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Ghr Grasshoppers!


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#41 HelBound

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Posted 25 March 2015 - 05:54 AM

Here is what I'm running to moderate success as I wrap my head around this mech. Id prefer more speed but the size tends to be helpful for backing up the push and throwing damage over peoples heads.

I usually run lights (all IS mastered) and just finished mastering the centurion, blackjack, cicada and now working on the vindicators (St. Ives Blues...can't get a build I like there). Anyway so far I've been sitting on some 500dmg games, initially a few sub100 games until I learnt not to over extend.

Trying to figure the Grasshopper and Zeus out so I can have a proper CW deck. Been using the limited Krab and Cataphract for heavies and assaults atm but can't level past basic only have 1 of each.

GHR-5H
4x ERLL 1x ML
-Runs hot
-ML for zombie fighting
-Great for supporting the push from the back of the pack using those top mounted lasers
-High pinpoint damage for the scrum
-Wish it were faster

GHR-5J
6x MPL 1x LRM5
-Runs hot
-Using this mech to lead the push, LRMs at range and MPL to tare things up
-JJ are useful for getting into position and executing quick 180s
-Mixed feelings about it

GHR-5N
6x MPL 1x ML 1x ERLL
-Runs hot
-ML for zombie fighting
-ERLL to poke at range
-MPL to put out damage at close range
-Fire groups and chain fire are your friend

Edited by HelBound, 25 March 2015 - 05:56 AM.


#42 warner2

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Posted 25 March 2015 - 02:09 PM

View PostMercarryn, on 24 March 2015 - 11:47 AM, said:


Reason for FF is, that after installing ES, I still have some weight left, but no free slots for anything. Sure, you could go and put in bigger reactor like this one:

GHR-5J MK II

Though I at least cannot see a real advantage between the 280 and 295. Thus why I choose FF on this config.

Fair enough, however the difference between the 280 and 295 is not only the 4 kph (which is not insignificant) but you are also going to be turning a bit faster and changing direction a bit faster (so peek and shoot is faster). The other difference is that you are now only 2 ton away from a STD 300 and an extra heat sink. I would consider dropping 2 Jump Jets and moving to a STD 300 plus 1 extra heat sink. Depends if you use the JJ to shoot a lot. I wouldn't with that build so 2 would be enough for me and I'd prefer the extra heat sink.

The point is free tonnage is free tonnage and there is always something useful you can use it for.

#43 ShinVector

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Posted 26 March 2015 - 08:20 AM

Grasshoppers are bad... :ph34r:



#44 N a p e s

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Posted 27 March 2015 - 07:36 PM

I've finally started being successful with the grasshopper. Took a while but at least it's fun now.

Favorite has been a 5J loaded with 3xLPL, 2xML and a XL350.

#45 Dulahan

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Posted 07 April 2015 - 04:23 PM

View PostHelBound, on 25 March 2015 - 05:54 AM, said:

Here is what I'm running to moderate success as I wrap my head around this mech. Id prefer more speed but the size tends to be helpful for backing up the push and throwing damage over peoples heads.

I usually run lights (all IS mastered) and just finished mastering the centurion, blackjack, cicada and now working on the vindicators (St. Ives Blues...can't get a build I like there). Anyway so far I've been sitting on some 500dmg games, initially a few sub100 games until I learnt not to over extend.

Trying to figure the Grasshopper and Zeus out so I can have a proper CW deck. Been using the limited Krab and Cataphract for heavies and assaults atm but can't level past basic only have 1 of each.

GHR-5H
4x ERLL 1x ML
-Runs hot
-ML for zombie fighting
-Great for supporting the push from the back of the pack using those top mounted lasers
-High pinpoint damage for the scrum
-Wish it were faster


You tried to run it with the 350XL? Loses the Zombie, but gains some definite speed.

#46 grendeldog

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Posted 11 April 2015 - 08:35 PM

Just got my GHRs. I'm wondering whether you all have any tips for the ideal method of play - stuff like how aggressive to be, what role to try and fulfill, how you guys approach fighting with a Hopper, etc. Anybody mind throwing a few tips out there on that subject?

#47 Rear Admiral Tier 6

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Posted 12 April 2015 - 11:06 AM

View Postgrendeldog, on 11 April 2015 - 08:35 PM, said:

Just got my GHRs. I'm wondering whether you all have any tips for the ideal method of play - stuff like how aggressive to be, what role to try and fulfill, how you guys approach fighting with a Hopper, etc. Anybody mind throwing a few tips out there on that subject?


Basic laserboat stuff: ZAP and cover,avoid brawls,but keep at a 300-400 meter range.

#48 grendeldog

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Posted 13 April 2015 - 07:22 PM

I'm primarily a medium pilot, with Hunchies and Stormcrows, and the Grasshopper is the first heavy that I have approached with a serious mindset (ie I intend to master the chassis). After a day of playing with it, it occurs to me that the Grasshopper is like a medium in that it requires a good team to be most effective. It does not 'carry', but give it proper backup so that the enemy doesn't get into your flanks and it can tear some stuff up really hard. If the team sucks though, you're well and properly hosed.

I'm running the 4H at the moment with an XL330, two LPL in the high torso mounts, a LL in the center torso mount, and medium lasers is the low torso mounts and arms. Every other slot is stuffed full of DHS. Anyhow, to illustrate my point, earlier today I had a skirmish on Viridian. The team knew where it was going (hard against the cliffs with the water to our far left), covered our flanks, and focus fired. I racked up four kills, multiple assists and components destroyed, and got the creeping death achievement. The game ended with only three mechs on our team alive, but I had done almost 650 damage - not bad for the first day I've played a Hopper, and first day I've played a heavy seriously.

Just now I had a skirmish on Viridian - same starting location, but the team was all over the place: going in circles, AFK, bunching up, and recoiling violently at the first hint of enemy contact. Predictably I ended up getting sniped to death via side torso destruction while trying to get some sort of organized push to happen. This is what I mean about the mech being just as team-dependent as a medium.

I think that the chassis is pretty nifty overall though. I finished out all my basic skills on the 4H today, and I think that despite the higher fragility the GHR definitely benefits from an XL engine. Without the XL I would end up with less firepower on the 4H than I have on my HBK-4P(C), due to weight issues.

Also, this mech likes to shield with its forearms 'up', like a boxer, and torso twisting is a must. The only way to do those things quickly enough is with an engine rating greater than 315 IMO. And that's not even mentioning the just atrocious overall speed with the stock engine; 64 kph is fine for assaults because they have the armor and firepower to counteract their lack of mobility. The Hopper does not - several times before upgrading the engine I got literally left behind by the team, so I missed the action and they were down a heavy when they needed the firepower.

I had some real initial misgivings about this mech when I was running the stock engine, and then got even more concerned when I got several side torsos ripped off. I was thinking that if the side torsos were that fragile I would be screwed with an XL. But the inverse turned out to be true: I lose side torsos much, much less often with an XL because I can twist and arm-shield effectively, and so the overall survivability goes up even though on paper the durability would seem to go down.

The TL;DR is that this thing requires a team that works together, but it punches people in the nuts seemingly above its weight class when the team does cooperate. Also that XL is life, not death - movement and twist speed are required IMO to be at all effective, and plus the XL allows a stupid amount of lasers (this is a good thing).

Cheers then to other GHR pilots!

Edited by grendeldog, 13 April 2015 - 07:36 PM.


#49 HelBound

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Posted 14 April 2015 - 07:42 AM

View PostDulahan, on 07 April 2015 - 04:23 PM, said:


You tried to run it with the 350XL? Loses the Zombie, but gains some definite speed.


Yeh not sure what I was thinking when typing that. The zombie thing doesnt work. I kept the XL since but have changed the build around a bit since. Im now running 2x ERLL in the shoulder high points, 2xSPL in the lower torso slots and 2xLL in the arms for some better reaction times. The SPL really are just to take up a slot so the ERLL take the high point.





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