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Summoner Vs. Quickdraw Vs. Grasshopper?


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#21 zudukai

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Posted 29 October 2015 - 02:28 PM

Timber wolves are also pretty good jumpers! don't overlook them! 89kph, 35m

#22 Bluttrunken

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Posted 29 October 2015 - 02:59 PM

First I want to compliment your excellent taste for mechs. I love all 3 of the chassis and even though they are not Meta™ they are a lot of fun to play.


Grasshopper: Very straightforward mech which probably works best with LPLs+MLs across all chassis, though I had success with a 3xERLL+ ML backup build as well. Pretty agile mech albeit a tad too big. The most "meta" mech of the 3.

Summoner: Mixed loadouts work best with this mech. And he's pretty strong in the Missile department. Streaks + Laser Backup or 1 Big Ballistic + Laser Backup are the more efficient buildoptions. I don't like playing pure Streaks but the B pods let you do that.

Currently I got these builds:- LB10x+3xSRM4+2 SPLs;- 2xAC2+SRM4+2MPL;- 2xLPL+3SSRM2 but that's me. I guess my SMN builds fall into the "don't try this at home" category. There are more straightforward and useful builds for him.

Quickdraw: Quirks made this an actually really decent chassis. Keep to the quirks when outfitting them.

These mechs really get a good boost from finishing Elites and you could even argue they only get really effective after that. It's a bit sad: The real fun starts when you're almost done with leveling. Also you need to get used to low-slung arms for all 3 chassis.

Edited by k05h3lk1n, 29 October 2015 - 03:15 PM.


#23 Kali Rinpoche

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Posted 29 October 2015 - 03:40 PM

Don't expect to dodge many shots if you go with the Quick. Its torso's take a lot of hits. My suggestion is the Summoner. Love them with LPLs.

Edited by Kali Rinpoche, 29 October 2015 - 04:28 PM.


#24 InspectorG

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Posted 29 October 2015 - 04:16 PM

View PostKali Rinpoche, on 29 October 2015 - 03:40 PM, said:

Don't expect to dodge many shots if you got with the Quick. Its torso's take a lot of hits. My suggestion is the Summoner. Love them with LPLs.


2 or 3 LPL?

#25 Dakkaface

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Posted 11 November 2015 - 06:49 PM

Can't speak to either of the IS chassis, but the SMN is a tad underwhelming. Yes, it is fast, it tanks okay, but it's damage output is anemic, and a dearth of hardpoints forces it into using big punch weapons, and often leave it without backups if it loses arms. Multiple LPL's works okay, but my most successful SMN build is based off the -B chassis with the Prime missiles for the side torso. 5xSRM-6+A, 600-800 ammo count. Use the Jets and your maneuverability to hit and fade, or at least drop in from unexpected angles. Radar Derp and Seismic recommended. It kicks out a good chunk of damage if it can get close, but outside of that 250m band where you can splash someone in the face with your SRMs, it's useless, and once you run out of ammo you're reduced to spotting for your team or capping. I've also run single Gauss backed up by ER meds, which isn't bad, but I don't think it really plays to the SMN's mobility advantage. I only ran the AC/20 with the SMN once since the Clan AC tweak - not really because I hated it but mostly because I prefer to drop in a medium and shorten my wait time.

All variants of the Summoner play more like oversized medium mechs than real brawling heavies. If you're used to that kind of mech, that'll serve you well - I'm mostly a medium mech pilot so once I twigged that the SMN didn't play like a heavy I got more mileage out of it, but if that's not your typical play-style it's going to frustrate you.





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