxide, you can run without artemis and be fine. The srms make for a great armor peeler with the machine guns tearing through components.I would say when you are going toe to toe with another mech fire first with the srms then try to shift left or right with jumpjets and follow up with machine guns, the combined cockpit shake plus movement makes you a tough target to hit.
With the power of the Srms I find even jenners like to keep their distance as all it takes is dropping their center torsos armor and they are pretty much toast. My advoce when dueling other lights is restraint and timeing your shots, don't worry if you ware not keeping weapons on cd, its better to eat some damage than constantly miss and spend ammo. Wait for that slight pause that many people do before firing.
#7
Posted 04 April 2014 - 12:56 PM
Bishop Steiner, on 04 April 2014 - 06:04 AM, said:
Huginn works, but I have seen very few that are too useful on the front end of the match. And Solo vs almost any other Light? The are in serious trouble. But wait patiently, pecking at the edges, until the OpFor starts approaching CGL, and they can be effective. Yeah, you can get matches werte you feel like a BOSS, but I think those are few and far between and punctuated by a lot of fiery deaths, lol.
While most of this is true, if you have streaks it can easily beat any light other than an oxcide.
#8
Posted 04 April 2014 - 02:17 PM
Bishop Steiner, on 04 April 2014 - 06:04 AM, said:
That said, two things I have noted:
1) The 2 JJs are essentially pointless. That little bird struggles to get off the ground. I think it needs at least 4 to serve any real purpose on the build.
2) It is definitely a carrion eater. You simple can't stack the alpha to any reasonable degree with those hardpoints, and have any sort of survivability. (especially without ECM) Energy is huge on Lights, as it's light weight damage.
Huginn works, but I have seen very few that are too useful on the front end of the match. And Solo vs almost any other Light? The are in serious trouble. But wait patiently, pecking at the edges, until the OpFor starts approaching CGL, and they can be effective. Yeah, you can get matches werte you feel like a BOSS, but I think those are few and far between and punctuated by a lot of fiery deaths, lol.
High jumping in lights is highly overrated. You can't change directions to juke, you slow down, and you pause dead when you touch down. They do help, cert. But are better put to use as hill climb assist and low level boost turns and 180*s
#9
Posted 04 April 2014 - 04:29 PM
DONTOR, on 04 April 2014 - 12:56 PM, said:
if 2 ssrm racks are owning anything short of some of the Locusts and Firestarters, those pilots need to give up driving Lights. Since 2 ssrm and 4 medium laser Jenners, any ECM carrier, and most other lights have 2+ ssrms AND lasers to carve off armor. Those MGs are nice on exposed insides, but 2 ssrms ain't gonna crack many shells fast.
Khajja nar Jatargk, on 04 April 2014 - 02:17 PM, said:
High jumping in lights is highly overrated. You can't change directions to juke, you slow down, and you pause dead when you touch down. They do help, cert. But are better put to use as hill climb assist and low level boost turns and 180*s
don't care about the height. It is so sluggish on launch. (And I for one find ample use of all my JJs). It is easily the most sluggish low arced jumping Light I have driven. My FS9s feel like they leap right off the ground. Not this guy
#10
Posted 04 April 2014 - 09:27 PM
I really liked the Raven since I first encountered it in GBL (that level with all the trees) so I was determined to buy the Hero. When I saw the hard-points, I cried a little inside, I thought it was going to be terrible... but after reading all the negative reviews I was very determined to buy it and make it work somehow. Ironically, I kept it mostly stock and found it actually working quite well!
I agree with the general sentiment that it's not a meta-mech and there are a lot of firey deaths. But you know what? It's a really fun mech! Sneaking up behind people and ripping them apart with SRMs and MGs is way too much fun. Total damage / total matches = 320 for mine, and a 1.78 K/D ratio after 80 matches so I'm averaging o-kay with the mech so far.
2xSRM6 4xMG.
Edited by Flyby215, 04 April 2014 - 09:27 PM.
#11
Posted 04 April 2014 - 09:31 PM
#13
Posted 05 April 2014 - 04:37 AM
How in the world did you get over 800 damage in the raven with its finite ammo? What's your secret, Mr Khajja?
#14
Posted 05 April 2014 - 05:44 AM
This match however was strike boosted, they had about half the team clustered on the top of the garage in about the same space as a resource collector square. Landed it dead middle and my reticle was solid red for all three phases. Prob one of the best I've ever had
Flyby215, on 04 April 2014 - 09:40 PM, said:
My one-up-manship is acting up...
Okay, not nearly as much damage but nearly got Ace of Spades with it!
7 IS impressive, but it's the match score that really counts
#15
Posted 05 April 2014 - 05:47 AM
Khajja nar Jatargk, on 05 April 2014 - 05:44 AM, said:
This match however was strike boosted, they had about half the team clustered on the top of the garage in about the same space as a resource collector square. Landed it dead middle and my reticle was solid red for all three phases. Prob one of the best I've ever had
7 IS impressive, but it's the match score that really counts
still can't decide if I prefer the endurance of the srm4s, or the higher initial kill of the srm 6,. even though ti limits the potential, especially in long matches.
By the same token, having amech running out of ammo relatively fast if I am careless, actually feels more battletechy to me. Maybe it's time to remove the ammo load buffs. Lower some damage out put and make people more thoughtful about their shots!
#16
Posted 05 April 2014 - 05:53 AM
#17
Posted 05 April 2014 - 06:30 AM
#18
Posted 05 April 2014 - 06:57 AM
I'll probably get it someday. Just not really interested at the moment. I really want a fargon King Crab.
Edit:
For those that run SRMs, is Artemis worth the tonnage? I'm thinking accuracy would be critical for a hit and run mech, but then again MGs aren't really conducive to a hit and run play style. What do you guys think?
Edited by NRP, 05 April 2014 - 07:03 AM.
#19
Posted 05 April 2014 - 08:21 AM
Ive hat plenty of matches where I've had 3-4 kills in and plenty that I've had none.. and it is all a matter of how patient I am before committing to the fight.
*edits to add*
That is, if I play it as I would a normal Raven or a Jenner, I could get ~400 damage but flair out quickly in a match.. or I can wait until later in the game, hope that the game has been either even or trending towards my side, and rake in the kills as a vulture mech.
Edited by Foxfire, 05 April 2014 - 08:31 AM.
#20
Posted 05 April 2014 - 08:26 AM
NRP, on 05 April 2014 - 06:57 AM, said:
Arti is definitely worth it for SRM's. It significantly tightens up the grouping for the weapon. I'd suggest testing it out on the test grounds and make your decision.
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