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Did The Latest Patch Kill The Shooty Adder?


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#1 Riverboat Sam

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Posted 08 September 2014 - 10:51 AM

The Adder seems to want to be a light missile boat if you look at the hard points available. It has always also been viable as a laser boat. Two large or large pulse lasers mounted high in the torsos and a couple mediums in the arms for closer in made it a fun support platform like the Kitfox.

Well, for some reason I just can't make any shooty build work since the latest patch. I've tried all sorts of combinations. Even adding a silly amount of heat sinks doesn't seem to help. I built one with 2xCERL, 2xCERM, and 6xCDHS. The heat efficiency only hits .94 - even with six dual heat sinks!

I tried to play the build and man, one alpha strike and you are hobbled. Before the patch I could get off two. It's not so much the rate of heat build up. That's a bit worse. The real problem is the drastically increased ghost heat. Even with six DHS is takes a ridiculous amount of time to bleed off enough heat to fire again. It's just not viable.

Am I missing something here? Any comments appreciated....

#2 DrSlamastika

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Posted 08 September 2014 - 11:23 AM

Thats not about ghost heat . . this is abour real heat, and yes, this patch destroyed ER medium lasers thats a fact :(

#3 Riverboat Sam

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Posted 08 September 2014 - 07:09 PM

Actually, I spoke too soon. I think I found a solution. 2xCERL 2xCSRM4 (2 tons of ammo) and 6 CDHS. Plenty of horsepower at range and up close. Almost never overheats. Actually working quite well for me.

#4 eFTy

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Posted 12 September 2014 - 07:48 AM

Try 4x C ER MPL with as many heat sinks as you can fit in there. I do this on the Kit Fox and it works rather well. You just have to shoot 'n scoot like most jenners (you do practically the same damage, over a bit shorter duration, at a longer range).

#5 DONTOR

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Posted 22 September 2014 - 08:54 AM

View PostEnlil09, on 08 September 2014 - 07:09 PM, said:

Actually, I spoke too soon. I think I found a solution. 2xCERL 2xCSRM4 (2 tons of ammo) and 6 CDHS. Plenty of horsepower at range and up close. Almost never overheats. Actually working quite well for me.

The fixed flamer will greatly reduce you heat efficiency number in the mechlab, and thus you will never know how good your heat eff. actually is on this mech... its soooo annoying to me.

#6 Revis Volek

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Posted 22 September 2014 - 09:03 AM

Well just subtract that from your heat...that build is actually like 1.08, most are 1.08-1.17 from my experience depending on the build IF you plan on NEVER using the useless flamer.

I have embraced the flamer and treat it like a head mounted can of bear mace....SPRAY AND RUN AWAY!

Best Adder build BTW is this one...(other then missile builds)

1x Gauss (R arm)
2x Sm Lasers (R & L torso)
1x Er Med Laser (L arm)
2.5 Tons Gauss Ammo.
Plus the Bear Mace (Flamer) for blinding them as you run away for more sniping!

Just make your shots count with the Gauss (cockpit or sure shots only) and use the ER Med to open the Armor up. Flamer and Sm Lasers are for finishing off crit mechs and keeping DPS up while running away. Not really a bralwer but can do fine Mid range and out.

Edited by DarthRevis, 22 September 2014 - 09:03 AM.


#7 DONTOR

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Posted 23 September 2014 - 08:56 AM

Sounds fun but I would go 2 CERMLs in torsos, nothing in the left arm strip the armor add .5 tons gauss for a total of 3, that seems a bit beter to me.

#8 TercieI

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Posted 23 September 2014 - 09:40 AM

View PostDONTOR, on 22 September 2014 - 08:54 AM, said:

The fixed flamer will greatly reduce you heat efficiency number in the mechlab, and thus you will never know how good your heat eff. actually is on this mech... its soooo annoying to me.


Use Smurfy Weaponlab, set flamer use to 0. Sorted.

#9 DONTOR

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Posted 23 September 2014 - 09:45 AM

Thats what I do, but it would be nice if we had something like that in the actual MWO mechlab...

#10 TercieI

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Posted 23 September 2014 - 09:48 AM

View PostDONTOR, on 23 September 2014 - 09:45 AM, said:

Thats what I do, but it would be nice if we had something like that in the actual MWO mechlab...


Well, I don't disagree with you, but the entire mechlab is so FUBAR and the heat efficiency number so arbitrary and opaque, this just seems to be par for the course. I do everything in Smurfy and just do "final assembly" in-game. Anything else is a recipe for alcoholism. ;)

#11 DONTOR

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Posted 23 September 2014 - 09:50 AM

Hahaha good call!

#12 Jon Gotham

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Posted 23 September 2014 - 09:56 AM

View PostDarthRevis, on 22 September 2014 - 09:03 AM, said:

Well just subtract that from your heat...that build is actually like 1.08, most are 1.08-1.17 from my experience depending on the build IF you plan on NEVER using the useless flamer.

I have embraced the flamer and treat it like a head mounted can of bear mace....SPRAY AND RUN AWAY!

Best Adder build BTW is this one...(other then missile builds)

1x Gauss (R arm)
2x Sm Lasers (R & L torso)
1x Er Med Laser (L arm)
2.5 Tons Gauss Ammo.
Plus the Bear Mace (Flamer) for blinding them as you run away for more sniping!

Just make your shots count with the Gauss (cockpit or sure shots only) and use the ER Med to open the Armor up. Flamer and Sm Lasers are for finishing off crit mechs and keeping DPS up while running away. Not really a bralwer but can do fine Mid range and out.

There is something inanely satisfying about that flamer-I spam mine wherever possible. the irritation and rage it seems to generate is priceless:)

#13 IraqiWalker

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Posted 23 September 2014 - 09:56 AM

View PostTerciel1976, on 23 September 2014 - 09:40 AM, said:


Use Smurfy Weaponlab, set flamer use to 0. Sorted.

How do you do that?

#14 TercieI

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Posted 23 September 2014 - 09:58 AM

View PostIraqiWalker, on 23 September 2014 - 09:56 AM, said:

How do you do that?


Load up a mech in Smurfy and there'll be a button up top labeled "Weaponlab." When opened, it will include sliders for each weapon (what % of firing you want) as well as check-boxes for skills, etc. that let you get a lot of data on builds (and, more importantly, builds as they're actually used).

Edited by Terciel1976, 23 September 2014 - 10:00 AM.


#15 IraqiWalker

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Posted 23 September 2014 - 10:52 AM

View PostTerciel1976, on 23 September 2014 - 09:58 AM, said:


Load up a mech in Smurfy and there'll be a button up top labeled "Weaponlab." When opened, it will include sliders for each weapon (what % of firing you want) as well as check-boxes for skills, etc. that let you get a lot of data on builds (and, more importantly, builds as they're actually used).


Thanks for the tip. I've been using smurfy's for almost 2 years, and I'm embarrassed that I never used that before.

I just remove each weapon group to figure out what my heat efficiency with the others is (for a mech with PPCs and MLs, I remove the MLs to see how good the heat is with the PPCs, remove the PPCs, to see how the MLs do)

Edited by IraqiWalker, 23 September 2014 - 10:53 AM.


#16 TercieI

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Posted 23 September 2014 - 11:35 AM

View PostIraqiWalker, on 23 September 2014 - 10:52 AM, said:


Thanks for the tip. I've been using smurfy's for almost 2 years, and I'm embarrassed that I never used that before.

I just remove each weapon group to figure out what my heat efficiency with the others is (for a mech with PPCs and MLs, I remove the MLs to see how good the heat is with the PPCs, remove the PPCs, to see how the MLs do)


:) I had the exact same experience, though not quite at two years.





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