

The Team With The Most (R) Mechs Loses
Started by Troutmonkey, Aug 26 2015 05:12 AM
50 replies to this topic
#41
Posted 26 August 2015 - 02:09 PM
Resistance mechs are not bad (Enforcer is one of the best mediums in the game and Zeus is a pretty solid mech). What happens in this kind of tournament is that people palys with mechs that are not yet mastered or they are not comfortable with.
#43
Posted 26 August 2015 - 02:15 PM
I will bring this over from another thread:
Gas Guzzler, on 26 August 2015 - 12:47 PM, said:
Interesting. With the R-Variant Zeus I have yet to have a match with <150 match score. No LRMs required.
In fact, in my 31 matches last night in the 6S, I averaged 571 damage a game with a 4.27 KDR. I guess its good enough
In fact, in my 31 matches last night in the 6S, I averaged 571 damage a game with a 4.27 KDR. I guess its good enough

#45
Posted 26 August 2015 - 02:21 PM
Corrado, on 26 August 2015 - 02:19 PM, said:
Mine is running 3LL 1Gauss. my kdr is way lower, still 36 matches so far, 3 under 150 points, the others going from 380 to 630 points. im having fun too.
Mine is similar, just added a ML for a little extra damage when close up.
Edited by Gas Guzzler, 26 August 2015 - 02:22 PM.
#46
Posted 26 August 2015 - 03:08 PM
Monkey Lover, on 26 August 2015 - 07:41 AM, said:
The team with the best mechs win most the time. This is why pugs get smashed when they get over to cw and fight clan mechs in IS lrm boats.
Honestly this effects pugs in normal matches in particular Skirmish mode.
In a skirmish several factors that impact a teams potential to secure a victory are entirely in the hands of the matchmaker.
Team with ECM superiority
Team with higher concentrations of counter ECM
Team with the overall lowest ping
Team with more "meta" builds
Team with more Clan tech
Team with better synergy (LRM boat + NARC spotter is better than LRM boat VS enemy with 3 ECM)
Before the match even begins it is possible for one of the teams to have several factors stacked in their favor.
This is why I dislike skirmish due to being overly simplistic with the added "feature" of random match maker selections potentially applying an unintended handicap to one of the teams before the match even starts.
#47
Posted 26 August 2015 - 05:10 PM
Deathlike, on 26 August 2015 - 12:57 PM, said:
Most of the ® mechs have deficiencies.
Yeah. I don't mind most of the Resistance mechs but the ® variants are the worst of each. The Grasshopper is the best ® mech in my opinion, so that's what I'm running for this event.
Panthers are all pretty meh, and I really can't find decent load outs for the Enforcer ® or Zeus ®.
#48
Posted 26 August 2015 - 05:27 PM
Troutmonkey, on 26 August 2015 - 05:10 PM, said:
Yeah. I don't mind most of the Resistance mechs but the ® variants are the worst of each. The Grasshopper is the best ® mech in my opinion, so that's what I'm running for this event.
Well, the 4th variant of the Panther has something to say about "bad".

Unless you're a dakka fan, the Enforcer-5P is just... mindbogglingly limited.
The Grasshopper's version is awful in the sense that the arms aren't really the optimal placements for the lasers due to them being low. The other variants (other than the 5P - which has too much energy in the torso, limiting DHS placement) are actually better for a bit of brawling (well, it's energy brawling, which is somewhat difficult at times as long as you're not always under pressure) as the 5J meddling unless you decide to go full ranging with the ERLL quirks.
Quote
Panthers are all pretty meh, and I really can't find decent load outs for the Enforcer ® or Zeus ®.
The Enforcer Resistance variant (5D)... I'd have to experiment more (the 4R is my fav - so I haven't ever cared about the 5D), but the Zeus-6S with 3LL+Gauss w/350XL engine is pretty solid (all of the energy are in the torsos).
#50
Posted 26 August 2015 - 05:50 PM
Best setup I found for the enforcer® is 3 LPL and 2 MG with and xl255.
The MG are mostly pointless until deep into a match and mechs are running around without any armor - but with 2k rounds you can use them as a damage buff until that point and still have plenty of ammo left over at the end.
The MG are mostly pointless until deep into a match and mechs are running around without any armor - but with 2k rounds you can use them as a damage buff until that point and still have plenty of ammo left over at the end.
#51
Posted 26 August 2015 - 07:35 PM
Enforcer ®, I run max JJs, 300XL, 3xLarge Lasers, and heatsinks. Simple, efficient, mobile. Definitely a skirmisher build but so damn good at surgical dismemberment at medium range. The LBX quirks just weren't good enough, and for me, mediums are hunters and killers. The LBX shotgun just doesn't cut it.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users