

How To Make The Adder Work?
#21
Posted 03 September 2014 - 02:41 AM
Personally I found the best overall use for an Adder is as a direct fire support mech. Dance around the Assaults, let them draw the fire and then unload everything you have. The Adder can fit a very decent amount of firepower for a mech it's size - no one expects UAC-20 fire from a little anklebiter. You can carry either one massive cannon (like the UAC-20, LB20-X or Gauss) with about three tons of ammo and backup weapons, two PPCs, four SRM6, and some other heavy ordnance. In the same mould you are pretty much the opposite of a priority target, as long as there is anything juicier around you'll be mostly left alone. You are also reasonably agile and can easily take cover, reposition or flank. Use that to your advantage.
#22
Posted 03 September 2014 - 03:51 AM
Anassi, on 03 September 2014 - 02:41 AM, said:
While what you say is true the all missile stormcrow goes the same speeds with more armor and ammo for a lrmboat. Adder just feels more suited to urban brawling.
#23
Posted 03 September 2014 - 04:46 AM
MonkeyCheese, on 03 September 2014 - 03:51 AM, said:
While what you say is true the all missile stormcrow goes the same speeds with more armor and ammo for a lrmboat. Adder just feels more suited to urban brawling.
True, but the Stormcrow is a Medium and overall a vastly superior mech. Anything the Adder can do, the Stormcrow can do a lot, LOT better. But again, the Adder is a light, the Crow is a Medium, so that comparison is kinda apples and pears.
#24
Posted 03 September 2014 - 04:50 AM
#25
Posted 03 September 2014 - 04:56 AM
http://mwo.smurfy-ne...dd7c24ca401fced
I stick with the big guys, open the armor with the three medium lasers, Crit them to death with the LB10X. Lights will fear you with the LB10, you can blow their legs with the combo of medium lasers and the LB10.
It's a nice build, but you always have to stick with big guys, alone in an Adder, you can't survive for a long time. I have finish to master the mech, so i think i will try the twin PPC and 2xLPL + 2xML builds =)
#26
Posted 03 September 2014 - 05:04 AM
Edited by The Great Unwashed, 03 September 2014 - 06:05 AM.
#27
Posted 03 September 2014 - 05:08 AM
Fun Fact: The guy that got first in Clan Lights in the last event ran an Adder. We made a nasty pair with his Adder and my Stormcrow.

#28
Posted 03 September 2014 - 06:18 AM
#29
Posted 03 September 2014 - 06:48 AM
The Adder can reliably and effectively run many of the more common Oxide builds (Quad SRM/Quad Streak-6). The most reliable use is to hang well back and wait for the late-match engagement when your enemy's armor has been opened up. It does quite well as an escort for a Clan assault, especially the streak package as it allows you to reliably engage enemy lights as well.
As an energy platform the arm mounts are useless except as secondary weapons. The dual ERPPC prime build is perfectly functional assuming reliable trigger control and heat management, as long as the PPCs are in the high side-torso mounts. ER-Large lasers, Large Pulse Lasers, can also utilize these slots effectively, and the saved mass with the ER-Large, if you go that route, allow for potentially nasty secondary armament for someone foolish enough to get close. The high torso mounts make it a superb ridge-humper. Shoot-and-scoot is the name of the game. Target dep and Adv. Zoom are required to make maximum use of it.
Running an effective ballistic load is harder, but I have seen people boat around an LB-20. This usually involves trailing a Dire Wolf and coordinating so that the Assault mech strips them down and/or cripples them and the Adder finishes them off while the Whale moves on to the next target.
The Adder plays very much like a BattleMech 10-15 tons heavier. It has some of the same bonuses of the Blackjack and Hunchback (namely the high-mounted weapons), and similar speed (not quite as fast as the fastest Blackjack but faster than most), but also has a relatively low profile and a very clean silhouette. Adapt your playstyle to take full advantage of these, but it is important to keep in mind that it only has a light-mech's armoring scheme and needs to be treated accordingly.
#30
Posted 03 September 2014 - 06:59 AM
I use a build that I like to call the face hugger .
RA UAC5 , 3t ammo
RT SRM2+art, 1t ammo
LT SRM2+art, 1t ammo
LA ER Med Laser
I use a joystick (Logitech extreme 3d pro, simple and accurate) so my weapons groups will be different. here they are.
uac5 group 1 ...... the double tap on the trigger
ER ML group 2.... accuracy at med range
srm2s group 3... high dps for close in, especially on hvys and assaults backs
and the flamer on group 4.... enemies REALLY hate the flamer and it obstructs their view in close combat.
I usually get 200 - 600 dmg and I haven't finished mastering it yet.
I also recommend getting the appropriate weapon modules.. they make a difference when fighting off faster light/med mechs.
hope this helps......lemme know how it works for ya

#32
Posted 03 September 2014 - 11:26 AM

http://mwo.smurfy-ne...f3be01481a96f13
All you need. Pick your poison of whether you prefer the cERLL in the arms or torso (better aiming but low level location vs high target point in the torsoes). I wouldn't recommend just 2 pts on the back as some have because I'm routinely taking out people like that. The key isn't the weaponry its picking your targets and staying aware so you're the ambusher not ambushed. I use the radar and zoom modules but mostly free fire as you go tunnel focus and can easily die.
PS: "As an energy platform the arm mounts are useless except as secondary weapons." ... sure Kael 17... sure.

Edited by Remarius, 03 September 2014 - 11:27 AM.
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