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Clan Ballistics: What Do?


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#1 thehwdge

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Posted 23 May 2015 - 01:32 PM

So i'm sitting here pondering how to load out a ballistics oriented dire wolf, when i realize how bizarre clan autocannons are.

What on earth is going on here? Why is the only clan ballistic that has any resemblance to their IS counterparts the lbx types?

Anyone got a few hints for an aspiring sentry turret?

#2 Wintersdark

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Posted 23 May 2015 - 01:37 PM

Sure. Use gauss.

Autocannons are usable but bad in comparison, because clan autocannons (all of them) are bad.

Sure, they're usable, and a dakka-direwolf can put out a lot of damage, but it's not anywhere near as good as dual gauss+lasers loadouts.

If you're using dakka, though? It doesn't really matter, except that *AC2's (all types) are too hot to be practical - run larger ones for higher DPS and lower HPS; the only real reason to run 2's is (if you're in low Elo, as this only works against bad players) suppression, or because you lack the tonnage/space for bigger autocannons. Otherwise, bigger autocannons are much better, as heat is much more a limiting factor than size or space on a Direwolf.

Edited by Wintersdark, 23 May 2015 - 01:38 PM.


#3 Wintersdark

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Posted 23 May 2015 - 01:47 PM

For example, this:

DWF-PRIME got me this:

Spoiler


and it's quite ballisticy. The "siegebreaker" build is hittier with a 110+ pt alpha, but this works cooler and at longer ranges.

#4 thehwdge

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Posted 23 May 2015 - 01:53 PM

View PostWintersdark, on 23 May 2015 - 01:47 PM, said:


and it's quite ballisticy. The "siegebreaker" build is hittier with a 110+ pt alpha, but this works cooler and at longer ranges.


mmmm i think this ones a winner, no longer will i have to fear lights while mounting gauss

#5 Nothing Whatsoever

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Posted 23 May 2015 - 01:59 PM

I think Clan Ballistics could use a bit of a velocity boost at the very least.

Right now, I'm basically rockin' this dakka build on my Prime. Those JJs help to clear terrain when you need to.

I also got the UAC/5 and UAC/10 cooldown modules and it can slice and dice well enough at close range.
You just need support and not allow anyone to get behind you, I've also used it in CW and it's been okay performance wise, but it's more for the dakka dakka kick.

#6 Wintersdark

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Posted 23 May 2015 - 02:15 PM

View Postthehwdge, on 23 May 2015 - 01:53 PM, said:


mmmm i think this ones a winner, no longer will i have to fear lights while mounting gauss

Yeah. Personally, I have no problem hitting lights with my gauss, but the 2xLBX5 also bring to the table increased sustained DPS: You can fire the 2xLBX5+2xGauss while cooling off. Basically, only the 4xERML's generate heat in the build, so you work with everything, then cut out the ERML's when you get hot (and, generally, close).

If you struggle with gauss hits on lights, 4ERML+2LBX5 make it pretty easy.

Also, you can switch the LBX5's to chainfire, and just hold the button down while face-tanking anything. It's highly disruptive, basically gaining the same advantage that 2's can have in suppression while still doing good damage while generating basically zero heat. Spread sucks at long range, but still - alongside the gauss and ERML's, you're very effective even at long engagement ranges.

A technically better build is to go with ballistics in the LT only while running the Prime RT (for the +10% turn speed); but the downside to this is you'll almost always lose a ST in the DWF, and doing this runs a real chance of costing you more firepower.

I keep the Gauss in the arms for protection from explosions costing you other ST stuff, and so I can still project my pinpoint fire at high/low targets.


The Siegebreaker sees the LBX's swapped for a UAC20 and a pair of SRM launchers. With two SRM6's, you're pushing well over 110 damage over the duration of the ERML beams thanks to the '20's doubletap. That build is hilariously funny at close range, and still has dual gauss+4ERML at long range (which is enough to wreck most face on it's own). But up close? When you can basically CT core anything but the largest assaults from 100% to dead in one burst? That's some good times :)

The SRM6's are very hot, though, so you've only got a little bit of smashing time before your down to dual gauss+uac20. Alternatives are going to SRM4's or just one SRM6 (with the cooldown bonus ST) and taking an extra DHS or two.

#7 Burktross

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Posted 23 May 2015 - 02:21 PM

Well, Russ says he's going to buff C-ACs, so hold your breath!

#8 thehwdge

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Posted 23 May 2015 - 02:23 PM

View PostBurktross, on 23 May 2015 - 02:21 PM, said:

Well, Russ says he's going to buff C-ACs, so hold your breath!

my body is ready

#9 Alistair Winter

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Posted 23 May 2015 - 02:48 PM

If you're talking about what to do with ballistics right now, before the buff some time in 2015 (Soon ™ ), then it depends on your Elo level, really. If you're fighting the top 10% of players in their meta builds, then yeah, you're probably regularly meeting people who are better than you, and you don't want the added disadvantage of crappy weapons.

If you on the other hand are in the meaty part of the bell curve - that juicy center bit - then you can probably make clan ballistics work on some mechs. Some work better than others. the CUAC5 is fairly good if you have at least 2 of them. A single CUAC20 can be nice. They're worse than the gauss, but they're not so bad that you basically can't make them work.

That is unless you're in the steering wheel underhive part of the curve, in which case... you are essentially in some Lovecraftian realm of chaos where no logic applies. Worry more about your fragile sanity than your builds.

#10 CrushLibs

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Posted 23 May 2015 - 02:50 PM

shorten the fire rate of the pellets.

REDUCE the # of pellets and turn GH heat down on UAC-5s and 10s to .25 secs instead of .50 secs

sucks having 3 UAC-5 or 2 UAC-10s and one double tap sky rockets your heat

#11 Monkey Lover

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Posted 23 May 2015 - 02:54 PM

View PostCrushLibs, on 23 May 2015 - 02:50 PM, said:

shorten the fire rate of the pellets.

REDUCE the # of pellets and turn GH heat down on UAC-5s and 10s to .25 secs instead of .50 secs

sucks having 3 UAC-5 or 2 UAC-10s and one double tap sky rockets your heat


Russ said he liked the pellets and just wanted to decrease the rate. I think they're waiting to see how the timber/crow nerf works out before buffing.

#12 Xmith

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Posted 23 May 2015 - 03:20 PM

Try this.
3 C-UAC5
2 C-LPL
9 DHS
1 BAP
TC MK2

This build makes it possible to group all weapons together as one. Overheating should not be a problem. You still have to keep an eye on the heat but you can keep the finger on the trigger, unlike the laser boats. Having at least 3 C-UAC5 mitigates the problem of jamming. It is also possible to fight lights as long as you do plenty of twisting and turning. The cooldowns are fast enough to handle a fair amount of light pilots.

My build strategy is having weapons with similar range grouped together.

Pick you modules and you're good to go.The key to this build is grouping all weapons together. Having plenty of DHS makes this possible.

Edited by Xmith, 23 May 2015 - 03:31 PM.






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