I've been thoroughly testing out many load outs for the summoner and putting them through battle or in my head. So far to me as well, most advantages of the summoner are coming up to be mediocre to other mechs it has to fight against.
InspectorG, on 06 January 2015 - 09:41 AM, said:
To few hardpoints to boat energy weapons, and if you use 3 big energy weapons you don thave the tonnage for extra DHS.
Enough hardpoints with two uo nice and high...but not enough tonnage to Dual anything over AC5s with limited ammo.
Needs only 1-2 more missile spots to be a strong Splat boat. LRMs are fine, aside from being LRMs.
Summoner is in the bad spot between hardpoints and tonnage.
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.
Edited by ArchSight, 07 January 2015 - 11:26 PM.