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Kiss Builds...


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#21 Androas

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Posted 05 May 2014 - 05:24 AM

Depends on the mech, lights and mediums 1 or 2 weapon groups, max 3 in case of my Grid Iron.
Heavys 3 to 4 up to assaults which i have up to 6 on my la malinche for example,
it would be a waste of slots, to try and stick to 2-3 wep groups on those assaults,
but then, assaults arent meant to be easy to use anyway ;)

btw. nice vid konivig, as usual.

#22 Bhelogan

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Posted 05 May 2014 - 05:36 AM

View PostAndroas, on 05 May 2014 - 05:24 AM, said:

Depends on the mech, lights and mediums 1 or 2 weapon groups, max 3 in case of my Grid Iron.
Heavys 3 to 4 up to assaults which i have up to 6 on my la malinche for example,
it would be a waste of slots, to try and stick to 2-3 wep groups on those assaults,
but then, assaults arent meant to be easy to use anyway ;)

btw. nice vid konivig, as usual.

Yup this. Because with lights I am a lot more worried about where I am driving, not which weapon group I want to fire as I whiz by. While with slower mechs I am much more worried about shooting and not so much driving once I get a target in sight.

#23 Turist0AT

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Posted 05 May 2014 - 06:09 AM

Didnt read all the replys but i have 2 pesos to give.

I agree with you OP, thats how i like to run my mechs to but KISS is often not supported by the devs. You are ecuraged to mix as much as possible, couple of this couple of that. To have a defined role has gotten allot more difficult.

What if i only want Large pulse lasers, say 4 of them, chainfire will trigger ghost heat. "I need to jump thru hoops to make it work"

That is my gripe.

#24 Votanin FleshRender

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Posted 05 May 2014 - 06:14 AM

KISS is easier on new players... when I was new I grouped long range direct fire on 1, short range direct fire on 2, Lrms on 3. Still use it a lot, but now I've discovered I like have left/right side weapons grouped for shooting around corners.

#25 Rear Admiral Tier 6

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Posted 06 May 2014 - 01:04 AM

Posted Image

guess what the only button does :(

#26 CCC Dober

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Posted 06 May 2014 - 02:22 AM

Yeah, keeping it simple here as well. Ideally 2 weapon groups, but more often than not 3.

Group 1: Weapons that synergize
Group 2: Support weapons
Group 3: Basically group 1 without 'hot' weapons

The concept here is to optimize a Mech around the first group and run the other groups lean and mean, as they are meant to deal with contingencies. Now if I could get my mouse wheel to work consistently/at all ... oh well.





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