

I Wanna Try The Summoner
#1
Posted 02 February 2016 - 06:27 AM
The summoner is also iconic though. In MW3 it was the 1st heavy chasis you had access to. the mission where "team 2 was hit hard...lets hope they took a lot of the clanners with them", one rises outta the underground elevator with a ultra ac20 and turned u into swiss cheese. literally replayed that mission 2 dozen times till i figured out the "hug their back they wont turn until 50m away from you bug" (if it was easy for u plz tell me how u succeeded..take domonic's gauss?)
Ahhhh.....memory lane.
heres a couple builds i was thinkin about and checkin out on awemech:
1.) 2mpl 2LPL 2mgs 2ams (name....2, two, to, or too)
2.) B model runnin 3 srm6A and 2 ssrm6 with bap.....seems popular and a no brainer
3.) i dunno...I did 2mpl and 3 ac2s? not sure if thats viable
Theres always stock prime but it needs adjusted to maybe uac20/lb20x with ppc and 2mpl?
What do the successful....experienced summoner folks have to say?
As u can see I like varied loadouts across 3 chassis...not just cheese and meta. all my mechs are done that way
#2
Posted 02 February 2016 - 10:34 AM
use the omnipods that give you the jam reduction on uacs and cd on ballistic
#3
Posted 02 February 2016 - 10:42 AM
--------------------
2x cERPPC + 3x cSRM6
These are the two builds i've had very much fun and success with. Nothing competitive, Summoner is pretty bad mech, but if used right, it can actually score 600+ damage almost every round. I use it in pug queue quite often.
Use Jumpjets alot. Poptarting with it is the most efficient way how to survive longer. You can also poptart at short range using streaks. That is ofc, if you have a spotted target to lock on.
#4
Posted 02 February 2016 - 10:46 AM
Edited by Rando Slim, 02 February 2016 - 11:14 AM.
#5
Posted 02 February 2016 - 11:04 AM
If I was in your situation though I would just go for the Mauler.
It will cost probably 9 million compared to the summoners 14 million and you can have some pretty good builds on the Maulers. The cost is not up yet on smurfy but the Banshee is 9 Million about so it should be around there. Good luck on whichever mech you use.
Edit: Oops Mauler costs are right here.
http://mwomercs.com/...unchback-iic-mc
Two Maulers will be above 11 million and the other two will be below 9 million. So there is the pricing on it.
Edited by luigi256, 02 February 2016 - 11:09 AM.
#6
Posted 02 February 2016 - 11:39 AM
Dale Grible, on 02 February 2016 - 06:27 AM, said:
I thought the first heavy chassis you had access to was the Orion you fight near the orbital lasers? Is that the mission where you get rushed by a group of elementals early into it? That one gives you enough room that as long as you stay mobile at range you can usually avoid getting hurt at all. I usually used an ac/10 and a handful of lasers to leg him.
The first real terror for me in mw3 was trying to save my teammate from that annihilator in the 'Mech factory.
"Christ, I'm dancing with an Annihilator here!"
#7
Posted 02 February 2016 - 11:56 AM
Energy builds run WAY to hot
Not enough crit space for ballistics
Missile builds cant get any kills, good damage but doesnt have the killing blow.
Two builds I use: adjust armor as needed
SMN-PRIME ac10
SMN-PRIME gauss
Edited by mogs01gt, 02 February 2016 - 11:57 AM.
#8
Posted 02 February 2016 - 02:32 PM
SMN-D - UAC-20. 2 MPL. 6 tons of ammo
This build is a crazy fun skirmisher. The SMN-C left arm has great UAC quirks with +10% Ballistic cooldown +10% UAC Velocity -30% UAC Jam chance. That - Jam chance means you rarely have jams and can keep spitting hot lead at the enemy mechs all day long. Use the Summoners maneuverability to get into favourable positions around the enemy, engage mechs within 500m and double tap all day long. If you land both double taps + the MPL thats a quick 56 damage, mean stuff. Use the left side to shield as much as possible, because if you lose that right torso you are done. Can also be run on the SMN-C, just need the D right torso for the ballistic hardpoint




Edited by 8mmspikes, 02 February 2016 - 02:33 PM.
#9
Posted 02 February 2016 - 04:32 PM
8mmspikes, on 02 February 2016 - 02:32 PM, said:
SMN-D - UAC-20. 2 MPL. 6 tons of ammo
This build is a crazy fun skirmisher. The SMN-C left arm has great UAC quirks with +10% Ballistic cooldown +10% UAC Velocity -30% UAC Jam chance. That - Jam chance means you rarely have jams and can keep spitting hot lead at the enemy mechs all day long. Use the Summoners maneuverability to get into favourable positions around the enemy, engage mechs within 500m and double tap all day long. If you land both double taps + the MPL thats a quick 56 damage, mean stuff. Use the left side to shield as much as possible, because if you lose that right torso you are done. Can also be run on the SMN-C, just need the D right torso for the ballistic hardpoint




I like this idea here
#10
Posted 02 February 2016 - 04:37 PM
no one, on 02 February 2016 - 11:39 AM, said:
I thought the first heavy chassis you had access to was the Orion you fight near the orbital lasers? Is that the mission where you get rushed by a group of elementals early into it? That one gives you enough room that as long as you stay mobile at range you can usually avoid getting hurt at all. I usually used an ac/10 and a handful of lasers to leg him.
The first real terror for me in mw3 was trying to save my teammate from that annihilator in the 'Mech factory.
"Christ, I'm dancing with an Annihilator here!"
I always remember still havin the bushwacker against those "bloody toads" i think my build was ac10 30 rds and 4mpl. Maybe an lrm too, cant remember.
Too bad clan ballistics cant have projectile spacing like mw3
#11
Posted 03 February 2016 - 05:22 AM
Dale Grible, on 02 February 2016 - 04:37 PM, said:
Too bad clan ballistics cant have projectile spacing like mw3
Clans would be extremely over powered if they did.
#12
Posted 03 February 2016 - 12:30 PM
Someone can confirm it for me, but I heard they're looking at buffing it more to help it out, though I'm not so sure quirks will do much lacking torso energy hardpoints, especially with the JJ tonnage. Now... if they manage to get some ammo quirks going like it sounds they want, that would definitely be nice for stuff like quad MPL, UAC10 etc. builds.
That said, I recently snagged one again (with more to elite for rainy days) because, well, pet project and weirdly they were my first positive clan mech experience. That and Phranken looks badass on them.

#13
Posted 04 February 2016 - 04:26 PM
I get that it's not the most powerful chassis out there but it's not utter garbage like some would suggest. Just not something I'm going to get in a slugging match in.
#14
Posted 15 February 2016 - 11:27 AM
The SMN-B is one of my favor LRM builds. It doesn't put out quite the numbers because it's running only (3) 10s, but it lets you function as a skirmishing LRMer instead of a backliner, giving much more versitility to your drop on a flank push and the intimidation of close-range LRM support. The JJ also lets you get eyes on the enemy and keep eyes on them, which helps keep on the pressure, especially if you have a target retention module.
#15
Posted 16 February 2016 - 03:16 AM
I don't have any input to your actual question though, since I'm in the same boat as you
#16
Posted 16 February 2016 - 03:25 AM
I got this to have a Clan equivalent to the Victor to run in group queue. At the time I was very much into Victors. And over the months it has become my default group queue mech. Its loadout isn't great: ER PPC, LBX10/2t, LRM10/1.5t. But Clan LRMs do damage inside 180m and the PPC unmasks ECM, plus the Prime omnipods have some quirkage for those weapons. I have cooldown modules for the LBX and PPC. Sometimes I use the uAC left arm and/or laser right arm, or switch off the missiles for SSRMs, just for a change.
The SMN is as fast as a 55t medium and as tanky as an 80 ton assault. It has 1.54 heat, and can jump like a Firestarter. It's best played like a medium. It's not a world beater but it is my third most-run mech and I like it very much.
#17
Posted 16 February 2016 - 05:45 PM
3xsrm6+2xLpl is also decent, but hot.
FreebirthToad18999, on 16 February 2016 - 03:16 AM, said:
Ditto, I normally vomitted lasers or ppcs into his legs at range. Jump jetting onto the nearby cliffs and sniping him to death normally worked well. IIRC, I'd sometimes have an Orion salvaged by then, and it was plenty capable of brawling with him.
#18
Posted 16 February 2016 - 07:16 PM
My other favorite builds on the Summoner has been a UAC 20 in the RT, with either 2 ERMLs, or 2 ERSPLs in the RA. The UAC 20 ammo is in the arm. This leaves your entire left side for shielding, it is surprisingly fun.
#19
Posted 17 February 2016 - 09:48 PM
http://mwo.smurfy-ne...a6ea1fd27b702dc[/smurfy]
This one is also funny , these are not meta builds but on pug i did 5 kills and more than 700 dmg
Effective also switching the lrm with srm6+artemis or c-srm6
http://mwo.smurfy-ne...158bd258f26e6c7[/smurfy]
http://mwo.smurfy-ne...51c2b9843769ffc[/smurfy] ( 1 tons of srm6 amm added half tons of uac10 amm)
http://mwo.smurfy-ne...e3e6d304649488a[/smurfy] ( half tons of c srm6 added half tons of uac10 amm)
With this last build 5 kills and about 800 dmg in two match, these buildsì on paper arent nothing of special but on field if managed well they are really effective, quirks on heat for the energy and ballistic speed (with the 30% bonus of jam reduction) make the mech run cool and capable of deal damage in few 'burst'
Edited by ELETTRO, 18 February 2016 - 09:22 PM.
#20
Posted 17 March 2016 - 12:12 PM
2 C-UAC5/2 CERML and the other has 3 CERLL/1CERML/CAP. both have arm/torso armour maxxed with whatever heat sinks/ammo i can fit.
probably not the most amazing loadouts but i've had some really good matches with both. i find positioning is a very large part of playing a summoner and i'm still getting the hang of it.
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