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Whats Up With The Summoner?


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#101 Ghost_19Hz

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Posted 23 May 2015 - 04:19 PM

I've seen it used as a gauss/ppc poptart to the effect of 700+ dmg.

#102 Zordicron

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Posted 23 May 2015 - 04:24 PM

View Postilikerice, on 23 May 2015 - 03:12 PM, said:


Your Cataphract is in the mail.

Enjoy :)

LOL, TAKE THAT FORUM WHINERS!! FREE MECH FOR YOU!!

I love this guy.

#103 Ultimax

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Posted 23 May 2015 - 04:26 PM

View Postlordtzar, on 23 May 2015 - 03:50 PM, said:

More survivable? Grasshopper has quirked arms and a much thinner profile.



Clan XL > Your Reasons

#104 Clownwarlord

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Posted 23 May 2015 - 04:44 PM

I have seen some effective builds on it. The issue with it is that the Stormcrow a 55 ton medium with out jump jets can do everything it can do and some say better.

- SRM build
- Streak build
- ER PPC sniper
- Gauss and 4 mediums

Those are the usual build thoughts when it comes to that mech. I have also seen nipple cannon build (ballistics in the side torsos).

#105 IraqiWalker

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Posted 23 May 2015 - 05:16 PM

View Postclownwarlord, on 23 May 2015 - 04:44 PM, said:

I have seen some effective builds on it. The issue with it is that the Stormcrow a 55 ton medium with out jump jets can do everything it can do and some say better


It's quite true. The SCR will out-do the Summoner a lot of the time.

I never liked the summoner, in fact, I pretty much hated it in the previous games, but playing it in MWO, I really liked it. The mech can move like a ballerina, but it was always starved, of hardpoints, and good quirks.

Don't get me wrong, it's not useless, or awful to pilot, but it's got a lot of potential, and it's being held back by not having enough pods.

PGI's original approach to clan mechs, and the pod quirks was more centered on a trade off between firepower, and mobility. The summoner has tons of empty pods, put some good torso, and arm movement quirks on those (upwards of 15%, please). Give it some more hardpoint variation on the torso pods. The summoner has space problems, so compensate for that by letting us slap either a few big guns (we can already do that right now), or lots of little ones (what we just can't possibly do right now).

Give it some good quirks on single hardpoint pods (I know they have quirks on them, but I'm pretty sure they could use a buff).

#106 Tiamat of the Sea

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Posted 23 May 2015 - 05:18 PM

Hey.

Hey.

I made a suggestion about the Summoner (and omnimechs in general, but it's particularly relevant to underperformers like the Summoner).

It's over here. http://mwomercs.com/...lance-summoner/

#107 Ultimax

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Posted 23 May 2015 - 05:38 PM

View Postclownwarlord, on 23 May 2015 - 04:44 PM, said:

I have seen some effective builds on it. The issue with it is that the Stormcrow a 55 ton medium with out jump jets can do everything it can do and some say better.

- SRM build
- Streak build
- ER PPC sniper
- Gauss and 4 mediums

Those are the usual build thoughts when it comes to that mech. I have also seen nipple cannon build (ballistics in the side torsos).



SRM build I think works well on the SMN, primarily due to being a front loaded weapon and how that synergies well with JJs. They're probably about even, the SMN has a few extra DHS in this build.

CERPPC+Gauss sniper works best with JJs, which the SCR does not have and works better on SMN. SMN also has quirks for both of these weapons, and an extra module to enhance that a bit.

CERPPC only sniper works best with JJs, which the SCR does not have and works better on SMN (& also NVA). See above for quirks/modules.

Gauss + 4 Mediums the SMN has lower burn times, faster CD times, and an extra module slot to spend on either range or a second weapons CD reduction - none of which the SCR can do.
The SMN also, again, has JJs.
It also has a better location for sniping with the Gauss. SMN should also have an extra DHS or 2.



I don't think I'd run a full streak build on a 70T mech.

Edited by Ultimatum X, 23 May 2015 - 05:43 PM.


#108 IraqiWalker

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Posted 23 May 2015 - 05:43 PM

View PostQuickdraw Crobat, on 23 May 2015 - 05:18 PM, said:

Hey.

Hey.

I made a suggestion about the Summoner (and omnimechs in general, but it's particularly relevant to underperformers like the Summoner).

It's over here. http://mwomercs.com/...lance-summoner/

I really like your approach in that one.

#109 Rear Admiral Tier 6

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Posted 23 May 2015 - 05:46 PM

now the summoner seems to be better than timby,more nimble,runs cooler and the quirks are nice

#110 Bishop Steiner

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Posted 23 May 2015 - 05:47 PM

View PostCookiemonter669, on 23 May 2015 - 05:46 PM, said:

now the summoner seems to be better than timby,more nimble,runs cooler and the quirks are nice

...................................lol

#111 lol lol lol lol lol lol lol lol

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Posted 23 May 2015 - 06:06 PM

View Postsycocys, on 22 May 2015 - 11:15 PM, said:

I'm sure this was a topic when the pack was released, but I just got down to this mech... and it feels like its locked in some weird IS trial mech limbo.

It doesn't have enough armor to brawl, or hard point options to really do anything effectively. It's got the same armor as the Mad Dog, with 1/8th of the load out options. Several pods are completely empty and don't even offer some sort of reasonable bonus for being otherwise useless.

The point of this mech totally baffles me after better than an hour of trying to outfit it in the mechlab.


Stock Summoner Prime does not adapt well into PGI-land's Mechwarrior Online. The ERPPC could do 15 damage that wasn't spread out, it's LRM's could fire at point-blank range without losing its damage, and its lb 10-x autocannon could fire cluster OR STANDARD ammo. Also it was fighting other stock mech configurations, from lore Battletech.

So what we have here is:
ERPPC spreads it damage, because balance
LRM's lose effectiveness when in minimum range, because balance
LB10x AC ONLY fires splatshot because, its beyond the capabilities of the dev team to accomplish now.

It's loadout wasn't meant to suck in the way PGI forces it to because of the way PGI has chosen to balance the game and its modes. This does not mean people can't do "good" in one, but it is handicapped in a way that wasn't originally intended when the mech was dreamed up.

Edited by 00ohDstruct, 23 May 2015 - 06:07 PM.


#112 IraqiWalker

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Posted 23 May 2015 - 06:17 PM

View PostCookiemonter669, on 23 May 2015 - 05:46 PM, said:

now the summoner seems to be better than timby,more nimble,runs cooler and the quirks are nice

Yep, until you realize it packs less than a third of the firepower.

#113 Ultimax

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Posted 23 May 2015 - 06:26 PM

View PostIraqiWalker, on 23 May 2015 - 06:17 PM, said:

Yep, until you realize it packs less than a third of the firepower.



I think you mean 1/3rd less, not "less than a third".

#114 Bishop Steiner

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Posted 23 May 2015 - 06:34 PM

View Post00ohDstruct, on 23 May 2015 - 06:06 PM, said:


Stock Summoner Prime does not adapt well into PGI-land's Mechwarrior Online. The ERPPC could do 15 damage that wasn't spread out, it's LRM's could fire at point-blank range without losing its damage, and its lb 10-x autocannon could fire cluster OR STANDARD ammo. Also it was fighting other stock mech configurations, from lore Battletech.

So what we have here is:
ERPPC spreads it damage, because balance
LRM's lose effectiveness when in minimum range, because balance
LB10x AC ONLY fires splatshot because, its beyond the capabilities of the dev team to accomplish now.

It's loadout wasn't meant to suck in the way PGI forces it to because of the way PGI has chosen to balance the game and its modes. This does not mean people can't do "good" in one, but it is handicapped in a way that wasn't originally intended when the mech was dreamed up.

and don't forget that PP-FLD doesn't really exist as we know it in TT.
Oh, and it's JJs didn't suck.

That said, when used as a mobile raider and flanker...I actually still do rather well with the stock Summoner. Until my ammo runs out.

And then things do get..... dicey.

Which is one reason I really want to see Endo Unlocked. With doubled armor, etc, the stock ammo loads just don't cut it. Sure I can get 1-2 kills most matches, but what kind of Ristar is going to settle for that?

Edited by Bishop Steiner, 23 May 2015 - 06:36 PM.


#115 Rear Admiral Tier 6

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Posted 23 May 2015 - 06:38 PM

View PostIraqiWalker, on 23 May 2015 - 06:17 PM, said:

Yep, until you realize it packs less than a third of the firepower.


Whats that got to do with anything? hell i use 6 medium lasers in my Jester sometimes and do very well.

Take the omnipod that has that -30 % uac jam reduction rate and 10 % cooldown buff + uac20(or uac10 if you want almost constant stream of shells) + ppc in the prime arm and wreck stuff.Gauss + PPC is not that great since you cant stunlock or blind anyone with it.

#116 Bishop Steiner

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Posted 23 May 2015 - 06:39 PM

View PostCookiemonter669, on 23 May 2015 - 06:38 PM, said:


Whats that got to do with anything? hell i use 6 medium lasers in my Jester sometimes and do very well.

Take the omnipod that has that -30 % uac jam reduction rate and 10 % cooldown buff + uac20(or uac10 if you want almost constant stream of shells) + ppc in the prime arm and wreck stuff.Gauss + PPC is not that great since you cant stunlock or blind anyone with it.

guessing you don't play very competitive players if stunlock and blinding are particularly valuable to you.

#117 Clownwarlord

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Posted 23 May 2015 - 06:43 PM

View PostCookiemonter669, on 23 May 2015 - 05:46 PM, said:

now the summoner seems to be better than timby,more nimble,runs cooler and the quirks are nice

Um no ... the timber wolf still should win because of one it does have 5 tons on the summoner, both have jump jets ability, but this is where the timber wolf wins against the summoner ... more weapon hardpoints so it can carry more into battle for higher dps and alpha which are probably the two biggest thing in the game. Out side of that though the summoner does beat hand down as the heaviest and nibblest ... if there was a swan lake of mechs this would be in it.

Edited by clownwarlord, 23 May 2015 - 06:55 PM.


#118 Chagatay

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Posted 23 May 2015 - 06:59 PM

View PostBishop Steiner, on 23 May 2015 - 06:39 PM, said:

guessing you don't play very competitive players if stunlock and blinding are particularly valuable to you.


True, but dual UAC5 nipples with a dual ERML is a beast with those quirks. Sure it doesn't hit as hard as a dragon but it can definitely stunlock like a boss with those quirks and CD modules (just use the UACs in chainfire). But more importantly, it is just fun!

#119 IraqiWalker

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Posted 23 May 2015 - 07:16 PM

View PostUltimatum X, on 23 May 2015 - 06:26 PM, said:



I think you mean 1/3rd less, not "less than a third".


You know what, you're right. I meant about a third. You can sometimes slam the firepower of about three (maybe 2.5) summoners in one T-Wolf.

#120 sycocys

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Posted 23 May 2015 - 07:28 PM

I wasn't really saying it was terrible compared to other clan mechs, more that its crazy limited and none of its pods seem to do much in the way of giving it any identity - hence the reference to the bland IS trial mechs.

To me it just seems.... boring, I guess would be the closest description. It doesn't really feel like it belongs in the clan mech list because its not really very customizable omnipod-wise, the hard points are more limited than many of the clan lights, and like has been mentioned a lot of times the lack of endo really hurts anything that is supposed to run ballistics.





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