Griffin 2N
#61
Posted 13 May 2015 - 11:04 PM
#62
Posted 14 May 2015 - 12:01 AM
grendeldog, on 13 May 2015 - 01:25 PM, said:
I got all of 98 damage with this build the first time I took it out. Now, granted, it was on Tourmaline on skirmish mode - not exactly a short ranged map (unless on conquest mode in which case a brawl is virtually guaranteed). But I just don't see how you can run a medium class squishiness-level SRM brawler with an XL engine. When I ran the 2N stock I almost always lost first the arms and then both torsos before dying, and thus managed to keep up my damage output almost to the last second. But with an XL that means a death sentence.
So are they just smoking something powerful over at MetaMechs or is there something I'm missing regarding this build?
The XL is probably a typo, as you can fit that build with an STD300: GRF-2N - adjust armour-to-jumpjet ratio according to preference.
If you go XL, you have room for larger lasers and/or launchers.
#63
Posted 14 May 2015 - 01:15 AM
eFTy, on 14 May 2015 - 12:01 AM, said:
The XL is probably a typo, as you can fit that build with an STD300: GRF-2N - adjust armour-to-jumpjet ratio according to preference.
If you go XL, you have room for larger lasers and/or launchers.
You are missing Artemis in that build.
It's a balance between deadlines and staying power. Artemis will increase very significantly your ability to get stuff dead but unless you are willing play TWO (turret warrior on-line) you will have to sport an XL or remove Lasers.
The XL makes you easier to kill on one side but also more manoeuvrable which in theory makes up a bit for the XL vulnerability, it also helps getting stuff dead.
Then there is another matter, what good are you alive but weaponless? This mech has zero zombi ability and while losing a torso retains some weapons you are not really a terrific sight in the battlefield with 2SRM4, provided you still have ammo on you....
That said I've played that mech mostly without Artemis and with a standard engine, so I'm actually in your boat, but I can see how some people might prefer the glass canon approach.
#64
Posted 14 May 2015 - 02:32 AM
But yeah, all my good Griffin and Wolverine builds use XL engines. Also, if I were going to brawl in a griffin, I'd go much higher than XL300... Something like this: GRF-2N
#65
Posted 14 May 2015 - 04:54 PM
eFTy, on 14 May 2015 - 02:32 AM, said:
But yeah, all my good Griffin and Wolverine builds use XL engines. Also, if I were going to brawl in a griffin, I'd go much higher than XL300... Something like this: GRF-2N
Yeah, this build looks like it would be much more XL-friendly due to the higher speed. I'm definitely going to have to check this out.
Is that enough ammo though? I use four or four and a half tons and still run out sometimes.
#66
Posted 15 May 2015 - 01:56 AM
#67
Posted 16 May 2015 - 02:53 PM
eFTy, on 14 May 2015 - 12:01 AM, said:
The XL is probably a typo, as you can fit that build with an STD300: GRF-2N - adjust armour-to-jumpjet ratio according to preference.
If you go XL, you have room for larger lasers and/or launchers.
Adjust the ammo around and you have a fine mech, I'd contend that it's straight better than the XL version because it's durable. Enemies go for my left torso when I'm i n the 2N so a STD 300 is a neat surprise to prevent an easy kill. I've had good luck with this build through a variety of games and most always do my part and even a little extra as well.
#69
Posted 25 May 2015 - 11:09 PM
grendeldog, on 13 May 2015 - 01:25 PM, said:
I got all of 98 damage with this build the first time I took it out. Now, granted, it was on Tourmaline on skirmish mode - not exactly a short ranged map (unless on conquest mode in which case a brawl is virtually guaranteed). But I just don't see how you can run a medium class squishiness-level SRM brawler with an XL engine. When I ran the 2N stock I almost always lost first the arms and then both torsos before dying, and thus managed to keep up my damage output almost to the last second. But with an XL that means a death sentence.
So are they just smoking something powerful over at MetaMechs or is there something I'm missing regarding this build?
Never take a SRM mech without seismic. It also takes a bit of time in group q to get used to going in close and learn the best places for it. The clan versions at least have some range with their cERMLAS
#70
Posted 05 January 2019 - 12:44 AM
its 26/52 for RT and 27/54 for LT
other GRF all have 26/52 for RT and LT (plus Quirks)
#71
Posted 05 January 2019 - 07:54 AM
Note that if/when they correct the error it'll have an 'invalid loadout' and the extra points of armour will have to be removed before you can play a match with the mech (or you can just build it with correct armour now, but an extra 2 armour covering the ECM doesn't hurt).
#72
Posted 05 January 2019 - 08:29 AM
Locutos, on 05 January 2019 - 12:44 AM, said:
its 26/52 for RT and 27/54 for LT
other GRF all have 26/52 for RT and LT (plus Quirks)
been poorly patched for a very, very long time.
Cant say much more on that TBH.
#73
Posted 07 January 2019 - 02:25 AM
ok, i should take my 3 points extra as long as its in.
#74
Posted 17 January 2019 - 11:58 AM
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