Banshee 3E Pilots
#1
Posted 14 November 2014 - 09:43 PM
My question for those of you that have been playing the 3E longer than me: Chain or no chain on the ACs?
Thus far, the bulk of my matches I've run with the 5's on chainfire, ML on their own group alpha, and third group is full alpha. Great suppression fire, can back nearly anything in the game off, including Dires that technically have higher firepower.
The only downside is that occasionally I get a shot where I can pop off a quick round of AC/5, and wish it had been three rounds instead for the full fifteen damage.
So I decided to try running some matches with the 3x AC on group fire, with similar damage results, only my kills got ridiculous. Now, for this weekend, this is an issue, as I want assists for the tourney, but in general, this seems like a good thing. Same 800 average damage matches, just many less assists, many more kills...like back to back to back kills.
So what's the general preference out there? Is it situation/pilot based mostly, or is there a hard-and-fast rule to live by for triple AC Banshees I missed the memo on?
(I probably won't run the 3E much this weekend, as it's too aggressive for the tourney scoring formula, but I am curious to hear how others run their BNCs.)
#2
Posted 14 November 2014 - 10:01 PM
Why would you ever chainfire them?
As a rule of thumb, it's nearly never advantageous to chainfire (not just AC5's, practically everything). The only real reason to do it is because you'll overheat if you fire all of them at once, and with AC5's that's really not a problem. That, or screen shake, but single AC5's(as with chainfire) generate very little shake. On the other hand, the reasons not to do it are serious:
You spread damage more - thus requiring higher damage output to destroy or cripple mechs, requiring in turn more ammo for the same effect and therefore costing you additional tonnage that could have been better used, and exposing yourself to more incoming fire.
You require essentially 100% Time on Target to maximize damage output and any attempts at defensive piloting result in lower damage output. Often significantly so.
So, chainfire: Lower damage output, less useful damage dealt, higher incoming damage received and more focussed incoming damage.
As AC5's are so cool as to be basically heat free, there's no need to chainfire for heat purposes.
#3
Posted 14 November 2014 - 10:14 PM
This was solo queue, i should clarify, so most pilots don't know whether they're being hit by an AC/2 or a 20, they just know their screen is shaking and they hear dakka, so they gtfo. I can definitely see how this would work a lot less well in my regular group queue drops however.
Also, killing an opponent with the least amount of damage is desirable, CBill-wise, correct? For the higher salvage bonus, you're right, i should probably be sticking to group fire and focusing on the kills.
See, this is why I wanted feedback, i forget these little things and let myself ride the exhilaration of all the dakka.
#4
Posted 14 November 2014 - 10:28 PM
Kodyn, on 14 November 2014 - 09:43 PM, said:
My question for those of you that have been playing the 3E longer than me: Chain or no chain on the ACs?
Thus far, the bulk of my matches I've run with the 5's on chainfire, ML on their own group alpha, and third group is full alpha. Great suppression fire, can back nearly anything in the game off, including Dires that technically have higher firepower.
The only downside is that occasionally I get a shot where I can pop off a quick round of AC/5, and wish it had been three rounds instead for the full fifteen damage.
So I decided to try running some matches with the 3x AC on group fire, with similar damage results, only my kills got ridiculous. Now, for this weekend, this is an issue, as I want assists for the tourney, but in general, this seems like a good thing. Same 800 average damage matches, just many less assists, many more kills...like back to back to back kills.
So what's the general preference out there? Is it situation/pilot based mostly, or is there a hard-and-fast rule to live by for triple AC Banshees I missed the memo on?
(I probably won't run the 3E much this weekend, as it's too aggressive for the tourney scoring formula, but I am curious to hear how others run their BNCs.)
Do not Chain fire x3 AC/5. You can if you want to, but it is better to group those babies and wallop those Daishi Clanners one at a time. Just saying.
#5
Posted 14 November 2014 - 11:53 PM
If you want dakka, I would suggest the 4 AC2, 4 ML loadout. It can be quite fun.
#6
Posted 15 November 2014 - 12:14 AM
While again, this isn't an optimal mech for this weekend, too many kills, hard to get assists without accidental kills, etc.....it's tearing stuff up.
I've now been using the 5's grouped, with a backup group chained in case I for some reason need the suppression, but have yet to use that group...usually stuff's dead too quickly, or I'm trying to hold off fire because I realize I'm about to get a 5th kill and I need assists for the event, and whole team is healthy and on same target lol.
It's literally harder now to not kill a mech than to kill it....guess that's what a shorter range Gauss with much faster fire would be like, 15 pinpoint, over, and over, and over...
#7
Posted 15 November 2014 - 06:56 AM
Ballistics generally make no sense to chain fire since there's rarely a large enough heat penalty to matter and you want all the shots to hit home. I have a Banshee with the exact weapon load as in the OP, and that's my experience - drilling them with 15 points of pinpoint damage over and over is very effective.
#8
Posted 15 November 2014 - 07:36 AM
But...
You CAN chain fire to suppress and force others to back down.
Conditions need to be met: You cant be the target of aggro. Chain fire costs too much face time.
Stay next to a bigger target: Atlas, Whales/etc.
You can spare teammates aggro if you start laying a stream of constant hurt at their aggressor.
if 2 Whales are in a shootout and you can get an angle and want the enemy whale to back down, chain fire his face. MAY cause him to rattle and miss your team's Whale.
Same as if 2-3 enemies are ganging up on a teammate, chain fire if fast enough to give them all some love but you trade this for face time and damage. Your choice.
All in all, grouped is better but chain fire has its uses.
#9
Posted 15 November 2014 - 08:04 AM
that constant dakka from the 2 ac/2 with that large hit of the lbx drives most enemies backwards or they start torsotwisting which makes it harder for them to hit properly.
opens some doors for your team.
#10
Posted 15 November 2014 - 11:40 AM
#11
Posted 17 November 2014 - 08:42 PM
Kodyn, on 15 November 2014 - 12:14 AM, said:
So true. I started the weekend with a 6 kill match in my BNC-3E... that was before I read the rules.
Needless to say, my poor 3E stayed in the garage for the rest of the weekend.
#12
Posted 18 November 2014 - 05:28 AM
Wintersdark, on 14 November 2014 - 10:01 PM, said:
Why would you ever chainfire them?
So, chainfire: Lower damage output, less useful damage dealt, higher incoming damage received and more focussed incoming damage.
We only chainfire. I ONLY chainfire AC's and lasers in this build. (raven only chains the AC's)
We push back rushes, we alter flanks, we change outcomes. I know it sounds bragardly, but...half the battles in pugs or our duo drop ( you know- just target drone fillers for the 8 man drops) I usually am in the top for damage, whether we win lose or draw.
I dont back down, its stand and deliver be it a light, a scarecrow, a dire.
KNOW your enemies hit box and profit.
Its the only mech I broke 1000 damage in 3 times. I suck, I get that, my elo puts me into groups that make stupid mistakes. But the KtD keeps climbing, and I keep seeing better players.
your mileage may vary, your .02 may differ, but- for me- MY results? Chain fire. No other way. I do die a lot- but if you can kill cripple or push back, and your team is paying attention, doesn't matter. winning!
The last match, on the last day, of last weekends tournament.
#13
Posted 18 November 2014 - 05:53 AM
Long story short, I only group fire
heres a link with some of my high damage banshee games:
http://imgur.com/W4e...Ps3u7IC,DX2Q4yJ
#14
Posted 18 November 2014 - 06:36 AM
I'm not that standart AC user. Definately not a Ultra AC user, because of jamming issues. Give me some LBX guns and I'm satisfied.
#15
Posted 18 November 2014 - 07:32 AM
#16
Posted 18 November 2014 - 03:40 PM
weapon groups go like this
1- the 3 ac5s on group fire
2- 4 medium lasers on chainfire
3- medium lasers on group fire
4,5,6- each one with only one ac5 on it
The 4,5,6 groups, when pressed in order and held allow you to make a constant fire against other mechs at the cost of some mobility, because your left hand abandons the w-a-s-d keys to fire. You can also use the single ac groups to avoid wasting too many shells on lights.
It is a fire technique only viable in some specific situations in matches, but is one aditional resource for your ac boat
#17
Posted 18 November 2014 - 03:44 PM
http://mwo.smurfy-ne...b178c42d2577dcc
I ran the 3 AC5 build for a long time, but this is more fun.
#18
Posted 21 November 2014 - 12:57 PM
#19
Posted 25 November 2014 - 04:07 AM
No chain for the ACs
Edited by Joey Tankblaster, 25 November 2014 - 04:08 AM.
#20
Posted 26 November 2014 - 12:06 PM
Also, I always group fire the AC5s... no real reason not to. Manage your heat from your lasers and you'll be A-OK. It's like an AC15 that fires almost like an AC2... just absolutely rips mechs apart!
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