 Carrioncrows, on 05 May 2015 - 05:25 PM, said:
Carrioncrows, on 05 May 2015 - 05:25 PM, said:
So I didn't buy this resistance pack, despite wanting the Grasshopper like mad.
 
Had some left over MC and got the flash sale today and .....the grasshopper is downright horrible!
 
What the mother man?
 
It's a literal walking CT.  The only way I am seemly able to take damage to the LT or RT is if I accidentally catch a stray shot meant for another mech.
 
Worse I can't even hide behind the usual cover because the damn thing is SOOO tall.  Which wouldn't be so bad if every LRM launched against me didn't strike the CT 90% of the time.  I can get shot in the back by LRM's and still have it hit the front CT.
 
I knew IS energy vomit was going to be bad, simply because IS energy weapons "NEVER" deal full damage because they are always out of optimal range.  I just didn't think it would be THIS bad.
 
So, can't take damage, can't deal damage, and can't jump.  Another disappointment...and to top it off, missile perks on a single missile slot located in the head. Desk palm.
Ya know, I just finished eliting the grasshoppers. I started yesterday morning, had them all finished by evening. I don't have all mastered for that last slot yet, but it was not a bad grind, even if it is something of a grind. The 5 J, H and N all went quick and I now have W/L ratios about 1.3-1.5 and kdr on them between 1.5 and 2.2. They are not bad as in each case, soon as I had finished eliting them with the last skill (speed tweak etc, for the 2x efficiency) I stopped running them... so no part of their stats is due to full efficiencies.
 
I think the trick is, you should consider pulse lasers, even if they don't have range bonuses. Also, you do not need XLs in these. If CT is being cored, I recommend much more twisting and the pulses let you do that because they dump damage in an instant as you are on target, allowing you to swing your CT to the left or right before it gets focused. Also... JUMP. Simple fact, people suck at tracking a jumping target, regardless of any accusations of HAX or hitboxes, a jumping target moves erratically and can cut out jump jets in an instant, changing it's nice predictable arc, to a quick drop that then stops as well or continues at yet another angle, if you hit jump jets again with some of your remaining jump fuel.  This really is something the Grasshopper does well with jump jets for... spreading and evading damage. As they aim at that CT, often you instead splash their damage onto your legs and between your legs, jumping upwards as you twist your torso left, right and back to fire again when you land - if the Grasshopper was horrible, I would not have those numbers on W/L, KDR after just a few grinding drops.
 
Some of the mechs that have been horrible for me were things like the highlander, the pre-quirk victor (with negative penalties), atlases and king crabs. Until they were elited, they felt like moving in mayonaise and I struggled with getting even a 1.0 w/l and kdr until the 2x efficiencies unlocked some actual responsiveness for these chasis (though they still require deliberate planning in your actions and approaches). Grasshopper, in comparison, even with just a 300 standard, running about 69kph was able to do some impressive things, with 4 JJ. Something I think a few missed also was that the variants that can manage 2 energy in the left and right side torsos will get a high mount if you fill the low mount. This means you can run some pulse builds using those numerous low mounts for close range combat, while pushing your ranged weapons into higher hardpoints, allowing the towering Grasshopper to poke over certain barriers, pop tart a bit and generally enjoy unobstructed firing lanes with those ppcs, large pulse lasers or er large lasers that I found useful.
 
Even the missile in the head grasshopper had something to offer, which surprised me. Ended up going tag in central torso and NARC in the head with a bit of ammo 1.5-2t I think. The rest of the armament was meant for up close fighting, Large Pulse, Medium Pulse, even some small pulse in the low slung arms in a heirarchy of bigger weapons higher in body. When jumping, the arm mounted SPLs were great for firing down on opponents I was soaring over who were desperately trying to focus thier ballistics up onto me, but only grazing my legs. When I crashed to earth, I then would have the high/heavier weaponry I could do more substantial hits with, exploiting holes the SPL managed to make.
 
Why the NARC and TAG? So often as a mech that gets in a scrum, I see 2x, 3x ECM, over lapping ECM that makes for a painful ambush or shuts down my teams streaks or LRMS. I get over a ridge or around a corner attempting to flank and I clearly see 3-5 cored enemy mechs just waiting for my buddies to come over the rise they are facing... and I see that a few missiles could really win the fight. But DDCs and Pirates Bane are doing a number on my team who are about to blithely poke one at a time around a corner to face the combined fire power of 6 mechs who have murderballed and created a firing line. What can I do? Well, I'm pretty good at prioritizing and as I see this going down, I can drop some narcs into the best targets, maybe even laze several with TAG directly. That can do some serious disruption, especially if my ranged heavy weapon is ppc/er ppc as yet a third counter-ecm tool. This works. I've had people curse me out for bringing NARCs, then be all apologies as I brawl through 6 enemies, lighting each one up with a nice beacon that points out they are all CORED. I may not survive, but I'll be damned if I'm going to let my team fall into the same ambush that is ending me.
 
Edit: I'm an idiot, I did the narcing in a different mech last night LATE after finishing the grind on all the grasshoppers. I blurred memory of the NARCing with the last build I was running of the Grasshopper, which had been running an LRM5. Thank you for pointing out my idiocy.
					
					
					
							Edited by Mad Porthos, 05 May 2015 - 09:48 PM.