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Uses For The Summoner


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#1 Undercover Brother

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Posted 26 June 2014 - 09:29 PM

A lot of people seem to be looking for a niche for the Summoner. Being my favorite classic Clan Omnimech, I've been working overtime trying to find a use for it as well (especially the Prime)...And I figured it out.

The Summoner lacks the speed to be an effective hit and run mech, the stock armor is laughable and the fixed left arm and lack of hard points are maddening. In just about every way imaginable, the Timberwolf is a far superior mech. So why bother with the Summoner at all?

Stock jump jets, impressive torso twist, awesome heat efficiency, and a smaller profile all give the Summoner a higher survivability factor. If you max out the armor, you have one hell of a "tank" mech.

My experience thus far has taught me that Summoners work best paired with mechs geared towards long range engagements. They can move quick enough, and torso twist or jump well enough to defend larger and slower mechs, protect a formation's flanks, and even brawl in tight urban environments. My favorite (Prime) setup thus far compliments Timberwolves and Stalkers the best, running an LBX-AC/10 with 2 tons of ammo, a Large Pulse Laser, and a NARC with 2 tons of reloads. With this setup, I keep close to a partner until the distance closes to under 500m. I then rush in, relying heavily on my LPLAS, and popping off AC rounds on exposed internals and mech rear-ends. When I see a target that seems to be a particularly nasty threat, I pop off a NARC and withdraw, letting my team pelt them with LRMs until I can go back to finish them. I've been averaging 3 to 5 kills per match, 6 assists, and 500+ DMG per match, playing this way.

No matter how you mix and match your pods or components on a Summoner, you're forced to play as a member of a team, complimenting the play style of others. No other mechs are truly forced into cooperative game play as much as the Summoner. But, once you get past that, the Summoner can be a very effective, and downright devastating, Omnimech.

Edited by T Decker, 26 June 2014 - 09:31 PM.


#2 Jabilo

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Posted 29 June 2014 - 11:38 AM

The poor old summoner gets a very rough deal.

Its weapons load outs seem comparable to mechs 10 - 15 tons lighter.

On the other hand it has a nice turn of speed for its size and it does grab some big air with those five fixed jets.

Would be interested to see any other builds people have had success with.

#3 focuspark

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Posted 30 June 2014 - 08:24 AM

As the new breed of Splatcat, the Summoner excels.

Missile Summoner

#4 Pygar

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Posted 30 June 2014 - 08:29 AM

It seems to be an interesting missile platform...most people don't think of Jump Jets and Missiles working well together, but they do.

Haven't had much luck with direct fire builds for it yet, but I'm hoping the Targeting Computers can help with that.

#5 Redshift2k5

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Posted 30 June 2014 - 09:05 AM

Nearly every Summoner build I enjoy playing relies on the arms providing 4x energy hardpoints and ignoring all other arm options. 4x ERML and Ultra/20, 4x ERML LBX10 LRM10, or 2x ERML 2x ERLL 2x MG 2x AMS.

Will try 4x LRM launchers again when the CLRM min range changes are implemented.

#6 OznerpaG

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Posted 30 June 2014 - 09:52 AM

this is kind of a joke build for me (i NEVER use AMS, but why not for fun), and i havn't played it yet since i'm leveling the nova right now, but i planned out my summoner designs already and this is my more 'balanced' version of focuspark's splat design

http://mwo.smurfy-ne...1484458d6519db8

#7 Zordicron

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Posted 30 June 2014 - 09:34 PM

spent like 2.5 million cbills, swapped my prime pods around to make

2x UAC5(one in each torso)
4x ERML(2 in each arm)

Only ran one match with it, just built it. I was pleased. See a mech, double tap AC's and alpha ML as you strafe and run, jump around, it feels the most like a clan jump brawler as I could find so far because the torso moves so nice. The ac5's are dcent for peeping over stuff to rail on an unsuspecting enemy too.

I tried at first to make it into a long range type mech, I REALLY wanted to do a dual gauss( alas, there is no tonnage for it) for grins with sacrificial arms and all, but decided on what I have. Really, it is as close to a "cool running" clan mech as I could find without giving up a lot of firepower for it.

#8 Dakkaface

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Posted 01 July 2014 - 07:59 PM

View PostRedshift2k5, on 30 June 2014 - 09:05 AM, said:

Nearly every Summoner build I enjoy playing relies on the arms providing 4x energy hardpoints and ignoring all other arm options. 4x ERML and Ultra/20, 4x ERML LBX10 LRM10, or 2x ERML 2x ERLL 2x MG 2x AMS.

Will try 4x LRM launchers again when the CLRM min range changes are implemented.

A warning on 4xLRMs - the Summoner has no torso energy mounts, and if you use the B-arms, you have no energy mounts at all. With the current rate of misfiring LRMS that fail to register locks, you can and will run out of ammo mid game and be unable to contribute. Even if this is fixed, being without a backup weapon of some sort blows.
My current LRM heavy build looks like this: SMN-B LRM60, MLAS
Focusspark's SRM heavy Missile Summoner is also a good build, as SRMs don't suffer from the pathing or lock issues that LRMs do.





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