The Boars Head...
#21
Posted 18 April 2014 - 12:56 PM
#23
Posted 18 April 2014 - 03:42 PM
BaronBastardKiller, on 18 April 2014 - 12:56 PM, said:
Trouble is like lasers, you have to hold them on target. But 0.6 seconds isn't hard at all. It also gives you room for error, so if you miss you can make some use out of them. Then there's the 350 meter optimum range (beats 270), but it taps out to zero at 700 meters. There's also the fact that unlike the ballistic hardpoint, instead of being mounted near the center of your body it's on the arms so it is not friendly with 'cover'.
For a bit of fun (and extra cash) you could even use the 2 extra energy slots for Tags. Why? If the tag beam gets interrupted on the surface or the air near the surface, your shot won't work there. I've found it to be extremely effective in judging whether or not I can make a shot and if there is even a point to trying that shot.
There's a number of reasons not to use them and yet just as many to use them.
Now, I tend to prefer (due to OCD) to fire them in pairs from both arms. But it's a lot more effective if you set them up to fire 2 from the left and 2 from the right.
Gotta say the most fun thing about it... Commandos lose their legs in two very quick shots. Firestarters and Ravens with fully armored legs lose their legs in 2 full hits and a 3rd partial hit (or 3 partial hits). (Honestly it's more difficult with Jenners, but 3 shots to the big alligator-head/body/thing will kill it anyway with incredible ease).
Typical Atlas loses a side torso in 5 beams from perfect health. That's 2 cycles from each laser + 1 more (so 7.7 seconds to 8.4 seconds, since the first salvo is at zero, second at 3.85, third is at 7.7 but there's got to be a little delay to avoid ghost heat).
And if you prefer the constant fire approach, if the lasers all chainfire there is almost no time when you're not shooting. Meaning those twist and shoot guys have absolutely no defense. Like this poor Jagermech.
#24
Posted 18 April 2014 - 11:34 PM
Koniving, on 18 April 2014 - 03:42 PM, said:
Trouble is like lasers, you have to hold them on target. But 0.6 seconds isn't hard at all. It also gives you room for error, so if you miss you can make some use out of them. Then there's the 350 meter optimum range (beats 270), but it taps out to zero at 700 meters. There's also the fact that unlike the ballistic hardpoint, instead of being mounted near the center of your body it's on the arms so it is not friendly with 'cover'.
For a bit of fun (and extra cash) you could even use the 2 extra energy slots for Tags. Why? If the tag beam gets interrupted on the surface or the air near the surface, your shot won't work there. I've found it to be extremely effective in judging whether or not I can make a shot and if there is even a point to trying that shot.
There's a number of reasons not to use them and yet just as many to use them.
Now, I tend to prefer (due to OCD) to fire them in pairs from both arms. But it's a lot more effective if you set them up to fire 2 from the left and 2 from the right.
Gotta say the most fun thing about it... Commandos lose their legs in two very quick shots. Firestarters and Ravens with fully armored legs lose their legs in 2 full hits and a 3rd partial hit (or 3 partial hits). (Honestly it's more difficult with Jenners, but 3 shots to the big alligator-head/body/thing will kill it anyway with incredible ease).
Typical Atlas loses a side torso in 5 beams from perfect health. That's 2 cycles from each laser + 1 more (so 7.7 seconds to 8.4 seconds, since the first salvo is at zero, second at 3.85, third is at 7.7 but there's got to be a little delay to avoid ghost heat).
And if you prefer the constant fire approach, if the lasers all chainfire there is almost no time when you're not shooting. Meaning those twist and shoot guys have absolutely no defense. Like this poor Jagermech.
nice, i put 2 on for now. the range of them is lower than the regular large laser, but as you said the damage per second is higher and more effective. took it out on the testing grounds and was impressed!
not sure if im going to go the 4lpl or stick with 2 and downgrade to regular frame and add more medium lasers... admittedly the 4LPL seems like a better choice than 4 medium lasers.
lots of experimenting to see. thanks for the tip!
#25
Posted 19 April 2014 - 12:22 AM
#26
Posted 20 April 2014 - 05:35 PM
#27
Posted 20 April 2014 - 05:42 PM
#28
Posted 20 April 2014 - 06:31 PM
Shatterpoint, on 20 April 2014 - 05:42 PM, said:
Please, unless PGI takes my armor concept and MWO has variant stock/lore-based maximum armor ratings on mechs, do not buy the Pretty Baby.
And I say this as a Pretty Baby fan. (I'm hording climbing to the tops of the tourmaline pillars all to myself! Lest PGI actually nerf the mech's only redeeming factor.)
#29
Posted 20 April 2014 - 06:35 PM
BaronBastardKiller, on 17 April 2014 - 08:31 AM, said:
is it me or the Boars head is by far the worst atlas?
Only one ballistic and missile hard point... tones of pulse lasers to overheat with, and ontop of that an XL engine so once someone pops one of your torsos you're dead...
I appreciate the extra speed, but its not much use considering how big of a target the Atlas is.
I took out the XL... but even so, with the loadout as it is, the BH seems incredibly Underwhelming as an assault mech.
any thoughts? (beyond learn to play and aim and it's a good mech...).
Like all Assaults built for brawling, life can be tough in a game of long range snipe fests.
The Boar's Head can be really great though, it has a few issues to work around - chielfy:
Heat
Slow Speed
Big Bullseye
Low mounted hardpoints
I enjoy mine, but it can be a pain when pugging.
My build is pretty unorthodox
STD 350
1x AC 20
2x PPC
4x SPL (covers 90m deadzone on PPCs, good for facehuggers, low heat)
Rest is ammo and heatsinks.
It's an odd build, but it lets you be useful at range and at 91m you have a 53 point alpha - most of which hits one location.
I went with SPLs for the reason I mentioned above, in testing grounds I found I could fire them 25x in a row without overheating vs. 10x for MLAS. DPS is the same, MLAS has higher damage but longer beam (1s vs. 0.5s)
Edited by Ultimatum X, 20 April 2014 - 06:36 PM.
#30
Posted 20 April 2014 - 06:50 PM
Samples.
1) 12 minutes, 2 matches + building info and epic little Atlas versus Atlas fight.
2) 9 minutes, 2 matches.
Vids made when the Gauss Rifle "charge-up" mechanic change came about.
#31
Posted 20 April 2014 - 06:50 PM
#32
Posted 20 April 2014 - 06:55 PM
Koniving, on 20 April 2014 - 06:31 PM, said:
Please, unless PGI takes my armor concept and MWO has variant stock/lore-based maximum armor ratings on mechs, do not buy the Pretty Baby.
And I say this as a Pretty Baby fan. (I'm hording climbing to the tops of the tourmaline pillars all to myself! Lest PGI actually nerf the mech's only redeeming factor.)
Yeah I wasn't bad mouthing Pretty Baby I love that heap, after the 9m it's my favorite mech (well joint place with 8Q). She's a rare girl that nobody else seems to like using..part of the charm for me.
Real high chance it's mine when you do see one, maybe one other shows up in any given month.
Just pointing out that compared to the pig atlas you could do a whole lot worse.
#33
Posted 20 April 2014 - 08:39 PM
That Pretty Baby...
Poor thing.
#34
Posted 20 April 2014 - 08:56 PM
#35
Posted 20 April 2014 - 09:21 PM
Been tempted a few times to change the colors on mine but then I'd have to buy a 2nd one so I'd have a stock looking PB.
#36
Posted 20 April 2014 - 11:11 PM
AC10
6 ml
1ctr
My favorite atlas
#37
Posted 20 April 2014 - 11:43 PM
http://mwo.smurfy-ne...8cbd3fa63e83aa2
With an XL400 it goes 70 kph. It turns fast and is maneuverable. It feels more like a heavy or medium than an assault. 6 engine heat sinks dissipate a ton of heat.
Great for spurt fighting at mid to long range where you run from behind cover, quickly chain fire to unload 5 ER's on them, & duck back behind cover before they can do much.
4 ER large lasers and a gauss, with smaller engine, isnt bad either.
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