#41
Posted 27 December 2014 - 03:33 AM
#42
Posted 27 December 2014 - 03:53 AM
Seriously, the only issue I have is, whenever we lose a match rather closely and I was one of the best in my team, I feel its my fault, because I brought and inferior mech to the match being a liability for my own and the team.
If the game would be 1on1 I would not really care, since the only liability is your k/d and w/l epeen, which I don't care about at all. But you play with people you can not choose and so it always comes with the taste of "I could have done more, and its me being the issue" when choosing a Nova. And I am not speaking of bringing a timbergod instead which of course is 50% more tonnage. Simply switching to those +5t SCR makes a gigantig difference for you and your team.
So go Nova its a real challange, I recently enjoy using mine with 6 CERML in the left arm and 6 C-SPL in the right arm. This is not one of the best heat efficiencies, but it allows you a good mid range punch + using the C-SPL's vs lights, where they work way better than c-MLas + hitreghope. And in CQC you can use the CSPL's which are a lot more heat efficient than the c-Mlas.
#43
Posted 27 December 2014 - 03:57 AM
#44
Posted 27 December 2014 - 03:59 AM
Seriously, they are very different 'Mechs imho.
The Nova tends to be an energy boat, so it works the best at close-medium range (depends on your build), runs very hot (but manageable if you know how to fire your weapon groups) and does a lot of frontloaded damage on the same spot. 12 ER small lasers are killer at short range. It got and may get more heat reduction quirks. Its high jump capability helps too. Basically, i would define it an assassin, or maybe a glass cannon since losing your arms often leaves you with only some MGs or no weapons at all.
The Summoner is mobile, can jump a lot, already has and will probably get more mobility quirks. It usually features a mix of ranges (but you can also use short range configs with an LBX20), in the stock and some customized configurations tends to run colder then your average heavy but also tends to be low on firepower. You want to play it more like a harasser, focused on damage over time. I find it interesting to pilot and very cool as well. It has a few high mounted hardpoints that can be useful too.
I like both of them, basically.
#45
Posted 27 December 2014 - 04:04 AM
Guess my vote is for the Summoner, since I don't yet have it and it'd be interesting to see what OP makes of it.
#46
Posted 27 December 2014 - 04:10 AM
The mech may be wide but I find that makes it good at workng a corner and shooting around teammates. Why would I try to work the top of a hill with arms that low? The nova can put enough fire power on 1 arm to put out some decent damage while only half the weapons are exposed.
That said the nova does have some issues that can be worked on and it can be frustrating trying to play around them. But hey if you choose the nova and master this mech in its current state you might just be the next mechwarrior God!
#47
Posted 27 December 2014 - 06:39 AM
10 smalls give you decent close in firepower without real fear of ghost heat as firing the two groups too close together doesn't mean shutdown(and near death).
It's too bad you lack the tonnage for 2 LOL and a brace of smalls, but whatever. It's a Nova.
#48
Posted 27 December 2014 - 06:46 AM
Deathlike, on 26 December 2014 - 02:21 PM, said:
I'm giving you all the opportunity to "troll me" between two bad mechs. I got the Summoner Pack during Christmas because... I forgot to spend it elsewhere. So here we are.
You have the choice between the Nova and the Summoner. I will try to give a fair review, but let's be clear that both mechs are somewhat hindered by their current set of omnipods and quirks that will require a more indepth discussion on their issues.
With that said, PICK MAH POISON!
Also, I've been working with Mcgral18 on a special project (hint, it's related to discussions that we've had many times around) and there will be SPOILERS.
It will hopefully be good.. and it will have pictures!
"Can has those thingys!"
real men drive summoners. Bone stock summoner primes.
#49
Posted 27 December 2014 - 10:45 AM
W A R K H A N, on 27 December 2014 - 04:10 AM, said:
The mech may be wide but I find that makes it good at workng a corner and shooting around teammates. Why would I try to work the top of a hill with arms that low? The nova can put enough fire power on 1 arm to put out some decent damage while only half the weapons are exposed.
That said the nova does have some issues that can be worked on and it can be frustrating trying to play around them. But hey if you choose the nova and master this mech in its current state you might just be the next mechwarrior God!
The issue still stays, even if you "side cornerpop" because the nova is wide as an atlas, so half of your mech is still soooooo much.
anyaways OP, here some nov vids to watch if you want:
#50
Posted 27 December 2014 - 11:10 AM
Bishop Steiner, on 27 December 2014 - 06:46 AM, said:
TBH, the stock Prime's hardpoints are rather atrocious.
The only time they are useful is if/when the Summoner-M's LT omnipod is released... in conjunction with the Summoner-D's RT omnipod, the arms of the Prime would be used for an exclusive build (ERPPC+Gauss, the unimaginative build). That's it.
#51
Posted 27 December 2014 - 11:14 AM
Deathlike, on 27 December 2014 - 11:10 AM, said:
TBH, the stock Prime's hardpoints are rather atrocious.
The only time they are useful is if/when the Summoner-M's LT omnipod is released... in conjunction with the Summoner-D's RT omnipod, the arms of the Prime would be used for an exclusive build (ERPPC+Gauss, the unimaginative build). That's it.
That is why real men driv ethem. Don't need crutches to carry you! Hard mode son!
And, actually, in fairness, I drive my stock prime to pretty decent results, considering. If the mech just had the 3.5 tons more from Endo? The stock layout would be fine, with 10.5 tons armor, and 2 more tons of LB-X ammo. The ER-PPC/LB-X/LRM15 combo is actually very effective on a mobile skirmisher. Simple, low heat, and versatile. Just not enough ammo.
But with only 15 shots to the LB-X, 500 damage, 2 kills is still pretty easy, most matches.
#52
Posted 27 December 2014 - 11:16 AM

Firing a 25 damage alpha mid air, after jumping off a 30 meter cliff, to destroy a mech larger than yourself while most of your mech is gone?
It was a fairly spectacular match.
#53
Posted 27 December 2014 - 11:21 AM
Mcgral18, on 27 December 2014 - 11:16 AM, said:

Firing a 25 damage alpha mid air, after jumping off a 30 meter cliff, to destroy a mech larger than yourself while most of your mech is gone?
It was a fairly spectacular match.
Yes. It can. Even with lowslung arms, I find it jump snipes decent.
#54
Posted 27 December 2014 - 11:23 AM
Mcgral18, on 27 December 2014 - 11:16 AM, said:

Firing a 25 damage alpha mid air, after jumping off a 30 meter cliff, to destroy a mech larger than yourself while most of your mech is gone?
It was a fairly spectacular match.
No because summoner would not have been fallen apart that much at this scenario
:troll_face:
#55
Posted 27 December 2014 - 11:34 AM
Bishop Steiner, on 27 December 2014 - 11:14 AM, said:
And, actually, in fairness, I drive my stock prime to pretty decent results, considering. If the mech just had the 3.5 tons more from Endo? The stock layout would be fine, with 10.5 tons armor, and 2 more tons of LB-X ammo. The ER-PPC/LB-X/LRM15 combo is actually very effective on a mobile skirmisher. Simple, low heat, and versatile. Just not enough ammo.
But with only 15 shots to the LB-X, 500 damage, 2 kills is still pretty easy, most matches.
I use all the advantages provided to me, but then I would give an inaccurate impression or representation of a mech.
For instance, I have seen pilots run 4 med pulse lasers on a Jenner-F... when they could do that on a Jenner-K. With the quirks, that would be beneficial... but even before them.. the K used to have more module slots (before the "revising" of the module system) and people didn't seem to use that advantage for themselves.
I understand the notion of handicapping yourself, but on the other hand placing hardmode on yourself doesn't really change the overall impression and/or usage of the mech for the general population. It's like asking people "why didn't you do this" and getting the response "I didn't like it" or "I didn't know" or "I didn't try that".
The point of this test is not to show e-peen, rather it's to explore what could be done to minimize the pitfalls of the chassis.
#57
Posted 27 December 2014 - 12:00 PM
Deathlike, on 27 December 2014 - 11:34 AM, said:
The point of this test is not to show e-peen, rather it's to explore what could be done to minimize the pitfalls of the chassis.
This is why I suggest the Nova. The Summoner 's problems are largely in the mechlab, in game - tonnage and limited hard points aside - it's a very good Mech (or would be). Covering for the Summoner's weaknesses then is pretty much entirely done in the mechlab and due to its limits there, it's pretty obvious how to make the best of it.
The Nova, on the other hand, has a wide variety of serious flaws. There's a lot to be gained in exploring how to minimize those flaws. That is a post I'd really like to read.
#58
Posted 27 December 2014 - 12:02 PM
I recommend you go with it.
#59
Posted 27 December 2014 - 12:10 PM
If you want some variation, I think the Summoner has the advantage of more viable builds. The Nova is basically built around medium lasers, and you just have to choose how many you want and whether you want to add some extra small lasers or MGs for extra alpha strike damage. It gets old after a while.
One last word if you do go with the Nova. It's basically the only Clan mech that really, really thrives when you equip it with 4 MGs. Those things are absolutely vicious, and people should think twice before sacrificing 4 MGs for extra heatsinks. Not to mention the lovely sound they make!
#60
Posted 27 December 2014 - 12:58 PM
Mcgral18, on 27 December 2014 - 12:29 AM, said:
SPLs are just too hot and too situational, in my opinion.
12 SPLs have the same heat as 12 ERSL or 6 ERML/MPL.
But the DPS that the SPL have is much higher than both.
You will wreck mechs when you come close to the enemy (and it's not hard with the top speed at 89 kph with JJs).
I used to run 6 MPL + 4DHS and reach the average of 600 dmg per match but with 12 SPL I can reach 800-1100 dmg.
You will be a devastating support mech helping your assaults.
http://mwo.smurfy-ne...9a36cebe53119b9
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users




























