Huginn Vs Oxide Vs Ember Vs Locust
#21
Posted 08 October 2014 - 11:10 PM
From other 3 the best is Ember.
#22
Posted 09 October 2014 - 01:47 AM
The problem is that it's difficult for us to answer to your problem : it depends on your playstile!
The ember is by far the best, anybody can use it well i think. It's a good crit seeker and finisher, it's always cool to have an ember in your team, and all of the whale or slow assault will fear you!
But i made better matches with the Oxyde. I use it with 4 srm4, and i really often do 600 damages matches with 3-4 kills. This mech is very powerfull, but it's very difficult to play. You die very quick in this chassis and you have to be very smart and to be a good pilot, with a good knowledge of the battlefield.
The Huggin : a lot of people dislike this mech. The raven has a profile for the long range combat, when you come closer, you are very easy to kill. But strangely i really like this mech (FRR paint schem <3 ). I often made good matches, but it's not the same ratio than the Ember or Oxyde. I use a standard build : 4x MG + 2xSSRM2. This little bird is very difficult to play, it's the more difficult of the light heroes in my opinion. But when you know how to pilot it, you will made very good matches. You have to stick with the heavies but you can deal with other lights if you go alone. You can't kill big assault mech with the SSRM2, but if you take standards SRM you will be a true killer and critseeker mech.
Don't forget that with the new quirks on the IS mechs, the Huggin and Oxyde will have some new positive quirks! Maybe it's should be smart to wait for the release of the new quirks system...
This three heroes really deserve a try, but if i have some advices : take an Ember to start, this one will never disappoint you, and it's a good investment...
See you on battlefield, mechwarriors =)
#23
Posted 09 October 2014 - 05:07 AM
Ember got more jumpjets, and has weapons that do not require ammo (commonly med las)
Huggin is a raven, I love ravens. (real advantage: they have missiles and those can dish more damage faster but require ammo)
I normally get more damage with my huggin because on hot maps I can't fire as often in a firestarter and I just love getting right up behind an enemy mech and blast away with my srm 4's and MG's.
Sometimes I troll with a 3 ton ammo, 2 x LRM 20 build... it's so funny having more LRM's then most catapult builds.
I say wait for a better idea on what to get after quirks are updated for all mechs, then find out which of the huggin or raven suits your fancy.
Oxide is what you think, streak boat, LRM 5 boat, or SRM 4 boat. or a mix, your choice. But it has all the negatives or the huggin raven but has it's own set of positives. (if I remember right it has no jumpjets)
Locusts are amazingly fun if you are a good light mech pilot. I have fun with 6 small pulse builds, 4 mg's 1 med las, or 4 srm 2's and 1 med las. etc. Locusts can do any kinda build between the variants of ballistic, energy, or missile boating.
#24
Posted 09 October 2014 - 02:53 PM
I am not a great Ember pilot, there is something that just doesn't feel right to me in how it handles, but the other day I made my best game ever in a light: 8 kills, I just wish I knew what I did right lol.
#25
Posted 09 October 2014 - 05:39 PM
Lots of stuff you can do with it from the base 4ML+4MGs to 4ML+AC5 to LBX10s and stuff. Just weird unconventional stuff that actually works.
and don't forget it can use JJ (which I don't use but lots do)
#26
Posted 09 October 2014 - 05:56 PM
#27
Posted 10 October 2014 - 07:00 AM
#28
Posted 10 October 2014 - 07:06 AM
#29
Posted 12 October 2014 - 07:45 AM
I hope Huggy gets some fantastic quirks. because it is rather bad otherwise. Yeah you can do fine in it, but it suffers in firepower because of tonnage and no laser points(and not enough missile points for high dmg output) and also from "giant raven leg syndrome" wherein all one has to do to leg it is aim at the waist down, and guarantee hits on one leg or other. I ran mine with guass for a while for LULZ(I got 3 "******* guass huggin" comments in chats off the top of my head) and ran AC20 huggin for a while(LOL forest colony tunnel, i held the door on two occasions against an Atlas once and a Battlemaster the other) but mostly quad MG is the order of the day. unfortunatly, there are like 4 other mechs i prefer MG on right off that do it better.
Oxide: streak boat was really fun. MUST PILOT CAREFULLY. As in, dont just freegin run out way ahead of team so light hunter on enemy team comes after you and smokes half your armor off right away. Hang out with bigguns, vulture mode, chase those f'ing FS9's away from your Fatlas pal, etc. later in match, be more aggressive, exposed internals on big mechs, worth a shot or two, if you strip a bunch of firepower off a biggun you did a big service to your team. I see people doing SRM also, but that is more difficult to play IMO, because on streaks you can twist as you fire in close range and still hit, so you dont have to face tank as much. Just look back occasionally to retain target lock. Chainfire streaks is terrifying to most lights also.
Ember: this is like the only "normal" mech on your list, so obviously people will praise it. it is a solid performer, used to be better when JJ were better, BUT will see some improvment IMO when Russ puts his JJ fix in. Thins with FS9's, depending on your ping, sometimes they are broken for HSR. They eat it as fast as any other light otherwise. Other thing: torso veticle movement is LOL. You cant use those MG unless pretty well on even ground, but they are very nice, almost like free DPS because the quad ML is normal loadout on most lights anyway. If you want to try a FS9 out, just put quad ML in arms and go run one. You can try twin MG on the one too if you want to see how that Torso movment works out. Solid mechs anyway.
And still of all these, Trollmandos are left out, and should not be as they really are fun to play mechs. ECM trollmando is my least favorite. Super agile, fast, armed with ML like the others. Easily more sturdy then a locust, harder to leg then other lights.
#30
Posted 13 October 2014 - 10:16 AM
so love that thing XD just got legged in front of a summoner at tourmaline, face to face, he had no chance XD orange center while i got shot from him, a nova, a victor and a timberwolf x) and damn these mg's are shreddin like hell XD
#31
Posted 18 October 2014 - 12:35 AM
UrsusMorologus, on 08 October 2014 - 09:44 AM, said:
They're good because they have the mobility and speed. The JJ are absolutely essential for turning and general ability to escape situations. I actually do like the Jenner, but the Ember is a better mech for constant sustained skirmishing, whereas the Jenner is a better strafer and peeker. ECM is also not very helpful on Light mechs if you know what you're doing. LRMs should be useless against you. Streaks are easily avoided if you are aware, and darting in and out of cover is enough to keep you out of sight. Good players can easily pick you out and snipe you (as a one-shot kill) even with ECM on as long as you are exposed.
#32
Posted 18 October 2014 - 01:36 AM
#33
Posted 18 October 2014 - 02:55 AM
Okay, seriously now. First off, the Locust isn't in the running because at this time, it doesn't have a Hero loadout. Don't get me wrong, I have great fun in it, when I don't get vaporised at 1200m. Driving one feels like your laying face down on a skateboard, with a pair of rocket motors strapped to your back. And your about as fragile. And it has some good builds. But it ain't a Hero.
Of the three Heros listed, I would have to say the Ember is the goto mech. I personally have never managed to get above 250 with the damned thing, but I've seen enough people wreck face with them to know they are a formidable force.
My preference would have to be the Oxide however, with a Quad SRM 4s and as much ammo as you can cram into it. It's a Flanker. You never stay and brawl. You sneak around the enemy Deathball, leap out from behind a rock screaming BANZAI! unload a volley of missiles into someones rear armor, and then run like a scalded cat. The only time you stay and fight is when the enemy is more holes than mech, and you know you can put him down within 2 salvos. Anymore than that, and either he or his team will cripple you. Where the Ember is all about the brawl, the Oxide is very much an assassin.
The Huginn. What can I say about it. It's like a Mix between the Oxide and the Ember, but with the Ravens funky hitboxes. I don't think they ever got fixed again after the Great Nerfing (for info regarding the Great Nerfing, check out any posts around the time that the Raven got introduced). Some people swear by them. I've never found a build I liked. Though the Quad AC2 I saw once was notable, just for the Lol factor.
Anyways. Lots of Words, saying what everyone else has said, but with more.
TL:DR Ember beats Oxide beats Huginn beats Locust. Super Locust BEATS ALL!
#34
Posted 18 October 2014 - 11:58 AM
#35
Posted 19 October 2014 - 11:11 AM
For my part, Firestarters with 5 or 6 MLs work much better then 4 Lasers and 4 MGs. MGs need time to do damage and that means you need to spend time next to one or more targets that might shoot back.
The reason I mostly play my Ember is the 30% Cbill bonus
Edited by xe N on, 19 October 2014 - 11:12 AM.
#36
Posted 22 October 2014 - 07:29 AM
#37
Posted 22 October 2014 - 07:34 AM
The Ember is a great mech, very flexible, but best in cleaning up damaged mechs, hit and run, and harrassing.
The Hugin looks like a good mix between the two, but I think it falls short of either.
The Locust... only useful if you need a 20 ton mech for CW. Can be fun, but not extremely competitive. The Death's Knell would be a better mech than most Locusts.
Edited by Bront, 22 October 2014 - 07:34 AM.
#38
Posted 04 November 2014 - 07:01 PM
The Oxide is a BIG hitter (32 alpha). I run 5 tons ammo, 280XL and 4x4srms. The quirk implementation has removed the bad acceleration/deceleration issues and have increased missile cooldown and heat dissipation (even better quirks using 4srms). The Oxide is now as responsive as the other Jenners, minus JJs and using 4srms it can put on the hurt pretty quick. If you get behind an assault you can do major damage before they realise that they are in big trouble.
Getting 600+ damage with it is common. You have done a few kills/assists, caused major distraction and have made it easier for your team to work on such mechs you have damaged.
Don't like dogfighting lights though in an Oxide, not a job it is most effective in apart from getting on the tail of a fleeing light
Have only done about 60 games in an Ember and it does ok and it quite effective in killing off damaged mechs with all those MGs. Lasers gives it a continuous damage capability which the Oxide cannot.
Hugin - looking forward to using it - 2xsrm6 and 4MG, 280xl and 2 JJs will be my first build. Ammo dependent as well but I am used to such limitations due to Oxide use.
Cheers!
Eboli
Edited by Eboli, 04 November 2014 - 07:04 PM.
#39
Posted 05 November 2014 - 06:31 PM
Eboli, on 04 November 2014 - 07:01 PM, said:
The Huginn gets such a huge quirk bonus for using SRM4s (25% cooldown and 12.5% range bonuses) that it makes more sense to use dual SRM4s and add two more tons of ammo. The SRM4s end up firing every 1.5 seconds and have a 338m range while the SRM6s would fire every 3 seconds and have a 304m range.
#40
Posted 05 November 2014 - 07:17 PM
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