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Rvn-3L, Need Input.


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#21 DrSlamastika

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Posted 19 April 2015 - 02:13 PM

Yes his role is combat support and cover your team with ECM, you need move with your group ( this is not one of that "sniping" setups with ERLL, when you hiding somwhere at the edge of the map while your team is dieing under some LRMs. )

The best way how you can piss of an enemy is kill them all . . . this build have a decent punch and speed.


And one advice, try use full armor on the legs if we talking about lights . . this is important!
Also head is a good place for ammo, better then arm . . .

Edited by DrSlamastika, 19 April 2015 - 03:07 PM.


#22 Cyberpunk Eevee

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Posted 19 April 2015 - 02:26 PM

I'm all for sticking with the group. Sniping isn't fun for me in a 3L. I like to have a bunch of tools to spot for allies: TAG, NARC, UAV. City at night with two LRM catapults.Pop Narc and uav, run, tag.

#23 DrSlamastika

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Posted 19 April 2015 - 02:37 PM

Ok but you cannot have everything or you will be weak and vulnerable. So take just narc or tag and add one medium laser or another SRM if you chose tag . . But for me its death weight. Raven could be very good and strong.

Just think about it, every other light in the game, will eat you with that weaponry, if they find you.

2x ML and 1x SSRM2 is just too weak . . .

Edited by DrSlamastika, 20 April 2015 - 07:11 AM.


#24 TercieI

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Posted 19 April 2015 - 02:44 PM

View PostCyberpunk Eevee, on 19 April 2015 - 02:03 PM, said:

It looks nice, but it seems like it was built for combat support and not for pissing off enemies


It's a combat game. You're not going to piss off anyone but the greenst noob (or maybe your teammates) with a "support" mech. Decent players will laugh at you and ignore you in favor of actually threatening targets. <shrug>

#25 bad arcade kitty

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Posted 19 April 2015 - 02:45 PM

well ecm (and ams) already are very good at pissing off enemies without any weapon :3 especially those with lrms

btw, there is a good thread on another section why narc on lights is meh http://mwomercs.com/...e-a-light-narc/

also, found somewhere on the forum, mdd-a maximum support (: http://mwo.smurfy-ne...aac7fe3c158ba5c

#26 Wabbit Swaya

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Posted 19 April 2015 - 02:46 PM

I suck with srms, so usually just stick to 3 mdlas, ams(3.5 tons ammo), and ecm, an xl295, the 3 double heatsinks(in addition to those in the engine), 232 FF armor, and Endo.

I know, under whelming, but I run around like a bat outta hell giving ams and ecm light support to the slow heavies, suits my nature fine. Usually end with a bunch of assists, a kill, and around 250-350 dmg.

Edited by Wabbit Swaya, 19 April 2015 - 02:47 PM.


#27 bad arcade kitty

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Posted 19 April 2015 - 02:49 PM

>ams(3.5 tons ammo)

but.. it's a complete overkill
0.5-1 tonne per ams is almost always more than enough

#28 Wabbit Swaya

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Posted 19 April 2015 - 02:54 PM

View Postbad arcade kitty, on 19 April 2015 - 02:49 PM, said:

&gt;ams(3.5 tons ammo)

but.. it's a complete overkill
0.5-1 tonne per ams is almost always more than enough


Ever fought the DavRats in CW... never enough ams ammo, never enough...

#29 DrSlamastika

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Posted 19 April 2015 - 03:02 PM

View PostTerciel1976, on 19 April 2015 - 02:44 PM, said:

It's a combat game. You're not going to piss off anyone but the greenst noob (or maybe your teammates) with a "support" mech. Decent players will laugh at you and ignore you in favor of actually threatening targets. <shrug>



Yes ECM is good enough, you don't even need AMS ;) another death weight

#30 Void Angel

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Posted 19 April 2015 - 04:40 PM

If your team is reliant on ECM to counter LRMs, they need to learn to play starting with vaccinating their dang mechs! A fast ECM light can find the enemy without being immediately targeted when they make line of sight, and they're also fast enough to survive if spotted. Your team can and should bring AMS; they should also know how to defeat a missile boat - but the bottom line is, your team can move through cover and bring their own countermeasures; they cannot scout. It is a light's job - particularly an ECM light - to do for the team what only it can do.

PS: this doesn't mean you have to take AMS on your light; many light builds are very tight in regard to weight, or even space. But anyone who canbring it, should - now that you can turn it off to be sneaksy, there's really no excuse.

#31 Cyberpunk Eevee

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Posted 19 April 2015 - 04:57 PM

View PostVoid Angel, on 19 April 2015 - 04:40 PM, said:

If your team is reliant on ECM to counter LRMs, they need to learn to play starting with vaccinating their dang mechs! A fast ECM light can find the enemy without being immediately targeted when they make line of sight, and they're also fast enough to survive if spotted. Your team can and should bring AMS; they should also know how to defeat a missile boat - but the bottom line is, your team can move through cover and bring their own countermeasures; they cannot scout. It is a light's job - particularly an ECM light - to do for the team what only it can do.

PS: this doesn't mean you have to take AMS on your light; many light builds are very tight in regard to weight, or even space. But anyone who canbring it, should - now that you can turn it off to be sneaksy, there's really no excuse.


Turn what off? ECM? AMS?

#32 White Bear 84

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Posted 19 April 2015 - 05:01 PM

View PostHornsby, on 18 April 2015 - 12:19 PM, said:

Is this for playing in PUG games? I would say that having NARC + TAG is quite overkill. If you're doing NARC, you probably don't need TAG.

Additionally, I swapped the Small Pulse for Medium lasers, since the RVN-3L's quirks give you more bang for your buck when using Mediums anyway.


1. TAG has a greater range and allows for you to target while using bigger mechs as a meatshield. Also note that with the NARC indicator being put in game, TAG will have another advantage. I would advise keeping it, just for the versatility it offers in being able to assist LRM boats/spotting. a few hundred metres can be life or death in a light when spotting..

2. Agree with the overall consensus here to upgrade to MedLas :)

#33 Void Angel

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Posted 19 April 2015 - 05:02 PM

View PostCyberpunk Eevee, on 19 April 2015 - 04:57 PM, said:


Turn what off? ECM? AMS?


Yes, actually; you can switch ECM between defense and counter-ECM with the J key, and turning AMS off is default-bound to the ` key by your "1" if memory serves. This can be important since the Low Signal indicator and flickering HUD are a dead give-away that an ECM 'mech is nearby, and I know some LRM users who will do recon-by-fire, lobbing LRMs over cover to see if any AMS kicks in.

Edited by Void Angel, 19 April 2015 - 05:02 PM.


#34 bad arcade kitty

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Posted 19 April 2015 - 05:02 PM

ecm is impossible to turn off -_- only to switch to counter mode with j
ams can be turned off with ` or with arrow keys and right ctrl

#35 Johny Rocket

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Posted 19 April 2015 - 05:03 PM

I run a 3L but my intentions are quite different with it than yours, so nothing really to say there.
I run an xl285 and 2 ERLL I hang out around the flanks hiding my teams flank from the enemy, sniping and locking targets.

Narc is good but don't narc everything at once, when Im boating nothing is worse than seeing 6 narced mechs at once and then nothing the rest of the match. I can only target 1 guy at a time.
Leave tag up to the boats themselves, they get tag kill and damage bonuses, only when they do it. Yeah it lights up an ecm covered target but so does your ecm. Its a death wish for you because you have to hold it on them which means you have to slow down. The boat is already giving up his location with lrm fire, you are just being counter productive to your own stealth.

#36 Cyberpunk Eevee

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Posted 19 April 2015 - 05:48 PM

Good to know on ecm and ams.

Joe, If I drop with a friend, I call each narc and tag. If pug, I find out if any lrm's on my team, and alert them that I will narc and tag when able.

I never narc more than once a minute unless i witness my last narc get hit by a volley, then it's usually them a second time.

#37 Mister Raven

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Posted 20 April 2015 - 11:39 PM

Does some one need raven help?

#38 ShadowbaneX

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Posted 21 April 2015 - 06:45 PM

View Postjoelmuzz, on 18 April 2015 - 06:30 PM, said:

Extends radar range, counters ECM (seems to be debate about this when used with ECM but I dont see a problem?), finds powerdown cowards, puts enemy UAV on radar for teammates, gets target info quicker.
If you are playing scout and support then you really should have it.


If you need to counter ECM, switch your ECM to counter and save 1.5 tons for other stuff. Not to mention NARC or TAG doing similar. The MK I Eyeball is usually pretty good for finding UAVs...and finding powered down mechs for that matter. Target Info I'll give, but really, not critical. BAP sounds like a good idea for LRMs or Streak Boats...otherwise, you're better off using that tonnage elsewhere.

#39 Bigbacon

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Posted 26 April 2015 - 05:50 PM

I'm ready to try this
http://mwo.smurfy-ne...93394b4e2ed12b4

3 LL + ECM

114 might seem slow...but not really that bad.

#40 Snotskull

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Posted 13 May 2015 - 05:03 AM

a fun "support" raven with all the bells and whistles. i missed the champion rebuild entry but here is my build and it works well.
http://mwo.smurfy-ne...3d5d4f35b8c1652

3ML 2LRM5 atremis ECM/BAP 210XL

it has loads of ammo 4 tons, goes just fast enough, lots of armour, works well with advanced target decay and sensor range modules. LRM5 cooldown and ML range extension modules. one UAV and one 9x9 coolshot. take it for a spin.





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