Very big "THANK YOU" to all who replied!
Note: Not quoting does not mean not reading
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I have read all replies.
Regarding weapon range and damage falloff, I get the idea. I just meant that many of the matches I have played, a Gauss Rifle and LR Laser seemed underpowered. I've recently tried the LR Pulse Laser, seems better, but still highly situational.
What I did:
I went ahead and
bought a B version and converted it into one that is identical to the "(C)" version.
I had enough mech XP to max out the basic skills right away, which surprised me. I know not to use GXP on that.
I do appreciate the added bonuses from the basic skills
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I have also bought the cheaper consumable Cool Shot and auto-refilled and hotkeyed it. Seems nice.
invernomuto, on 15 March 2016 - 01:23 PM, said:
One of the best part of this game is to experiment new mech builds. The 4 UAC/5 of the KGC-000B (C) is a build that I like very much but there are some interesting possibilities, see for example this site:
http://metamechs.com...ides/king-crab/
Thank you, very nice resource (took a look at it, plan to read more).
At the moment,
I am very interested in a mostly-short-range build (of KGC-000B), since I most of my "rampage fun" matches involve me face-tanking another slow mech and destroying it with a spam of UAC/5, which is supposedly a 600m+ weapon, doesn't seem to fit <50m battles best (it works splendid, but maybe something else works even better).
I'm thinking maybe mostly 10-X AC or any other "shotgun" and/or short range missiles (if it fits this mech???) and 3x Long range pulse laser to have something for medium distance?
Kmieciu, on 15 March 2016 - 11:35 PM, said:
Unlock Radar Deprivation with GXP and buy it ASAP. It will make dodging LRMs much easier.
I'm only sitting at 5.5k GXP (most from achievements), getting to 15k seems
impossible. I'm quite sure I won't play that much to reach that point. I'm also not very eager to spend money on MC conversion from XP yet.
Is it a good idea to get some pilot skill and weapon module for about 5k + 0.5k instead? AFAIK I'm limited to one each until completing the basic+elite+master skill level.
Btw. 100 GXP (x2 if 1st this day) is a exceedingly good result for me, which happens
for me 1 in 10+ matches, the other ones granting something like 12 GXP.
Koniving, on 16 March 2016 - 04:11 AM, said:
1) The KGC-000B champion design is awful because it is prone to nasty ammunition explosions.
2) This
very minor modification to the basic champion design makes it less prone to potential ammo explosions. It also switches the engine for one that is slightly faster (since you'd have to buy a new engine anyway to match the champion build with a normal KGC-000B).
I was in need of suggestions like those. I guess I'll move ammo from Right Torso to Center? I'll leave the engine since I've already bought 310 if that's OK?
Koniving, on 16 March 2016 - 04:11 AM, said:
LRM spam can be helped by removing 1 ton of UAC/5 ammunition and adding in an AMS along with half a ton of AMS ammo. You may even consider adding another ton on top of this. That will help with LRM spam. You can also "Raise the torso and arms" to face LRMs, and then twist 75 degrees in either direction to 'spread' the damage. Make sure your claws are closed for maximum benefit!
I was in fact considering addins AMS and some ammo. How much AMS ammo would that 1.5 tons last for?
The problem is, there seems to be no space and no tonnage left for that...
Koniving, on 16 March 2016 - 04:11 AM, said:
------
Addressing "small and weak lights."
Their weapons do the same damage as heavier mechs as they are identical weapons. They are more fragile in exchange for their speed and size. Yes, they do require a higher navigational skill and a bit of cunning.
But in no way are they 'weaker'.
[...hard to understand (for me) description of some battle...]
I did not mean they are weaker. I just found the trial mechs rather useless
in my hands.
I can flank the big mechs, but most of the time I get 5 other enemies killing me in 1 second.
Sometimes I'm not spotted while flanking the enemy, then I do nearly no damage with my tiny "2 damage dealt, +99% heat" lasers
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I did [help to] kill a few big mechs on ONE occasion, but their pilots had exceptional tunnel vision.
Koniving, on 16 March 2016 - 04:11 AM, said:
Other weapon systems:
-LRMs are situational. They can be dodged at longer ranges and are allowed 8 course corrections (12 if using Artemis). The lock MUST be maintained during their ENTIRE flight time. This may be the cause of your situation.
I have read that is it best to use LRMs below 800m range if the target is likely to move out of range (no damage then).
I have little idea how the locking mechanisms works though.
I have a feeling I did something very wrong
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When I get a lock, I shoot, often with the center crosshair going red briefly, after some time (it means I did some damage?).
Do you mean I need to have the lock during the entire time LRMs are flying to the target?
What happens otherwise then, the LRMs just do spread damage in the area OR ...?
Do I need to point all the time inside the lock-confirmed target selection box or just never allow it to disappear?
Is that even possible on non-exposed targets? I hear there are some devices to help with locks (NARC?), but haven't noticed them being used in quick-play.
Koniving, on 16 March 2016 - 04:11 AM, said:
Thank you for the videos. I'll watch them soon.
I like pulse lasers a lot more for some reason (cool sound ;P ), especially the long range ones.
Rogue Jedi, on 16 March 2016 - 07:49 AM, said:
agreed, most Lights are more fragile and less heavily armed than most heavies or assaults, but assuming comparable piloting skill a Light will usualy beat a King Crab 1v1, yes the KCG has far more potential firepower and armor but the Light is far faster and more agile.
The KCG may well be able to cripple or kill the light with 1 Alpha strike but good luck landing it on a 130-165kph moving target at close range.
I agree. However, sometimes it is possible to surprise a light mech(with a bad pilot
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) moving in enclosed space or not expecting damage or running from other mech.
Edited by Tigven, 16 March 2016 - 11:45 AM.