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Choose My Fate: Nova Vs Summoner

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#61 Mcgral18

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Posted 27 December 2014 - 01:06 PM

View PostPauloBR, on 27 December 2014 - 12:58 PM, said:


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


But you lose the cooling because of double tonnage weapons.
22DHS ERSLs
ERSL

Compared to 17 DHS:
SPLs


It makes a small difference. The 60ish M range difference isn't inconsequential either, since you don't really want to get much closer than 200M, but being able to damage things at 400 is pretty big.

I ran both for a string of matches, the ERSL won handily due to that range, and being more heat efficient (due to longer burns and 5 more DHS)


I am preferring the 6 ERML build, though. It's so much more versatile, at the expense of not brawling nearly as well. 900M lasers are a big advantage.

NopeVa ERML

Edited by Mcgral18, 27 December 2014 - 01:09 PM.


#62 Wintersdark

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Posted 27 December 2014 - 01:37 PM

View PostAlistair Winter, on 27 December 2014 - 12:10 PM, said:

I've got 250 matches in the Summoner and almost 200 matches in the Nova. If you ask me, they're both quite interesting and not as terrible as people make out. The biggest problem with both mechs is the lack of good builds. Basically, there's only 3 or 4 good builds, and an infinite amount of troll builds that handicap mechs that are relatively weak to begin with. And for the Nova, the lack of variation is especially notable.

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!

No, no no no.

The Nova gimps itself enormously with machine guns.

They're ok in low-elo, but once you start facing opposition with any aiming ability, the face-time and short range requirement dooms the Nova. It's simply not capable of prolonged brawling, because of it's hitboxes: Enemy players can basically hit any location they want on the Nova from any angle.

Further, the Nova relies very heavily on it's lasers. Heat is it's enemy. 4 MG's require at least 1t of ammo, and that right there is 2 DHS you don't have, all to have lackluster firepower that requires 100% face time at very close range.

Yeah, I love the sound of Clan MG's, but they're really bad on the Nova and encourage play that dooms it unless your opponents are outright bad.


The Nova, because of it's hitboxes more than anything else, is easily one of the very worst clan mechs. It's terrible mechlab limitations hurt it too, but they're far secondary to the hitboxes. Only the Mist Lynx is decidedly worse, and possibly the Ice Ferret.

Even the Adder is quite superior, able to take a much wider range of loadouts, being faster and sporting vastly better hitboxes.

#63 Wintersdark

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Posted 27 December 2014 - 01:45 PM

View PostMcgral18, on 27 December 2014 - 01:06 PM, said:

I am preferring the 6 ERML build, though. It's so much more versatile, at the expense of not brawling nearly as well. 900M lasers are a big advantage.

NopeVa ERML

This is a good example of the Machine Gun Dilemma:

Those 4 MG's push it's sustained damage output up a fair bit on paper, but only at very, very close range, and they come at the cost of 3 more DHS worth of cooling(with a tiny bit of head/leg armor shaving). They're useful so very rarely, and while 3DHS doesn't really sound like a lot in the case of a mech where virtually all of it's firepower is completely heatcapped, every bit of cooling matters.

#64 Bishop Steiner

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Posted 27 December 2014 - 01:52 PM

View PostDeathlike, on 27 December 2014 - 11:34 AM, said:


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.

"Rocket Raccoon: [about Drax] Metaphors go over his head.
Drax the Destroyer: NOTHING goes over my head!... My reflexes are too fast, I would catch it."

Thank you, captain literal. *SMH*

Edited by Bishop Steiner, 27 December 2014 - 01:53 PM.


#65 aniviron

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Posted 27 December 2014 - 02:27 PM

Both mechs move the same speed, but the Summoner has more armor, better hitboxes, better agility, and more loadout flexibility. Really the only thing the Nova gets is raw hardpoint counts, but ghost heat makes that not such a desirable thing in this game.

I bought and mastered the Novae because of how much I've enjoyed them in past MW/BT games, but it really is awful in MWO. If you want to have fun with this, pick the Summoner. If you want to be wider than an Awesome, pick the Nova.

#66 Alistair Winter

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Posted 27 December 2014 - 02:27 PM

View PostWintersdark, on 27 December 2014 - 01:37 PM, said:

No, no no no.
The Nova gimps itself enormously with machine guns.
They're ok in low-elo, but once you start facing opposition with any aiming ability, the face-time and short range requirement dooms the Nova. It's simply not capable of prolonged brawling, because of it's hitboxes: Enemy players can basically hit any location they want on the Nova from any angle.
Further, the Nova relies very heavily on it's lasers. Heat is it's enemy. 4 MG's require at least 1t of ammo, and that right there is 2 DHS you don't have, all to have lackluster firepower that requires 100% face time at very close range.

I don't like this kind of argument, because ultimately a high elo player is going to wreck bad mechs regardless. Even if you play the Nova as a hit&run sniper or support mech, you're still struggling with weapons that are mounted too low on a mech with neither FF nor endo-steel upgrades. The Nova doesn't really have a good niche that it does better than any other Clan mech (yes, I'm aware it's the only medium mech with jump jets)

Heat is only a problem for the Nova if you insist on boating a high number of lasers. High alpha and low DPS builds for the Nova can be effective in public matches, but there's plenty of situations in CW where you want high DPS. When your base is getting rushed, for example, you need to put down a big number of mechs in record time. If they are focusing on turrets and generators, the Nova's hitboxes aren't as big a weakness as your lack of DPS without Endo or FF.

Similarly, while public matches let you control the pace a lot more, CW matches can be quite hectic. Even as the attacker, the Nova's ability to do tremendous damage in short amounts of time (e.g. firing 8-12 medium lasers in less than 3 seconds) are wasted, if your team is rushing through the enemy base and trying to maintain a constant stream of fire against turrets, generators and enemy mechs in their path.

Those 4 MGs will let you keep doing damage continuously ad infinitum, which can be a great advantage as both the attacker and the defender.

#67 Bishop Steiner

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Posted 27 December 2014 - 07:01 PM

View PostAlistair Winter, on 27 December 2014 - 02:27 PM, said:

I don't like this kind of argument, because ultimately a high elo player is going to wreck bad mechs regardless. Even if you play the Nova as a hit&run sniper or support mech, you're still struggling with weapons that are mounted too low on a mech with neither FF nor endo-steel upgrades. The Nova doesn't really have a good niche that it does better than any other Clan mech (yes, I'm aware it's the only medium mech with jump jets)

Heat is only a problem for the Nova if you insist on boating a high number of lasers. High alpha and low DPS builds for the Nova can be effective in public matches, but there's plenty of situations in CW where you want high DPS. When your base is getting rushed, for example, you need to put down a big number of mechs in record time. If they are focusing on turrets and generators, the Nova's hitboxes aren't as big a weakness as your lack of DPS without Endo or FF.

Similarly, while public matches let you control the pace a lot more, CW matches can be quite hectic. Even as the attacker, the Nova's ability to do tremendous damage in short amounts of time (e.g. firing 8-12 medium lasers in less than 3 seconds) are wasted, if your team is rushing through the enemy base and trying to maintain a constant stream of fire against turrets, generators and enemy mechs in their path.

Those 4 MGs will let you keep doing damage continuously ad infinitum, which can be a great advantage as both the attacker and the defender.

truth be told, because the heat minimizes how much you can boat lasers, I find something like this works better, anyhow, for me:
NVA-S

And NOT having to stare at stuff with MGs is part of the reason.

#68 Wintersdark

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Posted 27 December 2014 - 07:17 PM

View PostAlistair Winter, on 27 December 2014 - 02:27 PM, said:

I don't like this kind of argument, because ultimately a high elo player is going to wreck bad mechs regardless. Even if you play the Nova as a hit&run sniper or support mech, you're still struggling with weapons that are mounted too low on a mech with neither FF nor endo-steel upgrades. The Nova doesn't really have a good niche that it does better than any other Clan mech (yes, I'm aware it's the only medium mech with jump jets)
Quite frankly, it's not just "high elo"; it's basically anyone with any amount of experience. Being able to hit the part of a Nova you want to hit is kind of a prerequisite to being not-bad.

Quote

Heat is only a problem for the Nova if you insist on boating a high number of lasers. High alpha and low DPS builds for the Nova can be effective in public matches, but there's plenty of situations in CW where you want high DPS. When your base is getting rushed, for example, you need to put down a big number of mechs in record time. If they are focusing on turrets and generators, the Nova's hitboxes aren't as big a weakness as your lack of DPS without Endo or FF.
I'm aware of the heat issues. Also, the lack of Endo or FF - a major handicap to an already terribad mech.

Quote

Similarly, while public matches let you control the pace a lot more, CW matches can be quite hectic. Even as the attacker, the Nova's ability to do tremendous damage in short amounts of time (e.g. firing 8-12 medium lasers in less than 3 seconds) are wasted, if your team is rushing through the enemy base and trying to maintain a constant stream of fire against turrets, generators and enemy mechs in their path.

Those 4 MGs will let you keep doing damage continuously ad infinitum, which can be a great advantage as both the attacker and the defender.

Yeah, I don't suggest lots of lasers. As far as "competitive" Nova builds go - that is, builds that are as effective as possible for the Nova - 6 is generally the magic number. (Though, in some circumstances, I'd argue the 2 ERLL+10ERSL build is useful too).

I'm saying, 6 ERML + AMS + DHS + TC is better than the same with MG's. This, because 4MG's do such laughable DPS since the nerf and require such close range that said Nova is better off just relying on those 6 ERML and putting as much tonnage as possible otherwise into DHS to get more out of the lasers. At a minimum, 4 MG and a ton of ammo is still 2 tons, or 2 DHS.

I'd call it a wash on defense-Rift, and a definite advantage to go 6ERML with maximum cooling everywhere else. Range and very short ToT requirements is just far better overall than very short range, low dps MG's with their CoF and such.

With that said, I respect that MG's are tons of fun, and not too huge a handicap to the mech. But the face time required to utilize them is a severe disadvantage for a mech like a Nova, against anyone who knows how to play.

#69 Dispersive

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Posted 27 December 2014 - 09:04 PM

Or instead you could use the environment around you in conjuction with those Jumpjets to segment your brawling instead of just Tangoin with the enemy. You don't always have to commit your life to one engagement. It's a match, not one turn.

Also the 12 ERSL + 4MGs w/ Tartgeting Computer & BAP can wreck pretty ******* hard.

Edited by Dispersive, 27 December 2014 - 09:06 PM.


#70 4rcs1ne

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Posted 27 December 2014 - 09:38 PM

In response to the OP, I would vote for the Nova because it is a mediocre mech that is completely outclassed by the Stormcrow. Hearing a review of it would be very interesting to me.

#71 Alistair Winter

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Posted 27 December 2014 - 11:35 PM

View PostWintersdark, on 27 December 2014 - 07:17 PM, said:

Quite frankly, it's not just "high elo"; it's basically anyone with any amount of experience. Being able to hit the part of a Nova you want to hit is kind of a prerequisite to being not-bad.

It's kind of hard to take the discussion further at this point. I see what you're saying and I disagree. We're not making any progress, so let's agree to disagree.

These sorts of discussions are rarely resolved on the forum anyway.

View PostBishop Steiner, on 27 December 2014 - 07:01 PM, said:

truth be told, because the heat minimizes how much you can boat lasers, I find something like this works better, anyhow, for me:
NVA-S
And NOT having to stare at stuff with MGs is part of the reason.

I really tried hard to make ballistics work on the Nova, but it's not for me. Ironically, your build runs hotter than a 6ML+4MG build, and considerably hotter than a 6ML build without MGs. And it has less firepower and more spread. It does have a DPS advantage on paper (assuming you hit flush with the LBX, I mean) over the 6ML, but not over 6ML+4MG.

I just wish PGI would buff the CUAC2 or give the Nova some quirks for it, because dual AC's looks so boss on this mech.

#72 Deathlike

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Posted 28 December 2014 - 12:04 AM

View PostBishop Steiner, on 27 December 2014 - 01:52 PM, said:

"Rocket Raccoon: [about Drax] Metaphors go over his head.
Drax the Destroyer: NOTHING goes over my head!... My reflexes are too fast, I would catch it."

Thank you, captain literal. *SMH*


Sorry... been reading the forums at later hours, so my sarcasm meter stops working. :P

#73 Ultimax

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Posted 28 December 2014 - 12:04 AM

View PostMcgral18, on 27 December 2014 - 01:06 PM, said:

I am preferring the 6 ERML build, though. It's so much more versatile, at the expense of not brawling nearly as well. 900M lasers are a big advantage.

NopeVa ERML


What, no 5th Machine Gun in the RA??


:P

#74 Deathlike

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Posted 28 December 2014 - 12:12 AM

View PostUltimatum X, on 28 December 2014 - 12:04 AM, said:


What, no 5th Machine Gun in the RA??


:P


Don't give him ideas. :P

:ph34r:

Although, the energy arm is there for the heat generation reduction (the Nova-B's left arm does nothing of the sort, ironically).

#75 Mcgral18

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Posted 28 December 2014 - 01:53 AM

View PostUltimatum X, on 28 December 2014 - 12:04 AM, said:


What, no 5th Machine Gun in the RA??


:P

View PostDeathlike, on 28 December 2014 - 12:12 AM, said:


Don't give him ideas. :P

:ph34r:

Although, the energy arm is there for the heat generation reduction (the Nova-B's left arm does nothing of the sort, ironically).


Exactly, heat buffs were the cause.

Because it used to be exactly that, a 5MG NopeVa. But, that 5% heat is worth more than the MG. Allows for more armour as well.

Not much of a loss, likely a net gain in efficiency.

#76 Lily from animove

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Posted 28 December 2014 - 02:35 AM

View Postaniviron, on 27 December 2014 - 02:27 PM, said:

Both mechs move the same speed, but the Summoner has more armor, better hitboxes, better agility, and more loadout flexibility. Really the only thing the Nova gets is raw hardpoint counts, but ghost heat makes that not such a desirable thing in this game.

I bought and mastered the Novae because of how much I've enjoyed them in past MW/BT games, but it really is awful in MWO. If you want to have fun with this, pick the Summoner. If you want to be wider than an Awesome, pick the Nova.


Summoner is faster now after the latest quirkening.

View PostAlistair Winter, on 27 December 2014 - 02:27 PM, said:

I don't like this kind of argument, because ultimately a high elo player is going to wreck bad mechs regardless. Even if you play the Nova as a hit&run sniper or support mech, you're still struggling with weapons that are mounted too low on a mech with neither FF nor endo-steel upgrades. The Nova doesn't really have a good niche that it does better than any other Clan mech (yes, I'm aware it's the only medium mech with jump jets)

Heat is only a problem for the Nova if you insist on boating a high number of lasers. High alpha and low DPS builds for the Nova can be effective in public matches, but there's plenty of situations in CW where you want high DPS. When your base is getting rushed, for example, you need to put down a big number of mechs in record time. If they are focusing on turrets and generators, the Nova's hitboxes aren't as big a weakness as your lack of DPS without Endo or FF.

Similarly, while public matches let you control the pace a lot more, CW matches can be quite hectic. Even as the attacker, the Nova's ability to do tremendous damage in short amounts of time (e.g. firing 8-12 medium lasers in less than 3 seconds) are wasted, if your team is rushing through the enemy base and trying to maintain a constant stream of fire against turrets, generators and enemy mechs in their path.

Those 4 MGs will let you keep doing damage continuously ad infinitum, which can be a great advantage as both the attacker and the defender.


No it is still true, becuase on high elo vs high elo, those 4 MG's hardly help because you will rarely come close enouhg in a Nova and survive long enough to make use of the MG damage. It is then often better to have the advantage of more cooling and dealing more damage from safer ranges.

Hitboxes are more an issue than dps, because if you want dps, you can go 6 CERML and rest heatsinks, this has quite some good dps. Or if you would expect base rushers, simply thow SPL's or CERSL on it and you have amazing dps, especially with 12 CERSL. since the rest of the mech than is packed with loads of heatsinks. Even if you rush, then you would use a short laser build, then with modules the amount of damage is amazing.

And in high elo, you will not be able to face someone for like 6+ seconds or more to do some true MG damage, your Nova would be wrecked.

View PostDispersive, on 27 December 2014 - 09:04 PM, said:

Or instead you could use the environment around you in conjuction with those Jumpjets to segment your brawling instead of just Tangoin with the enemy. You don't always have to commit your life to one engagement. It's a match, not one turn.

Also the 12 ERSL + 4MGs w/ Tartgeting Computer & BAP can wreck pretty ******* hard.


yes they can, but will not do that reliable, thats the whole Issue. The environment helps you only to a specific degree and only vs. a few pilots being unaware. A decent pilot will always retail some horrible amount of damage. Especially when they have the wallhack module and you can not hide at all. At leats not at a specific range of skill.And honestly other mechs can work better with the environment.

View PostAlistair Winter, on 27 December 2014 - 11:35 PM, said:

It's kind of hard to take the discussion further at this point. I see what you're saying and I disagree. We're not making any progress, so let's agree to disagree.

These sorts of discussions are rarely resolved on the forum anyway.


I really tried hard to make ballistics work on the Nova, but it's not for me. Ironically, your build runs hotter than a 6ML+4MG build, and considerably hotter than a 6ML build without MGs. And it has less firepower and more spread. It does have a DPS advantage on paper (assuming you hit flush with the LBX, I mean) over the 6ML, but not over 6ML+4MG.

I just wish PGI would buff the CUAC2 or give the Nova some quirks for it, because dual AC's looks so boss on this mech.


dual ac's are a reason why the nova could need some optional tonnage like JJ's removal of optional ES, for most ballistic builds there is not much damage + ammo possible.

And the sort of discussion is only not resolved when people stay subjective.

but facts are: nova is one of the mechs having to expose the most
its wide as an atlas

any decent pilot, not even high elo's can and will hit it where they want.
mostly 2 alphas are needed and the Nova is gone. Thats the world of the Nova vs oppopnents who know what they are doind. It does not allow you the slightest fails, nor many stuff to do. It dictates very much your playsytle.

Yet the Nova is the true laserboating, its the only mech that is a mid and short range true laserboat. You can choose the high burst damage with 12 CEML being low dps. but you can also choose high dps by using less lasers and more heatsinks. But here it kinda sucks, because SCR can do this better, yet its a working build.

The only sad thing is, that CMPL have a crappy burntime and are not worth the +100% tonnage for those pitiful beam duration reduction and 1 damage.

#77 That Dawg

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Posted 28 December 2014 - 04:28 AM

hi ho sis boom bah
i vote for that poor no-vah

#78 FupDup

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Posted 28 December 2014 - 06:49 AM

It irks me that the Black Hawk's Alternate S arms have the same quirks as the Prime's, despite having half the hardpoints...perhaps -10% energy heat is in order? Or more armor on the S arms would be kewl instead, if people are too afraid of "muh TTK" issues.

Edited by FupDup, 28 December 2014 - 06:51 AM.


#79 Bishop Steiner

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Posted 28 December 2014 - 08:18 AM

View PostFupDup, on 28 December 2014 - 06:49 AM, said:

It irks me that the Black Hawk's Alternate S arms have the same quirks as the Prime's, despite having half the hardpoints...perhaps -10% energy heat is in order? Or more armor on the S arms would be kewl instead, if people are too afraid of "muh TTK" issues.

would kill for more cooling on those arms. I used to strip the AMS and ammo off, strip a little armor, pop on 2 more DHS and run it near stock when it dropped. It actually worked well, aside from the ginormo hitboxes. Then clan mech nerf phase 1 hit.....and it was unplayable. And then phase 2 made it worse..... the quirks might have it back to nerf phase 1 bad?

But even before they ruined the C-MPL with ridiculous heat levels, did anyone actually FEAR a Nova? Even the 12 ER-SL version the compies ran for a minute?

#80 Andi Nagasia

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Posted 28 December 2014 - 08:43 AM

i fun mine with 6ER-SM 6ER-ML,
does good as a medium range sniper,(if such a thing exists)
if i get behind an enemy in a fight it can flank like a beast,

the only problem, is when you are being targeted,
with its size, its hit-boxes, its heat, and its speed,
focused fire even from lights can destroy you,

i think we need
NVA-A-LT(1E 1AMS)
NVA-C-LT(1M)
and can we please get Clan hard point inflation?
NVA-C-RT(1E (add+1M)





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