ArchSight, on 07 January 2015 - 11:25 PM, said:
True, boating large energy weapons or many small ones is not good for the summoner. The Quirk to increase the Fire Rate of energy weapons without any quirks to help dissipate the faster heat generation is not helpful unless only mounting one Large energy weapon. Two cool down reduction Quirks allow it to lower the heat generation by using ballistics with energy though.
Dueling C-LBX5 or C-Ultra AC 5 with cool down reducing modules for them with the Quirked -CD prime ballistic Arm equipped reduces their cool down to 1.45 instead of 1.66. That's a good buff for 5's because it removes the fire rate nerf on the 5's from 1.5 to 1.66 except for the C-AC5's because they have 1.8 fire rate for some unknown reason. Doubling down on cool down reduction currently can't be done with C-Ultra AC2's and C-AC2's but can be done with C-LBX2's because C-LBX2's has a cool down reduction module and the other two don't.
Missile wise you already know what I came up with the LRM jumper narc loadout. I've even lowered armor to fit artemis ones but it's lack of weapons to fight off rushers forced me to drop the loadout. Not great for CW matches due to the Maps inclosed area's knocking JJ mech's off mountain top's and vs teams that use rush tactics. It was mostly because of the sulfur map.
The weapon quirks have a disconnect with the tactic of Pop tarting. It won't be possible for a player to fire a second shot after pop tarting without falling a great distance or using a extreme rate of fire. The extreme rate of fire clan ballistic's have is easily spread out instead of being pin point to effiecently kill a mech that is also shooting 30 damage PP FLD strikes. This makes it a under dog to IS jump sniper's and Shadow Hawks.
Thats why im pushing for a Summoner Prime to get E-side torsos(cant be that hard to model/skin) 3erppc, 2 of which would be in those nice high torso spots, would give Prime a nice role as a decent poptarter. Maybe the Clane Premier FLPPD?
Quirk similar(but not as much) as the Thud 9S.
Energy variant should get nice heat and DURATION buffs.
If the Summoner is gonna be the quick striker in relation to the Timby brawler, it needs far less face time.
Missile variant can get by with generic missile quirks.
I am curious about jump-LuRMing in CW to pop generators from odd angles.
Would 360 target retention help?





























