

The Panther
#1
Posted 14 May 2015 - 01:44 AM
http://mwo.smurfy-ne...98467237a362d11
This is the smurfy direction, sorry my tablet dont support posting links.
#3
Posted 14 May 2015 - 02:13 AM
TLX, on 14 May 2015 - 01:44 AM, said:
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
Posted 14 May 2015 - 12:10 PM
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
Posted 14 May 2015 - 01:57 PM
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
Posted 14 May 2015 - 02:46 PM
#7
Posted 15 May 2015 - 10:43 AM
#8
Posted 15 May 2015 - 11:07 AM
Appogee, on 14 May 2015 - 02:46 PM, said:
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
Posted 15 May 2015 - 09:21 PM
Darwins Dog, on 15 May 2015 - 11:07 AM, said:
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
Posted 16 May 2015 - 07:46 AM
CrazyWorm, on 14 May 2015 - 01:55 AM, said:
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
Posted 16 May 2015 - 09:19 AM
#12
Posted 16 May 2015 - 05:12 PM
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
Posted 17 May 2015 - 07:15 PM
#14
Posted 17 May 2015 - 07:33 PM
Serves me well in both puglandia and CW.
#16
Posted 18 May 2015 - 01:57 PM
#17
Posted 19 May 2015 - 02:41 AM
#18
Posted 19 May 2015 - 10:53 AM
#19
Posted 28 May 2015 - 04:45 AM
Edited by Bluefalcon13, 28 May 2015 - 04:45 AM.
#20
Posted 28 May 2015 - 07:01 AM
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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