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The Panther


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#1 TLX

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Posted 14 May 2015 - 01:44 AM

I have over 10 accounts,testing mecha and quirks. One of those mecha was the panther,but the variant with 2 small lasers and two srm 4. I cant tested in battlefield yet because i builded when i have all the money,then no cadet bonuses completed. But i like to know if the variant 10K with that weaponery and the máx engine was efective in battlefield???

http://mwo.smurfy-ne...98467237a362d11

This is the smurfy direction, sorry my tablet dont support posting links.

#2 CrazyWorm9

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Posted 14 May 2015 - 01:55 AM

PNT-10K

your better off dropping 1 heatsink and replacing the 2 small lasers for 2 mediums to get range and and extra damages

PNT-10K-2

or drop 2 dhs for 4 jjs for manouverability

#3 Bows3r

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Posted 14 May 2015 - 02:13 AM

View PostTLX, on 14 May 2015 - 01:44 AM, said:

I have over 10 accounts,testing mecha and quirks. One of those mecha was the panther,but the variant with 2 small lasers and two srm 4. I cant tested in battlefield yet because i builded when i have all the money,then no cadet bonuses completed. But i like to know if the variant 10K with that weaponery and the máx engine was efective in battlefield???

http://mwo.smurfy-ne...98467237a362d11

This is the smurfy direction, sorry my tablet dont support posting links.



Sorry, but that build is sub-par at best.
For SRM's, you usually only need 1 ton of ammo per launcher. And, far too many DHS for such a low heat generating build. Instead, try http://mwo.smurfy-ne...2c912fbbd83c6a6 The heat curve of the ER-PPC is very manageable thanks to quirks. However you can remove a ton of SRM ammo for an additional heat sink if needed.

Edited by Bows3r, 14 May 2015 - 02:15 AM.


#4 WrathOfDeadguy

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Posted 14 May 2015 - 12:10 PM

If you're dead set on short range, try this instead. Or this. Both the 8Z and the 9R support far better brawling builds as they have more energy hardpoints- the main advantage the 10K has if you're not running ERPPC is its ability to jump. So mount a bunch of jets and fly, run that ERPPC, or drive one of the other two Panthers.

You can also run max jets with the ERPPC, although you won't have much in the way of backup weaponry. Use that mobility to stay the *censored* away from the brawl and spam lightning like it's going out of style.

Edited by PS WrathOfDeadguy, 14 May 2015 - 12:16 PM.


#5 Wildstreak

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Posted 14 May 2015 - 01:57 PM

Depends on what you are looking for.

There are versions with ER PPCs, someone who likes to use them should come along and explain how that works. ER PPCs will allow long range shooting.

If you are like me and want close range weapons, your build is off. Small Lasers are too short and not enough punch, you have too much SRM ammo, a bit too much armor, no jump jets and too many heat sinks. I used this build just fine, you do not often run out of SRM ammo and when you do, you want more than 2 SLs to shoot with.

#6 Appogee

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Posted 14 May 2015 - 02:46 PM

What are all these crazy builds with SRM ammo in the side torsii?!

#7 WrathOfDeadguy

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Posted 15 May 2015 - 10:43 AM

Rebuild to taste... but I almost invariably die either by legging or LT loss, sometimes CT, but almost never by RT since that's my gun arm side and I shield it as best I can. It's almost as safe a place to put ammo as the head is, and far safer than the legs.

#8 Darwins Dog

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Posted 15 May 2015 - 11:07 AM

View PostAppogee, on 14 May 2015 - 02:46 PM, said:

What are all these crazy builds with SRM ammo in the side torsii?!

While I usually put ammo in the legs of my mechs, I'm starting to think that it's better to pack all of it in one place. When internals get hit, there's a slim chance that you take a critical hit. If you do, then there's a small chance that the ammo gets hit. If it does get hit, then it has to take 10 damage to be destroyed. Less than 10 damage then there is a chance that the next critical hit will damage something else. Even when it does get destroyed, you only have a 10% chance of an ammo explosion. So you're actually safer putting all of your ammo in one place. When it's in the legs, there's noting else to hit.

Also, you can apparently take critical hits in empty ammo bins. I was in a Gauss Jager with no ammo left. I got shot up and heard Betty say "Gauss ammo destroyed." Even more reason to pile it together.

P.S. - The plural of torso is torsos.

#9 Appogee

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Posted 15 May 2015 - 09:21 PM

View PostDarwins Dog, on 15 May 2015 - 11:07 AM, said:

P.S. - The plural of torso is torsos.

http://dictionary.re...rowse/torsi?s=t

The problem of ammo in torsii is that, if it does explode, (even though the chance is relatively rate) it destroys the component. In that case, you lose the arm connected to that torso, too.

The best location for ammo is the head, where it is used first, and where you're dead anyway if it's destroyed, followed by legs, which in most Mechs is less targeted than torsii.

Edited by Appogee, 15 May 2015 - 09:24 PM.


#10 TLX

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Posted 16 May 2015 - 07:46 AM

View PostCrazyWorm, on 14 May 2015 - 01:55 AM, said:

PNT-10K

your better off dropping 1 heatsink and replacing the 2 small lasers for 2 mediums to get range and and extra damages

PNT-10K-2

or drop 2 dhs for 4 jjs for manouverability


Thanks,i try this,is a mix of two:

http://mwo.smurfy-ne...fbcb3ee2bb511d6

Cooling still more than 50%,a thing that i prefer,and still have jj for evading attacks,and mls for more firepower.
Anyway i prever cooling than firepower or jj,because in hot maps the cooling was basic.

And about to put that amount of ammo,i have in those 10 accounts one comando,unaccess on it,with 2 srm 6 and with only 2 tons of ammo,im out of it in the middle of the battle. So 4 tons of ammo would be fine.


Edited by TLX, 16 May 2015 - 08:09 AM.


#11 Gundam Prime

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Posted 16 May 2015 - 09:19 AM

Finally i can post with panther account,about the mix of two loadouts,what are ur thoughts???

#12 WrathOfDeadguy

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Posted 16 May 2015 - 05:12 PM

In practice, you will probably do more poking with your lasers than you will get chances to brawl with the SRMs. It isn't likely that you'll use up 50 shots per launcher- 25 shots (1/2 ton for every two tubes) is the sweet spot for most builds with SRMs. I'd also suggest frontloading your armor. The bigger the hit you can absorb when you expose yourself to take a shot, the better. Avoid putting yourself in situations where you'll have to retreat directly away from an enemy- and if you really need to, swing left so that your shield arm takes the hits instead of your back. Most enemies carry 30 points of damage or more in their alpha- if they catch you square in the back, you're in trouble (or more probably, dead) no matter whether you have eight points or fourteen.

Here's another possibility (ignoring my own advice about jump jets on the 10K). About the same heat efficiency as two MLs plus two extra sinks- 53% vs 54%- but slightly better damage. It has almost 100m more range at full damage, which keeps you farther away from things that can kill you for longer... and the burn time is shorter, which means you need less facetime (and thus take fewer hits) when you expose yourself to fire. As a side benefit, your arm will also be smaller and harder to knock off because it will have only one laser emitter mounted instead of two.

*edit* But, again- both the 8Z and 9R make better platforms for builds with lasers. They both have laser duration quirks (less face time, less exposure to return fire), whereas the 10K does not. The 9R's energy cooldown and energy heat generation quirks are better than the 10K's (both 15% vs 12.5%). The 8Z offers a +12.5% energy range quirk in place of the heat generation quirk. I run mixed MPL/SRM4 builds on both my 8Z and 9R to very good effect. The MPLs could be swapped out for MLs and more heat sinks (8Z @ 46% or 51%, 9R @ 50%), since you prefer cooler-running builds.

Edited by PS WrathOfDeadguy, 16 May 2015 - 05:31 PM.


#13 Gundam Prime

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Posted 17 May 2015 - 07:15 PM

Well i will buy the three variante,so the order of building doesnt matter. At the moment im going to enjoy the 10K.

#14 bossclan

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Posted 17 May 2015 - 07:33 PM

Best panther build i have found for myself if the 10k using 1 erppc and 2 srm4s with 2 tons of ammo,engine maxed.
Serves me well in both puglandia and CW.

#15 Gundam Prime

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Posted 17 May 2015 - 07:35 PM

View Postbossclan, on 17 May 2015 - 07:33 PM, said:

Best panther build i have found for myself if the 10k using 1 erppc and 2 srm4s with 2 tons of ammo,engine maxed.
Serves me well in both puglandia and CW.


Its good to know this :D

#16 Gundam Prime

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Posted 18 May 2015 - 01:57 PM

Anyone can tell me why the panther was played different from other IS mechs??? Ive read the forums and some people said that the panther was played like a fragile médium chasing mechs from every córner. This is the way to play panther???

#17 eFTy

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Posted 19 May 2015 - 02:41 AM

The Panther is slower than any other IS light mech. It does, however, pack considerable firepower and it has great maneuverability. So yeah, you don't run all over the map, you stick with the team and pop out and shoot from odd angles before repositioning. You can also run with the medium lance out flanking. You can't, however, run around by yourself like a jenner or spider, as you'll be ran down sooner or later.

#18 juxstapo

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Posted 19 May 2015 - 10:53 AM

the rate at which a quirked 10K w/modules can spit out ERPPC bolts makes for an impressive display picking apart heavies and assaults at range, which is quite different from how you'd play other IS lights, for sure.

#19 Bluefalcon13

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Posted 28 May 2015 - 04:45 AM

So I have been playing my panthers after returning from a break. The panther plays a lot like the mist lynx, a mech I loved despite its reputation. The 10k plays a lot like the mist lynx C, a long range light, but it takes a hit better and can pack a bit more firepower. It is a great mech if you have ever learned to use a slower light. Considering my preferred mist lynx was always the stock B, I am used to the lack of ecm on a slower light.

Edited by Bluefalcon13, 28 May 2015 - 04:45 AM.


#20 Shadey99

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Posted 28 May 2015 - 07:01 AM

I mastered all three current Panther variants and I liked all of them. Play-wise I liked the ERPPC+2xSRM4 10K build, I made so many enemy mechs back off by just jumping into their face and unloading... However I did best in the 8Z with just 2 LL, just need to keep moving and protect that weapon arm. My 9R was the 4xML+SRM6 brawler and while most people say you can't brawl in a light I certainly brawled a good bit with my 9R.

Then again I played a lot of experimental slow lights before quirks were a thing and I can play Panthers and clan lights without issue.





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