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Hero "raven" Mech Worth It?


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#21 JonahGrimm

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Posted 29 May 2014 - 09:55 AM

Kon -

I've just gotten into playing with SRMs, and while my testing is not extensive, I can say that an SRM6 fired out of a Raven-3L's single-tube missile launcher will 'stream' to roughly the same location on a target. While there's some scatter, it's about akin to the MG's visual scatter.

It's also fun to shoot, but not really as effective as one might hope. :ph34r:

An SRM6 fired out of the main launcher will spread over distance, usually hitting two to three locations if you hit center mass.

Edited by JonahGrimm, 29 May 2014 - 09:55 AM.


#22 JonahGrimm

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Posted 29 May 2014 - 09:58 AM

... as an aside, I /really/ need to find out what the sweet spot is for streaming SRMs. An SRM machine gun really sounds like fun. :ph34r:

#23 Koniving

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Posted 29 May 2014 - 10:09 AM

View PostJonahGrimm, on 29 May 2014 - 09:55 AM, said:

Kon -

I've just gotten into playing with SRMs, and while my testing is not extensive, I can say that an SRM6 fired out of a Raven-3L's single-tube missile launcher will 'stream' to roughly the same location on a target. While there's some scatter, it's about akin to the MG's visual scatter.

It's also fun to shoot, but not really as effective as one might hope. :ph34r:

An SRM6 fired out of the main launcher will spread over distance, usually hitting two to three locations if you hit center mass.


Old news, but glad you found it! Discoveries are awesome. October 2012 when they released. But this will change over time.


Hilariously funny.

Treb 7K had this perk too, in fact it made the Trollbuchet quite viable. (Two different vids below).



Stalker 5M and any mech with a NARC beacon stock used to do this; but it got fixed for several.

Any mech that cannot equip the total tubes required to fire the missile count you're firing will have reduced spread due to the 'volley sequence' system.
Orion Arms are GREAT for this! O_O!

Certain Commandos still give this trait. The "2" tube Commando can give you pinpoint missile bullets.

#24 xMintaka

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Posted 29 May 2014 - 10:56 AM

View PostDanNashe, on 28 May 2014 - 07:08 PM, said:


Tier 4 (Bad)
X-5 (40 ton Cicada)
Death Knell (25 ton)
Fang (60 ton Dragon)
Pretty Baby (80 ton Awesome)
Flame (60 ton Dragon) (may be tier 3?)
Huginn (35 ton raven)

Don't get me wrong, some people like the mechs I've labelled tier 4 (bad), but you are far, far more likely to regret your purchase the further down my list you go, I believe.


I find myself disagreeing with a lot of these. Perhaps you're looking from a purely meta/competitive standpoint, but three of the "bad" mechs are actually some of the best variants within the chassis.

CDA-X5 - Jenner-D without JJ's, the best Cicada aside from the ECM equipped -3M.
COM-TDK - 171kph with a 20 point alpha bad? Couldn't disagree more.
DRG-Flame - By far the best variant of a bad chassis.


As for the Huginn, unless you're 100% you want it, I'd steer clear. It's a completely ammo dependent light which is a hefty drawback. Some fun builds are possible on it, and would make a good mech to zoom around late game shredding internals with 4MG. But the Ember does that better.

#25 VexDarkness

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Posted 29 May 2014 - 02:59 PM

View PostJonahGrimm, on 29 May 2014 - 09:37 AM, said:

Ballistic weapons:
- Take up lots of space for their damage.
- Require ammunition (in whole-ton lots).
- Tend to be heavy. (AC/2 is 6T, without ammo!)
- Have high rates of fire.
- Require leading the target (except the MG!)
- Do conistant pinpoint damage. (all of their damage is applied to the point the shell hits).
- Create a vulnerability - if their ammo is shot, it can explode, usually taking your mech with it.

The MG is an exception to some of this - machine guns are fantastic crit-seeking weapons, and are very light for their effect. (0.5 tons, you can ususually run two on 1T ammo.)

Energy weapons:
- Are smaller, usually requiring less tonnage and crit space (compare the PPC to the AC/10).
- Are hot!
- Do not require ammo.
- Lasers require you to stay on target - they do their damage over the duration of the "stream".
- Are 'hitscan', (except the PPC), hitting where your reticules are aimed.
- Generally have a lower rate of fire (thus less 'DPS', for what that matters).


For a point of comparison, the Medium Laser is the baseline weapon for all guns. 1T, 5DMG, 5Heat.

Awesome, thanks! :(

View PostKoniving, on 29 May 2014 - 09:38 AM, said:

It's a word with an I instead of a Y. :ph34r:

Begin on this page and scroll down at your leisure for weapon stats.

What isn't specifically covered or obvious on the page though is this:
Energy weapons (lasers) are damage over time weapons in MWO.
Pulse lasers have more umph in less time for more heat but are still beam over time.
PPCs are ballistic energy weapons in this game.
Ballistics are front-loaded instant damage with a heavy shake on the target. They also run cool, but are heavier than sin.
Missiles are pretty much just missiles.

Right now, ballistics of 5 and above are 3x their stated range, that will be reduced to 2x like most other weapons.

Energy and ballistic will go 2x beyond their stated numbers (at reduced damage; at exactly double range they will do 0 damage).

Missiles die within 1 meter beyond their stated range. (The more of these you fire at once, the more they spread; at least for LRMs. Hard to say for SRMs).

Cool, 'ppreciate it. :D





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