Loadouts That Surprised You.
#21
Posted 22 September 2014 - 12:19 AM
1 ERPPC 1 Medium Laser 1 SSRM2 with a ton of ammo and 3 MG's with 1.5 tons of ammo.
DHS, Endo and a standard 205 engine make this a surprisingly nasty little support support mech that can really tank the damage across its self. Add in an AMS with 1.5 tons of ammo to help clear the skies and a nutcase pilot with a thing for chasing down pre (Me ) and you have a dreaded unit on the battlefield.
#22
Posted 22 September 2014 - 12:39 AM
Summoner, UAC2, ERPPC, LRM20.
He was standing at the top of the mountain on Alpine Peaks skirmish. We were fighting between the antena/base, and he was poking from there the whole game, outside the range of most weapons. I was on the dire whale, and the thing about it is that he was extremely annoying with the whole UAC2 shake. so whenever i wanted to snipe him with the gauss, it was that shake all over again and I really did not want to miss that shot, not to mention the gauss was out of effective range. Yes, it's just UAC2 but it adds up, and than the ERPPC hit in between too. And he only annoyed from time to time, and i had better targets to shoot at than a Summoner at 1200 meters range.
In the end, he was the last man standing, and on our team we had a crippled light, my chewed up dire whale at the base hill and another medium that died as from the Summoner as well. And that guy was still barely touched, his armor was like orange all over the place, and we were all chewed up. Whoever wanted to climb that mountain, he got a barrage of LRM and AC fire on him, not to mention the ERPPC.
It was annoying, got me too at the end, and our light ran for a tie.
What an underwhelming chassis, but so well played with it, I had to applaud.
Edited by NeoCodex, 22 September 2014 - 12:44 AM.
#23
Posted 22 September 2014 - 12:41 AM
#24
Posted 22 September 2014 - 12:54 AM
Find the enemy direwolfs and start teh troll rain!
Edited by Evil Ed, 22 September 2014 - 12:56 AM.
#25
Posted 22 September 2014 - 01:00 AM
Evil Ed, on 22 September 2014 - 12:54 AM, said:
Why would somebody bring literally 0 damage and a tag with no ecm on a squishy locust to the team with those 2 tons of LRM, I can't even..
Spider all day long instead.
Edited by NeoCodex, 22 September 2014 - 01:00 AM.
#26
Posted 22 September 2014 - 01:03 AM
The first was the 6 large laser AWS-8Q. It doesn't work so well post ghost heat, but it was a blast before that. You got a reasonably sized engine, decent cooling, and could get off two alphas, on a cold map. Even in chain fire you could sustain a continuous burn for a good long while. Was a huge blast to play, even if 4PPC was better back then.
The other has to be the AC10 Raven. I always flipped back and forth between an AC10 and LB10; the tonnage matters when you're that small! Add in two medium lasers to get an AC20 Raven's alpha, but with more ammo and a maxed engine. That little thing was a beast, quite a lot of fun to play as well. It's a shame that the Raven's legs are far too huge to sustain a build like that in medium laser range, though.
#27
Posted 22 September 2014 - 01:15 AM
4 ERLL Summoner
They both just sound sorta eh and sub par at first glance, but are both extremely effective if played in a correct sniper position. I think they both take advantage of their chassis the best they can
My 2 LB10X Cat was a pleasant surprise too
Edited by waterfowl, 22 September 2014 - 01:16 AM.
#28
Posted 22 September 2014 - 01:20 AM
NeoCodex, on 22 September 2014 - 12:39 AM, said:
This is why the Summoner is kind of fun. When you consistantly do good **** with it you know that it's all you.
I wouldn't say it's a handicap. It's a real man's mech.
#29
Posted 22 September 2014 - 01:30 AM
waterfowl, on 22 September 2014 - 01:20 AM, said:
This is why the Summoner is kind of fun. When you consistantly do good **** with it you know that it's all you.
I wouldn't say it's a handicap. It's a real man's mech.
I know the feeling. It's like the opposite whenever you clean house with the Dire Wolf or any other meta mech, almost feels like cheating in comparisson.
#30
Posted 22 September 2014 - 02:25 AM
Wolverine 7K: XL275, endo, DHS, PPC, 2xMedLas, 2xSSRM, LRM10, AMS & max jump jets . This thing is a surprisingly good escort for tanks and LRM boats. I am constantly surprised at how effective this potentially crap quasi-frankenmech is in PUGs if I stick to persistently harassing an LRM boats target(may add TAG).
Thunderbolt 9SE: STD275, Endo, Ferro, DHS, PPC, ALRM15, 3xMedPlsLas, TAG and max jump jets. This one I love; it can take a surprising amount of damage and maintain solid damage output(shield arm is great). I've found this one really useful against Clan mechs. You can make use of unusual approach(as with all JJ) and pour ever increasing damage as you close distance.
#31
Posted 22 September 2014 - 02:29 AM
#32
Posted 22 September 2014 - 02:30 AM
Unsurprisingly, the build's not exactly effective.
#33
Posted 22 September 2014 - 02:48 AM
Edited by NeoCodex, 22 September 2014 - 02:48 AM.
#34
Posted 22 September 2014 - 04:07 AM
I had avoided anything gauss due to the charge mechanic (except for the occasional dual gauss Ilya).
Boy, how surprised I have been with the Gauss's performance in the Shad. Great sniper (I have the zoom mod on it). Once up close, the Gauss/SRM combo is brutal on the bigger targets.
I am pulling better damage and kill numbers over the Dhaka puke builds.
I never thought I'd run a single gauss, I like it in this machine.
#35
Posted 22 September 2014 - 04:21 AM
#36
Posted 22 September 2014 - 04:22 AM
And I tried that LPL stalker too. Works surprisingly well, until you land on a hot map, it really impacts that build more than any other (due to short heat spikes).
Edited by NeoCodex, 22 September 2014 - 04:23 AM.
#37
Posted 22 September 2014 - 04:54 AM
Also, dual gauss CTF-3D, I did that way before it was cool. During the times before jump jets had been nerfed to the ground and the gauss rifle had a charge mechanic. I still kept playing it after they introduced gauss charge, turning a few heads.
Please give me my MWO street cred. I'm an orginal gangster.
#38
Posted 22 September 2014 - 05:08 AM
#39
Posted 22 September 2014 - 05:27 AM
Run, poke poke, run some more, poke poke... pester, tease and stay near cover. Played this mech for a few days and had a blast. If you get jumped by 2-3 lights, you can take a leg or two, but, you are dead, Solo play was great fun and the stats amazed me 4:1 Kill and 2:1 win.
Fast enough to get into kill spots and almost fast enough to get out . Not a run with the pack mech, but, a great light mech swarm pack leader.
#40
Posted 22 September 2014 - 05:33 AM
Banshee 3E I had been running with 2 LB10X/2 Large pulse laser. Recently switched back to the meta 3E though, triple AC5/four medium lasers to test some weapon modules.
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