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Clan Tech Advice?


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#21 Satan n stuff

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Posted 25 May 2015 - 02:03 AM

View PostIraqiWalker, on 24 May 2015 - 05:57 PM, said:

Slap 12 SLs on the prime, with 4MGs, it's more than a HBK-4P in alpha damage (alpha here means, one arm at a time), plus MGs for the sexy sounds.

I prefer ERML or SPL but that works too. I never go without the machine guns though, they're worth far more than two extra heat sinks.
Nova: *VOOOM* *VOOOM*
Target: "Oh noes I'm cored!"
Nova: *DAKKADAKKADAKKA*
Target: *Cower* "Must... protect... center torso!"
Nova: *VOOOM*
"Nova has killed Target"

Edited by Satan n stuff, 25 May 2015 - 02:03 AM.


#22 mailin

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Posted 25 May 2015 - 01:47 PM

I have 6 SPLs and 4 Mgs on my Nova. Granted I traded some of the SPLs for heatsinks, but I believe the tradeoff is well worth it. Granted it doesn't have the 12 laser alpha, but I don't have to worry anywhere near as much about heat with this build. Also with the cooldown module fully maxxed the spls recharge really quickly.

Edited by mailin, 25 May 2015 - 01:47 PM.


#23 IraqiWalker

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Posted 25 May 2015 - 02:57 PM

I'm running my NVA-B with 6 MPLs and 4MGs. I still haven't elited it at all, so the heat is frying me. I'm honestly thinkking of switching to the SL build, but I like the flavor of the MPLs, and the damage is scary on that beast.

Now here's a question:

I have a TC1 slapped in there. You reckon I should remove it for an extra DHS?

#24 Repasy Cooper

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Posted 25 May 2015 - 03:30 PM

First off, ignore all the "It's OP, it's NERF" going on right now. Fact is, the game has never been more balanced than it is now. It miiight still have a bit of a ways to go, but for all intents & purposes the two techs are about equal in overall strength now.

Having said that, each have their own advantages and disadvantages. The Clans' real advantage is mobility and tonnage saving for all weapons, at the cost of increased heat. You can load way more weapons on a Clan mech than an IS mech, but if you do you will have a higher risk of overheat. I would say that the best way to get into Clans is to test the waters with a few stock mechs to get the feel for mech heat. When you've purchased your mech and are ready to modify the loadout, think carefully on whether you want continuous fire or concentrated burst fire.

I like to keep a variety of weapons on my Clan mechs rather than commit to meta. With heat as high as it's gonna be, you won't be able to alpha fire more than once without overheat, so if you split your loadout between two playstyles (ex. long-range gauss & close-range pulse lasers, or long-range lasers & close-range srms), it's almost like having two mechs in one. Perfect example is the Timber Wolf. Each of the stock loadouts excel at more than one type of scenario: Prime is a laser build w/ auxiliary LRM support for tactical use & 2xMG for heat management; A is an ER PPC sniper w/ a backup array of pulse lasers & streak-srm6 for finishing off exposed internals; C is a long range support mech w/ variety of weapons for different long range scenarios; D is an ER PPC sniper w/ a dedicated arsenal of streaks for punishing light scout mechs that get too close; S is an urban fighter w/ enough firepower to deal insane damage at close range, but it also has the jump jets to evade direct brawls and flank the enemy from the side, behind, or above.

From my personal experience, Clan mechs require much less C-bills towards optimization, after purchase, than IS mechs. You've already got the DHS, and in most cases ferro-fibrous & endo steel as well. You've also got the prized Clan XL engine which saves tonnage AND doesn't explode after one side-torso destruction, which is a big bonus. These components are all locked of course, so this does limit your options slightly. I would say, however, that you can find an optimal build for almost every scenario you can think of. Heck, you can even fit a gauss on a Kit Fox w/ tonnage to spare for enough ammo & backup weapons to excel at guerrilla sniping. That's something you just can't do with IS lights (well, you might, but it would be downright stupid).

#25 mailin

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Posted 25 May 2015 - 04:47 PM

I actually run mine with a TCII

#26 EvangelX

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Posted 30 May 2015 - 01:10 PM

Well I went with Nova's to start with, a lot of fun and deadly. Very different way to play. I see now that these few Clan I have are for the short burst compared to IS.
Also got Timberwolves and still am amazed at the amount of firepower!
Adders smooth & sexy!
And Gargoyle's simply for the look of them, played right with some good circumstances thrown in they can be quite threatening.
Always in the back of my head with gargoles is 'speed is my Primary weapon'. I see the fight stating to escalate and if possible flank or even give them an upleasent surprise 'from behind'. 80 tons on the move can be quite usefull.

Thanks again for all your advice, cheers B)

#27 IraqiWalker

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Posted 30 May 2015 - 01:18 PM

Glad to see you are enjoying them. If you have any other questions about builds, or other mechs, feel free to ask.

#28 Rogue Jedi

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Posted 30 May 2015 - 01:29 PM

View PostEvangelX, on 30 May 2015 - 01:10 PM, said:


Also got Timberwolves and still am amazed at the amount of firepower!

yes, the Timby is still probably the best Mech in the game, it and the Stormcrow received "nerfs" to make it more difficult if you mount a lot of lasers but if you run a mixed weapon build you barely even notice the "nerf", the people who are complaining it "got nerfed into the ground" wanted to run 6+ lasers including some ERLLs and got 18%+ longer beam duration, as I had never tried to use more than 4 Lasers on ether I did not notice the nerfs when I ran them for the Clan weekend.

#29 Bolter01

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Posted 11 June 2015 - 02:27 PM

Whats with the Clan U-AC weapons, particularly the U-AC5 seems ineffective, a lot of 'hoop la' for FA damage?!

I think I understand its , - 3 shots for a total of 5 damge?
Just like bird shot, just for noise and rattle...?!

#30 IraqiWalker

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Posted 11 June 2015 - 03:10 PM

View PostBolter01, on 11 June 2015 - 02:27 PM, said:

Whats with the Clan U-AC weapons, particularly the U-AC5 seems ineffective, a lot of 'hoop la' for FA damage?!

I think I understand its , - 3 shots for a total of 5 damge?
Just like bird shot, just for noise and rattle...?!

The UAC 5 is the best ballistic weapon on all accounts. Range for tonnage, damage for tonnage, and slots. Extremely light, small, and very effective. My Summoner has 2 of them + 5 tons of ammo, and it wrecks anyone that looks at it for longer than 2 seconds. Especially with the new fire rates that make it effectively PP FLD.

It may be three pellets, but don't forget it's ultra, that means it has crazy damage, and DPS.

#31 Bolter01

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Posted 11 June 2015 - 10:06 PM

Well I must be doing something wrong, I only have the one on Adder or Nova and it seems rare to do a great deal of damage, even though I ensure on most accounts to land the whole burst.

#32 IraqiWalker

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Posted 11 June 2015 - 10:34 PM

View PostBolter01, on 11 June 2015 - 10:06 PM, said:

Well I must be doing something wrong, I only have the one on Adder or Nova and it seems rare to do a great deal of damage, even though I ensure on most accounts to land the whole burst.


What's your ping on average? My KFX with 2 UAC2s usually scores 300+ damage a game. So your UAC 5 should be getting numbers close to that. Also, how much ammo do you have?

Another thing to worry about is bullet drop, especially since you're in a lower mech.

#33 Bolter01

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Posted 11 June 2015 - 10:41 PM

Ping is 240, & yes they indicate hits, full volley. Yes 300 dmg is about right - I expected more.
Ammo 2 ton

Edited by Bolter01, 11 June 2015 - 10:42 PM.


#34 IraqiWalker

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Posted 11 June 2015 - 10:55 PM

View PostBolter01, on 11 June 2015 - 10:41 PM, said:

Ping is 240, & yes they indicate hits, full volley. Yes 300 dmg is about right - I expected more.
Ammo 2 ton


2 tons is 180 shots. Now a UAC 5 fires 3 bullets. So 180/3 = 60 (2 tons if IS UAC 5 ammo is 60 as well).

Now, 60 shots x 5 damage = 300. In a C-UAC5 with 2 tons of ammo, you are incapable of getting more than 300 damage (unless some crits are counted), and that's if you hit with every bullet fired. So you're doing very well.

(My mental math is that I expect at least 33% of all ammo to be wasted on misses, terrain glitches, friendly fire ... etc. so if I can land the other 2/3rds on the enemy, I'm fine. That means my expected damage on 2 tons of UAC 5 is 200, if I get above, that's great, if I get below, and I spent it all, I need to work harder.)

#35 Revis Volek

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Posted 11 June 2015 - 10:55 PM

UA/C 5's only seem to work in groups and i dont even know why...

throw two or 4 on something and BOOM getting kills like its going out of style....put one... :huh:

Also, Swap that 5 to a 10 on the NVA and make sure you use the correct arm that has the UAC buffs (jam chance and velocity)

and C-UA/C 20 on the ADR w/ 2 sml and a ER Med (or gauss) Adders are more fun with big guns IMO!

Edited by DarthRevis, 11 June 2015 - 10:57 PM.


#36 Bolter01

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Posted 12 June 2015 - 12:00 AM

Cheers guys I'll give it all a go. New to Clan mechs & weaponry, so.. its a learning experience. I guess I kinda expected them to be automatically superior. The Nova & Adder lately have just been going 'POP!' @ the first sign of fire ...?

#37 IraqiWalker

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Posted 12 June 2015 - 12:31 AM

View PostBolter01, on 12 June 2015 - 12:00 AM, said:

Cheers guys I'll give it all a go. New to Clan mechs & weaponry, so.. its a learning experience. I guess I kinda expected them to be automatically superior. The Nova & Adder lately have just been going 'POP!' @ the first sign of fire ...?


Try running the Adder with 2 UAC2s, with the ADR-D right arm (that arm has a quirk that reduces UAC jam chance by 30%). It's like you're using SMGs in Counter Strike. Especially if you can get the UAC2 Cooldown modules, and Range modules. (Since you're new, I'd stay away from weapon modules for now, and only get the ones on the more common weapons, like ERMLs, Gauss, ERMPLs, UAC5s ... etc.





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