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Nova Shatterray


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#1 KBraid

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Posted 12 May 2015 - 10:52 AM

though i don't own a Nova legitamently yet, i have played around with this build in the testing grounds using the Public Beta servers, it's quite a deadly if you can land good shots! (just watch the heat levels)

NVA-Shatterray

i find the best way to handle this build's weapon groups is to give each arm two groups; one for alpha'ing that arm, and one set to chain fire. As well as a fifth group of all weapons set to chain as well. http://i.imgur.com/RzWOooc.png

#2 Bigbacon

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Posted 12 May 2015 - 11:02 AM

12SL nova has been around since launch.

I run the groups as 1,2,3,4 is 3 each in chain fire so I can 1 to 4 at a time depending on how many groups I fire at one time with 5 being 6 on left arm and 6 being 6 on the right arm.

i think i run mine with a TC4+SL range 5 + SL cooldown 5, you get like 232m i think.

one of the mechs that either wrecks face or dies gloriously not getting much done due to not being able to get in close enough. I do love it though.

Edited by Bigbacon, 12 May 2015 - 11:05 AM.


#3 grendeldog

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Posted 12 May 2015 - 01:10 PM

I don't know about having three AMS with one half ton of ammo. That seems like overkill on the number of AMS and much too little ammo for that number of AMS. I would personally go for more heatsinks instead of AMS, but if AMS is important to you I would go with a single AMS, a ton of ammo, and another double heatsink. That leaves one critical slot open, but I always feel that it isn't always beneficial to try to fill every slot past a certain point.

#4 Tiamat of the Sea

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Posted 12 May 2015 - 01:14 PM

My general rule of thumb is one tonne of ammo per AMS, with possibly an extra tonne if mounting multiple just to ensure continued anti-missile fire over a longer portion of match. Half a tonne is absolutely not enough for three AMS, even in a very short match.

#5 EX S

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Posted 12 May 2015 - 01:31 PM

This is what I ran mine with http://mwo.smurfy-net.de/mechlab#i=181&l=ecbd801f002b1cb7ef68b362dd98ab617114f5b8

Heat is not a huge issue on this build. The problem is getting within optimal range to actually do damage.
I never found AMS particularly useful, except when I let someone else play. My friends and family seem to have more trouble with LRMS than I do. I find that good use of cover lets you invest that precious tonnage (Nova is cursed with tragically low podspace) into more sinks or MGs for desperate critting. Still, the MGs could probably be replaced with heatsinks too. I also find that if you go with 10 lasers rather than 12, you can alpha in times of desperation and only cook yourself medium rare instead of cremating yourself because of stupid ghost heat. I don't think the Omnipods here are 1000% correct, you should mix and match as necessary for those slight quirk bonuses. However, If I remember correctly, the NVA-B torso has the best quirks.

#6 eFTy

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Posted 13 May 2015 - 12:47 AM

Try this: NVA-S

Left & right mouse buttons are left and right arm ERMLs on chainfire, group 3 for all the ERSLs and group 4 for all the ERMLs. Optionally, group 5 for ERSLs on chainfire.

You get to actually do damage at range and when things get close you can switch to the cooler ERSLs which still do as much damage as an IS ML.

#7 Flu-Epidemic

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Posted 13 May 2015 - 12:58 AM

Well, if you're running the Prime omnipods on your S variant, i'd suggest 6 small lasers on one arm and 6 medium lasers on the other. It can really tear apart targets at range, and for up close and personal with gd recyclin time, the small lasers do the job. No AMS, it makes you stay close to your team mates to support as well as dish out the pain.

#8 eFTy

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Posted 13 May 2015 - 01:03 AM

I actually run that 6+6 config on my Prime. I just linked to the S because I edited EX S's linked build. And I don't like the idea of putting all the ERMLs/ERSLs on one arm each. If I lose the arm (which does happen, because the mech if fat), I lose fighting capabilities at short or long ranges, and I hate that.

I also just noticed I missed the TCI. That's also dumped for another heat sink, as I favour the philosophy of "if it's not a laser and not a heat sink, it's off my Nova".

#9 Lily from animove

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Posted 13 May 2015 - 07:12 AM

@OP, that idea is so old, it existed even before Clanmech release xD

View PosteFTy, on 13 May 2015 - 01:03 AM, said:

I actually run that 6+6 config on my Prime. I just linked to the S because I edited EX S's linked build. And I don't like the idea of putting all the ERMLs/ERSLs on one arm each. If I lose the arm (which does happen, because the mech if fat), I lose fighting capabilities at short or long ranges, and I hate that.

I also just noticed I missed the TCI. That's also dumped for another heat sink, as I favour the philosophy of "if it's not a laser and not a heat sink, it's off my Nova".



yes ver ymuch a choice of strategy and playstyle. havign all medium lasers in one arm, makes you therefore capable to cornerpop on one side and firing "alphas" of 6. while otherwise youc ould only shoot 3. But then corners on the other side are less suited. Its all a matter of favour and playstyle.

#10 BafGandalf

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Posted 13 May 2015 - 12:49 PM

On my Nova Prime i used 6 ERML. I lack the brute force of 12 small lazors but i can shot alfa's more times before gettting my arm off. (tried on Caustic and Vulcan of destiny -- terra therma -- ) and i can alfa even from inside crater on caustic 3 times before shutting down.

On cooler maps i tend to do even more damage.





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