aniviron, 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.
Alistair 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.
Dispersive, 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.
Alistair 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.