Myst Lynx...i Like It!
#21
Posted 04 February 2015 - 05:31 PM
I basicly to my 5D and lowered it's engine till it was as slow as a mist lynx. I added a similar loadout and JJ's, and played 20 games each. Turns out about 1 in 5 matches i lose my weapon arms. The hitbox feels similar and small. The speed didn't hinder me as much as i thought it would. The biggest difference is that you can't do a direct hit and run streight down the middle of the enemy team. You can however jump over a hill or building, to land behind them and back stab them. The mist seems far less dependent on it's ECM then the Spider, while that may be due to the BAP or not, i don't know, but running a 3 SPulse 2 SRM4 build did net me a few 600+ games with 3-5 kills. (suprisingly most where not last hits kill steals)
I think it comes down to one glaring problem. The hard points in the arms. If that ever gets fixed, then i think pilots who can maneuver with jump jets can be competitive.
Now, i know the defacto statement for the mist lynx is "it sux cause no elite proz use ti!!!11". Which is a stupid argument, as your comparing how good a mech is, against comp rules and players, which most people will never deal with. As a comp mech though, it does fail. It fails because of the arms, and the laser meta right now, not because of its speed.
If you like the spider 5D, it plays similar. Don't let the whole "it's not a fire starter" be the reason you don't get it. The reason should be that you can't use JJ's well.
#22
Posted 13 February 2015 - 06:49 PM
Maverdick, on 17 January 2015 - 12:32 PM, said:
What sort of build do you use?
#23
Posted 19 February 2015 - 06:07 AM


This is my skirmisher build I like to use..


#24
Posted 20 February 2015 - 10:53 AM
Also for a while I was running ecm 2lrm5 and a tag http://mwo.smurfy-ne...efb97ca8eb1c8e2 twas hilarious.
#25
Posted 09 March 2015 - 03:00 AM
Seems 4 lasers maybe substituted with SRMs is the only way to go. ECM is useless in this mech's role because you literally sacrifice half your firepower for it. I guess you could do some weird ECM + ERPPC or ERLL and snipe from weird spots but meh, might as well use a spider
From my few games
Early game: scout
Mid game: poke and hunt if you see stragglers
Late game: hunt guerilla style
Important thing is when poking in this mech, to set yourself up on a parabolic path with the huge vertical thrust. Fire at the peak, and fall behind cover on the way down or else you'll get blown up when you land. The parabolic path is probably the hardest trajectory for players to lead so if you vary your starting spot you'll give your team good scouting info and maybe a poke every 15 seconds
anyone who peeks around corners with this mech should have their mech license revoked. And for god's sake people don't brawl unless you can't run away
Edited by waterfowl, 09 March 2015 - 03:14 AM.
#26
Posted 09 March 2015 - 03:12 AM
Edited by o0Marduk0o, 09 March 2015 - 03:13 AM.
#27
Posted 09 March 2015 - 07:35 PM
basically flank from weird spots. It can actually draw a surprising amount of fire. I think this is worth getting good at mainly because it's a lot of fun and feels so different from regular pewpew. It's really unforgiving though. One mistake or a bit of bad luck and you're done. I would recommend new players to stay away from this mech
Edited by waterfowl, 09 March 2015 - 07:38 PM.
#28
Posted 09 March 2015 - 07:37 PM
#29
Posted 09 March 2015 - 08:01 PM
The main thing for them is how fast they take damage to the arms and legs for obvious reasons with the arm hit boxes.
One thing I haven't gotten used to is how the mech feels with it's JJs, it feels like it floats much of the time and if you are not careful can be stuck with too much airtime or come down damaging legs.
#30
Posted 09 March 2015 - 08:15 PM
#31
Posted 09 March 2015 - 08:20 PM
Voivode, on 09 March 2015 - 08:15 PM, said:
Too bad, it's another set of four, though.
#32
Posted 09 March 2015 - 08:34 PM
Edited by Voivode, 09 March 2015 - 08:34 PM.
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