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How To Make The Adder Work?


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#1 Riverboat Sam

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Posted 02 September 2014 - 02:21 PM

I've been playing for a month or so, but am still not very good. I bought three Kitfoxes and leveled them up. That was excruciating until I found some forum posts that laid out the one and only one workable way to use a Kitfox. Once I started using that I got through the rest of the leveling up process pretty quickly and enjoyably.

Now I'm on to the Adder. I started with the prime and ran it as a pure missile boat with 2xLRM10, 1xSRM6, Artemis, CAP, AMS. It was really straightforward and easy to play. I leveled it up in record time. Now I'm trying to level up an Adder as a shooter. 2xCERPPC and some heat sinks. I just keep getting stuffed match after match. It's like I'm just starting off in the Kitfox again.

One of the posts I read on the Adder was from an experienced player who said it's useless as anything other than an LRM missile boat. I would sure like to learn to run it as a shooter too, but I'm beginning to agree with that missile boat perspective, especially since that worked so well for me.

Can anyone out there maybe give me some advice on how to successfully run the Adder as a shooter? I've tried for 10 matches now to run it like a Kitfox, where you hang with the big guys and provide them supporting fire, but it's so slow and cumbersome I can't seem to make it work. I know for sure running off to some hillside and trying to snipe like a true, fast light mech wouldn't work.

Any help? One guy turned around my whole experience with the Kitfox. Some wise old veteran out there with similar advice for the Adder?

Edited by Enlil09, 02 September 2014 - 02:22 PM.


#2 Riverboat Sam

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Posted 02 September 2014 - 02:34 PM

Interesting. Just posting this got me thinking and I may have a clue all the sudden why one cannot run the Adder the same as the Kitfox. The Kit has ECM. Whenever it got targeted I could duck out of sight and disappear. With the Adder I can't do that. Once an enemy mech gets a read on me they can pretty much see what I'm up to. I noticed many times that when I relocated in the Adder and stuck my head up for a look (just like I used to do in the Kit), the enemy that was tracking me would be right there to laser me in the face. Sometimes he was joined by friends. Maybe I can only run the Adder as a shooter if I have Radar Deprivation? Hmmm....

#3 Zordicron

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Posted 02 September 2014 - 02:46 PM

I am not sure I fit the bill on the wise part.

but, my K/D ratio on my prime running stock loadout minus target computer is over 2.5/1 so I think i can help you.

2 ERPPC, as many DHS as fit.

Adder is not a light mech, it is a medium in disguise. it plays like a hunchback more then a firestarter.

First off, triggers. Put left arm on mouse 1, right on mouse 2. Thats it, lets you chain fire or "alpha" by just pressing both. Pressing both will spike your heat so high you will have to wait a little to do it again, and then after that you will have to wait a long while or might even overheat for a second.

Do NOT get in front of your team. Follow your team, best is like 200M behind them. Always stick around with someone that can help you fight off a light, because twin PPC are not so great at 90M to hit a 150kph jenner.

So then, now wait for targets. Wait till somthing shows itself, blast it, if you have time to get several hits in, chain fire to keep heat down. NEVER OVERHEAT IF SOMETHING HAS SEEN YOU. You will be pasted into a smear in short order.

on that, it is Ok to move off to the side a little bit of your team to peak over a ridge, IF you know the enemy isnt watching for you. You are small and low, you can peak a little and rip off an alpha on someone. NOT IF THEY ARE LOOKING RIGHT AT YOU THOUGH. If they dont see you, aim it up, rip it off, back away behind cover. Dont get greedy, wait a little before peeking again so they turn their attention. If when you look over they are looking back, dont even try to shoot. back down and move.

You need to stay mobile, and you are quick enough to support your team. move to the fighting, just dont get right into the fighting if that makes sense. You run hot, so when your Fatlas pal is taking hits, help him out with 3 or 4 PPC shots to his foe, then cool off.

Dont be afraid to use your alpha on exposed mech bits to get some juicy componant destructions. Everyone is always after kills, but disarming a foe, even part way, is really undervalued in this game IMO especially when the opportunity is there.

Alternative loadouts, still shooty: Put 2 ERLL in arms, put 2 LRM 10's in torsos. mobile missiles, solid direct fire. Fire those missiles on the run as you move to support your team, fire them as you mid-range duke it out with an enemy. They reload quick, and keep a foe off balance for you to pick apart with laser fire. I also ran 2 LRM 20's in arms and 2 ERML in torsos, but I didnt like it as much, too much missile, not enough shooty.
Dont bother wirth SRM, you cant afford the close range face time to use them. LRM10's are really the best bet if you like some missiles on the side with your main course of shooty.

Thats really it, if you cant get a feel for IS mediums, the adder will be just as tricky for you. Play it low, support the team, dont run off, dont try to be part of your teams light mech wolfpack. tay out of the main brawl, shoot at it from 200-300M back and stay mobile. Focus fire with your team, adding that PPC fire makes a big difference in kill time to your Atlas pal taking the heat.

#4 Koniving

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Posted 02 September 2014 - 02:54 PM

While I read and what not....

That's bad experiences.

Here's an example of a great experience with the Adder versus an ECM Spider AND an ECM Atlas at the same time in brawling range. It's time skipped to the up close fight.

Edited by Koniving, 02 September 2014 - 03:00 PM.


#5 The Great Unwashed

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Posted 02 September 2014 - 02:54 PM

I wholehearteldy agree with the Eldagore's post. I've been running with twin ppc's (in the torso) and my record is 6 kills so far by staying back or venturing out briefly for killing blows, running at the same K/D as Eldagore.. The trick with the Adder is forgetting you are actually not a medium as you can get one-shotted by many opponents, mainly assaults---clan and IS---and you are also not really a light (as the current clan lights appear not to be) as you do not have the speed to escape. Getting chased by a fast medium when you are alone is usually fatal. Sigh.

I really like the high energy mounts in the hull so if you go LL/LRM, I'd put the LLs in the torso. 2LL/2ML also works nicely.

Edited by The Great Unwashed, 02 September 2014 - 02:56 PM.


#6 Koniving

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Posted 02 September 2014 - 03:05 PM

View PostEnlil09, on 02 September 2014 - 02:21 PM, said:

Any help? One guy turned around my whole experience with the Kitfox. Some wise old veteran out there with similar advice for the Adder?

First thing is first. 2 armor rear, maximum armor front.

Targeting computers, lots of DHS, and chain fire the ER PPCs.

An even better idea might be 1 ER PPC + 1 ER Large Laser combined with one Lower Arm Actuator and lots of heatsinks. You can fit in 2 tons more DHS and on top of that you have some wiggle room in the arms as well as something that works better against pesky lights.

I've never tried it, but I heard there's a ballistic slot available. A Gauss Rifle isn't a bad idea.

I have personally settled on having 1 streak or SRM, 1 LRM, and 2 lasers. Sometimes replace the SRM or Streak with an ER PPC in the ST but that's a pretty hot setup that doesn't work so well after the PPC nerfs.

Against enemy lights, go in 1/2 reverse and keep turning so that they are always in front of you and hammer away at them. Let them circle, it'll get them killed. Remember to go for the legs for the fastest kills. You can't waste your time getting circle-jerked by a light.

Edited by Koniving, 02 September 2014 - 03:07 PM.


#7 n r g

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Posted 02 September 2014 - 03:34 PM

View PostEnlil09, on 02 September 2014 - 02:21 PM, said:

I've been playing for a month or so, but am still not very good. I bought three Kitfoxes and leveled them up. That was excruciating until I found some forum posts that laid out the one and only one workable way to use a Kitfox. Once I started using that I got through the rest of the leveling up process pretty quickly and enjoyably.

Now I'm on to the Adder. I started with the prime and ran it as a pure missile boat with 2xLRM10, 1xSRM6, Artemis, CAP, AMS. It was really straightforward and easy to play. I leveled it up in record time. Now I'm trying to level up an Adder as a shooter. 2xCERPPC and some heat sinks. I just keep getting stuffed match after match. It's like I'm just starting off in the Kitfox again.

One of the posts I read on the Adder was from an experienced player who said it's useless as anything other than an LRM missile boat. I would sure like to learn to run it as a shooter too, but I'm beginning to agree with that missile boat perspective, especially since that worked so well for me.

Can anyone out there maybe give me some advice on how to successfully run the Adder as a shooter? I've tried for 10 matches now to run it like a Kitfox, where you hang with the big guys and provide them supporting fire, but it's so slow and cumbersome I can't seem to make it work. I know for sure running off to some hillside and trying to snipe like a true, fast light mech wouldn't work.

Any help? One guy turned around my whole experience with the Kitfox. Some wise old veteran out there with similar advice for the Adder?


Here, you go dude:
http://mwo.smurfy-ne...7e8f1acd0210159

It will be much more heat efficient with the double efficiencies unlocked.

Do 2x2, so 2pulse on a group and the 2mediums on a group.

Stay around 600m~ and profit. Thank me later.

View PostKoniving, on 02 September 2014 - 03:05 PM, said:

First thing is first. 2 armor rear, maximum armor front.

Targeting computers, lots of DHS, and chain fire the ER PPCs.

An even better idea might be 1 ER PPC + 1 ER Large Laser combined with one Lower Arm Actuator and lots of heatsinks. You can fit in 2 tons more DHS and on top of that you have some wiggle room in the arms as well as something that works better against pesky lights.

I've never tried it, but I heard there's a ballistic slot available. A Gauss Rifle isn't a bad idea.

I have personally settled on having 1 streak or SRM, 1 LRM, and 2 lasers. Sometimes replace the SRM or Streak with an ER PPC in the ST but that's a pretty hot setup that doesn't work so well after the PPC nerfs.

Against enemy lights, go in 1/2 reverse and keep turning so that they are always in front of you and hammer away at them. Let them circle, it'll get them killed. Remember to go for the legs for the fastest kills. You can't waste your time getting circle-jerked by a light.


Horrible build. PPC and LL? why mix slow velocity with high speed laser? Terrible. There are better weapons than PPCs now, please kids get off the PPC bandwagon.

#8 Koniving

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Posted 02 September 2014 - 04:01 PM

View PostE N E R G Y, on 02 September 2014 - 03:34 PM, said:

Horrible build. PPC and LL? why mix slow velocity with high speed laser? Terrible. There are better weapons than PPCs now, please kids get off the PPC bandwagon.


Terrific build. Here's why.

ER PPC is hot and very long range. Instant damage. Only 15 heat. Good for "pop out, shoot and disappear" tactics and cover-shooting.

ER LL is a beam time weapon that requires a lot of time on target. Is is awful for cover shooting, but it is great against fast targets (the beam is instant and you can make up for a miss), highly focused, and rather cold.

The ER LL's presence allows you to exploit the fact that having one lower arm actuator allows your ER PPC to flex and fire. This means shots that would otherwise be impossible with just the ER PPC.

Instead of 2 ER LLs which is 16 heat and a lot of "ZOMG I AM OUT IN THE OPEN CAN YOU SHOOT ME NEED A DISPENSER HERE" screaming at the top of your lungs looking to die time where everyone wants to kill you... you have a choice between the advantages of an ER LL or an ER PPC at any time you so choose with incredible ease.

The very fact that the two weapons are incompatible means you will never fire both at the same time, making it superbly heat efficient even in Terra Therma while standing in the lava, where heat would cripple a 2 ER LL or 2 ER PPC build.

You'd be quite amazed what a little "derp are there more things to do than boat stuff" ingenuity might bring.

It also lets him stay beyond 800 meters where it's quite a bit safer.

(Of course this is under the assumption that an ER LL ever becomes 1.5 to 1.6 seconds beam time again. Until then use an LPL instead. So long as the ER LL is 2 second beam time....it isn't quite such a good idea.)

Edited by Koniving, 02 September 2014 - 04:03 PM.


#9 n r g

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Posted 02 September 2014 - 04:06 PM

View PostKoniving, on 02 September 2014 - 04:01 PM, said:


Terrific build. Here's why.

ER PPC is hot and very long range. Instant damage. Only 15 heat. Good for "pop out, shoot and disappear" tactics and cover-shooting.

ER LL is a beam time weapon that requires a lot of time on target. Is is awful for cover shooting, but it is great against fast targets (the beam is instant and you can make up for a miss), highly focused, and rather cold.

The ER LL's presence allows you to exploit the fact that having one lower arm actuator allows your ER PPC to flex and fire. This means shots that would otherwise be impossible with just the ER PPC.

Instead of 2 ER LLs which is 16 heat and a lot of "ZOMG I AM OUT IN THE OPEN CAN YOU SHOOT ME NEED A DISPENSER HERE" screaming at the top of your lungs looking to die time where everyone wants to kill you... you have a choice between the advantages of an ER LL or an ER PPC at any time you so choose with incredible ease.

The very fact that the two weapons are incompatible means you will never fire both at the same time, making it superbly heat efficient even in Terra Therma while standing in the lava, where heat would cripple a 2 ER LL or 2 ER PPC build.

You'd be quite amazed what a little "derp are there more things to do than boat stuff" ingenuity might bring.

It also lets him stay beyond 800 meters where it's quite a bit safer.

(Of course this is under the assumption that an ER LL ever becomes 1.5 to 1.6 seconds beam time again. Until then use an LPL instead. So long as the ER LL is 2 second beam time....it isn't quite such a good idea.)


Garantee you the LPL + Medlaser will stomp that build lol.

You're weapons to synchronize thus you have to stay in the open longer. And the ERPPC has been nerfed severely - you will miss where I will hit you every time with my weapons ;)

#10 Riverboat Sam

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Posted 02 September 2014 - 04:10 PM

Plenty of food for thought here. Thanks guys. Time to update my build and go get stuck in!

#11 Bhelogan

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Posted 02 September 2014 - 04:33 PM

I ended up running 2 LPLs and 2ERMLs. Pop out shoot, and get back under cover. Couldn't find another build I liked.
ADR-PRIME

Like above, but put the LPLs in the arms.

Edited by Bhelogan, 02 September 2014 - 04:36 PM.


#12 Nothing Whatsoever

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Posted 02 September 2014 - 04:36 PM

First off I have to admit that I'm nuts; and enjoy getting up close, especially with SRMs after their code improvement.

So something else to consider, is a build like this: SRMer

On most maps you can close on the enemy with such weapons (but you need to watch ur teammates and know where to go, sometimes you get unlucky and spectate too early, but I have enough fun with such builds).

Such a close range build has worked for me on various other mechs, and it's something I've been looking at for when I get to drive an Adder.

Edited by Praetor Knight, 02 September 2014 - 04:37 PM.


#13 Mondos

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Posted 02 September 2014 - 04:48 PM

Hi Enlil09
If your keen give the two CERPPC's build a shot, scrap the targeting computer and add extra DHS.
You just have to remember you’re a light with no jump jets and low slung arms, but your low to the ground and can hide behind a lot of terrian. Don't use the zoom module if you can help it, you have a tendency to stop to aim. Shoot from the hip and move from cover to cover to give yourself a chance to cool down.
I find it a lot of fun.

For the Adder-D, you can use an CERPPC and A/C5, runs a bit cooler but doesn't have quite the same punch. I find it good as it is the same play style as dual CERPPC's so swapping from one to the other isn't a big shift while levelling.

#14 Spike Brave

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Posted 02 September 2014 - 05:06 PM

I'd like to weigh in in favor of the 2 Large Pulse Laser build. In my case I discard the 2 er medium laser laser in favor of two more heat sinks. I use it to snipe and support the bigs when they push.

#15 n r g

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Posted 02 September 2014 - 05:17 PM

View PostSpike Brave, on 02 September 2014 - 05:06 PM, said:

I'd like to weigh in in favor of the 2 Large Pulse Laser build. In my case I discard the 2 er medium laser laser in favor of two more heat sinks. I use it to snipe and support the bigs when they push.


I think at the very minimum 2pulse 1medium is TOTALLY doable (mastered my Kitfox with this loadout with JJ and ECM and possibly less heatsinks, would have to check)

#16 Riverboat Sam

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Posted 02 September 2014 - 11:41 PM

Hi Guys.

First, thanks for all the great advice! My play in the shooty Adder has totally turned around in just one night. Horray!!

I went for the 2xLPL and 2xERML build. I also got rid of my advanced zoom. Seems that one of the big differences here is that the Kit can mount AC2s and AC5s, up high, making it an awesome long range sniper/harasser. The Adder with the above loadout seems to just work so naturally anywhere inside of 800 meters. I don't need the zoom but I do need a lot more situational awareness. If the bad guys get inside of 200 meters I run for cover behind my big brothers. I'm really amazed at how much this little mech can contribute to the team just doing that one thing - providing mid range fire support. It does a lot more damage than I could in the Kit as well. The Kit was more of a harasser and support. The Adder actually chews off arms and legs at a steady pace, takes some of the heat off my bigger team mates, and even scores the occasional kill.

I love it when an enemy assault mech charges into our lines. While he goes toe to toe with our assaults and heavies I alpha strike him over and over from the side and rear. I get the kill most times. He never thinks that little Adder behind him is important.

Fun!

#17 Anassi

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Posted 03 September 2014 - 01:53 AM

View PostEnlil09, on 02 September 2014 - 11:41 PM, said:

I love it when an enemy assault mech charges into our lines. While he goes toe to toe with our assaults and heavies I alpha strike him over and over from the side and rear. I get the kill most times. He never thinks that little Adder behind him is important.


That is the one huge advantage I found the Adder has - everyone ignores you if there is just about any other target available. The Adder can fit a surprising amount of firepower for a mech it's size and it's not a priority target like the Kit Fox and it's ECM. This gives you pretty much free reign to rip off components with Lasers, PPCs, SRM24s and even massive cannons like a UAC20, as long as you keep your head down and stay with the big guys.

#18 MonkeyCheese

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Posted 03 September 2014 - 02:09 AM

I dont own one but I did try one on the last test server, did pefectly fine with this 2erppc 2lrm5 build http://mwo.smurfy-ne...863c450b9772854

36 shots of indirect lrm support and unlimited dual erppc, as long as you know how to handle heat and when to chain fire. Would be a great teaching tool.

Also it is something that the kitfox cant actually do

#19 Mobile Ordnance Platform

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Posted 03 September 2014 - 02:33 AM

so im curious now, the best use overall for adder is a lrm boat ?
i mean it excels at that role in its weight class ?

(or not ?)

#20 Alistair Winter

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Posted 03 September 2014 - 02:38 AM

I can confirm that 2xCERPPC without targeting computer is a great build.
2xCLPL and 2xCERML is also a great build.

I don't particularly recommend the CERLL on the Adder because you have to stay in LOS so long to do damage.

View PostGamerGirlGundam, on 03 September 2014 - 02:33 AM, said:

so im curious now, the best use overall for adder is a lrm boat ?
i mean it excels at that role in its weight class ?
(or not ?)

I don't think so. As an LRM boat you're basically helpless against light mechs. A good LRM boat should at least have 3 or 4 medium lasers to fight off light mechs looking for that easy kill. An Adder LRM boat isn't fighting off anyone. And it can't outrun anything.

It does ok but I think it's better in its intended role, either as a PPC sniper or a mini-brawler with lasers.

EDIT: Of course, in the solo queue, virtually any mech can potentially do a lot of damage if you slap 3 or 4 LRM launchers on. With the right team, LRM boats always do well. I just don't think the Adder is particularly good for the job.

Edited by Alistair Winter, 03 September 2014 - 02:39 AM.






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