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Did The Grasshopper Always Suck?
#41
Posted 05 May 2015 - 09:39 PM
#42
Posted 05 May 2015 - 09:50 PM
 Sergeant Random, on 05 May 2015 - 09:39 PM, said:
Sergeant Random, on 05 May 2015 - 09:39 PM, said:
Damn straight, yesterday was a blurr and the last one I ran was the missile head grasshopper, which after I got its 2x elite, I started dropping with my group and running NARC (on a totally different mech). The two blurred together. Thank you, Random. The point I was making about NARCing still stood, cause I remember being surprised how well it worked, but yeah, duh, can't run it on the Grasshopper.
Edited by Mad Porthos, 05 May 2015 - 09:51 PM.
#43
Posted 05 May 2015 - 10:08 PM
 Mad Porthos, on 05 May 2015 - 09:28 PM, said:
Mad Porthos, on 05 May 2015 - 09:28 PM, said:
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.
You found it. I ran a high mounted PPC, and 6x MPLs, 3-4JJs and a XL. I could peak up or out and snipe early until the fight closed to brawling range, rack up great damage and rewards, then brawl and ambush with my MPLs for the kills.
The mech had great maneuverability and was a force to reckon with as long as I used cover and/or stayed on the move.
#44
Posted 06 May 2015 - 12:56 AM
Main weapons are the LPL in the high torso hardpoints or in 1 arm.
SRM4 is ok to give a bit more brawling punch and is quite useful imho.
Arms are used as shields and have low armor (except weapon arm).
I use STD Engines for more survivability.
I tried alot of stuff, but these work best for me.
JJ...not that useful.
Edited by Roadbuster, 06 May 2015 - 12:57 AM.
#46
Posted 06 May 2015 - 03:14 AM
The vulnerable CT means it's XL friendly, which suits my playstyle as light/medium pilot better than slow STD engines.
My favourite is the 5H with 3xLPL and 4ML. Make sure to have an extra weapon group for the high mounted LPL. The alpha is very good, and once you're running hot you can survive with the LPLs only as well.
GHR-5H
Second best for me is the 5N where I stubbornly refused the MPL build for quite some time, but tried it in the end, and it works. I still prefer to have at least two different weapon systems and more range on slow mechs, but it somehow works...
GHR-5N
The only variant that won't work all too well for me is the 5J because with just 6 energy hardpoints which are all very low I have problems dealing more damage than i receive. The higher engine cap is actually useful, but won't save it from being the worst of the bunch.
GHR-5J
You can exchange the LPL/ML with ERLL/MPL but that worked even less for me, although it uses the quirks better.
#47
Posted 06 May 2015 - 03:18 AM
 InRev, on 05 May 2015 - 05:32 PM, said:
InRev, on 05 May 2015 - 05:32 PM, said:
Basically this. With their current quirks, they cap out at mediocre.
Since hoverjets are pretty bad right now, Thunderbolts are better in every other way.
I don't understand the need for everything to be awesome?

Not everything can be awesome.
Put a couple PPCs some mediums and an SRM you have a Warhammer (or Warhopper). More than a Mediocre build if you ask me.
#48
Posted 06 May 2015 - 03:41 AM
I run the J with 2LLasers, 4 MLasers, JJs and a STD engine. It jumps as well as a heavy tends to. Heat management is OK as well. It still runs at about 80kph.
This is the funny thing though, I feel the Jester does it better.
Anyway, like people told us Catapult pilots...a vulnerable CT just means it is XL friendly
 .
.Oh, and you could just go crazy and install. An XL engine, 3 LPLasers and 4 MLasers like I did in my 5H or 5N (The one without the PPC quirks). 53 point Alpha is fun and not as hot as you would imagine.
I like my Grasshoppers overall, but they aren't my favorite.
#49
Posted 06 May 2015 - 03:48 AM
b-b-but muh quirks: use the range modules and stop being a *****,ditch MPL:s for now if you want range.
b-b-but its a walking center torso: you do realize that it has a awesome torso twist arc? after i got the speed tweak i switched back to STD-engines and have not looked back.(6 MPL + SRM4 in the 5J is good,has most amount of zombie weapons.Usually i try to make a build with an shield side and some range.)
AND WHY DO PEOPLE THINK THAT AN IS LASERBOAT SHOULD BE SOME WORLDMOVING OP MACHINE
 
					
					#50
Posted 06 May 2015 - 03:57 AM
Quote
Because they want the IS version of the very broken very OP Timberwolf.
#51
Posted 06 May 2015 - 05:48 AM
#52
Posted 06 May 2015 - 06:21 AM
 Carrioncrows, on 05 May 2015 - 05:25 PM, said:
Carrioncrows, on 05 May 2015 - 05:25 PM, said:
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.
Its you, sorry just the facts ma'am, just the facts..
The Grasshopper is the best IS heavy on the block, just drop the missile points use combos of lasers and ppc's, and just jump jump and more jump k/ds of between 2.5 -3.25 averaging 430 damage a match over all the variants
use xl's and don't go lower than a 340 JJ ain't what they used to be but even with just two the GH feels like the victor used to as a jumping brawl mech
Edited by Cathy, 06 May 2015 - 06:38 AM.
#54
Posted 06 May 2015 - 06:42 AM
The 5N, I could see a 2xPPC build and a mix of MPLs.
And there's always LPLs to fit in there too.
#57
Posted 06 May 2015 - 09:24 AM
 Cathy, on 06 May 2015 - 06:21 AM, said:
Cathy, on 06 May 2015 - 06:21 AM, said:
The Grasshopper is the best IS heavy on the block, just drop the missile points use combos of lasers and ppc's, and just jump jump and more jump k/ds of between 2.5 -3.25 averaging 430 damage a match over all the variants
Lol. Thunderbolt says hi. Even if you put stock in hoverjets, the 9SE Thud is still better than all Grasshoppers.
PS: Those stats would be mediocre for a 50-tonner, let alone a a 70-ton heavy.
 Joseph Mallan, on 06 May 2015 - 03:18 AM, said:
Joseph Mallan, on 06 May 2015 - 03:18 AM, said:
Put a couple PPCs some mediums and an SRM you have a Warhammer (or Warhopper). More than a Mediocre build if you ask me.
Nope, sounds pretty damn mediocre, especially using the SRM hardpoint (which is a joke). And why does everything have to be awesome? Because if there are already awesome mechs, against which we are competing, don't forget. Why the hell would I deliberately handicap myself?
"For the challenge!" they say. Screw that, I already go up against Krivvan, moneyBURNER, Proton, etc. etc. etc. I don't need to create any artificial challenge for myself. I want a mech that can perform well in the situations which I regularly face. AKA, not a 6/10 Grasshover.
 Joseph Mallan, on 06 May 2015 - 06:30 AM, said:
Joseph Mallan, on 06 May 2015 - 06:30 AM, said:
Low mounted hardpoints, short range IS energy weapons, IS STD engines running slow and hot or IS XLs being extremely fragile.
Without Thunderbolt level quirks, it will never challenge the Timby. With Thunderbolt level quirks, it will still have low-mounted hardpoints, making it strictly inferior to Timbies with the TBR-A left torso omnipod.
Honestly people, just stop.
Edited by InRev, 06 May 2015 - 09:36 AM.
#58
Posted 06 May 2015 - 10:14 AM
#59
Posted 06 May 2015 - 10:22 AM
 Macster16, on 06 May 2015 - 05:48 AM, said:
Macster16, on 06 May 2015 - 05:48 AM, said:
I have to admit, the -5K is the IS Heavy sleeper mech. I elited mine last week to fill my Heavy Laser boat(and oddly, a surprisingly do-able ER-PPC boat) build in my CW Kuritan RPing drop deck. I found it to fill a very similar niche as my Grasshopper...so I sold my Hoppers and run two QuickDraw-5Ks.
Edited by CocoaJin, 07 May 2015 - 06:41 AM.
#60
Posted 06 May 2015 - 11:02 AM
one more tip the head missile Is not all bad if you got the room you may want to try to use it.
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