Close Range Damage , Can You Beat This
#21
Posted 25 March 2016 - 09:06 AM
#22
Posted 25 March 2016 - 09:10 AM
Gyrok, on 25 March 2016 - 09:02 AM, said:
I can tell by the ammo counts you have a shot life expectancy though...lol.
Well matches tend to not last all that long when you can 2 shot everything. It's really a great group drop mech, much like the 2 guass - 6 mpl - 2 srm4 Mauler. I call them can opener mechs.
#23
Posted 25 March 2016 - 09:20 AM
The downside, unlike the Jenner, you're likely never going to actually pull off getting close enough that all 6 missiles from all launchers will hit
#25
Posted 25 March 2016 - 09:41 AM
Xavori, on 25 March 2016 - 09:20 AM, said:
The downside, unlike the Jenner, you're likely never going to actually pull off getting close enough that all 6 missiles from all launchers will hit
5W SRM4s - seems like a much better route to go. Still going to spark off ghost heat unless you do 3 groups, but at least you won't be wasting ammo with a slow full out srm6 build.
#26
Posted 25 March 2016 - 10:56 AM
And THAT can not be beaten.. but of course... RNGesus is not that friendly.
Edited by Navid A1, 25 March 2016 - 10:58 AM.
#27
Posted 25 March 2016 - 11:19 AM
You could probably get bigger numbers on an executioner, it doesn't actually mean anything.
On paper a direwolf dakka build will put out over 300 damage at 500m on caustic and no skills before it overheats, too. And that's accounting for jams.
Okay, no, I got this.
4 MG, 6 SPL, 2 SRM6 dire wolf.
Caustic, no skills, 278 damage in 12 seconds without overheating.
178 damage in 7 seconds. Truly the ultimate close range mech. You even have 25 tons to spare.
Edited by 2fast2stompy, 25 March 2016 - 11:37 AM.
#28
Posted 25 March 2016 - 11:45 AM
sycocys, on 25 March 2016 - 09:41 AM, said:
Oh, my 5W is running the feng shui build (5xLRM5's and 4xSRM4's...5x5 and 4x4...hence feng shui), but the thread was about max damage.
#29
Posted 25 March 2016 - 12:16 PM
sycocys, on 25 March 2016 - 08:39 AM, said:
Fun build actually if you have some friends that like to secure kills and component destruction. Really fun seeing guys think they can tank it with their Atlas until they see all their armor gone after the first shot.
Lol nice it's a death trap and it has an appropriate amount of ammo for one too. Granted one could strip a bit of armor, swap in SRM4s and MLs and run a STD engine (or an XL360) and it'd be a boring normal person mech.
#30
Posted 25 March 2016 - 02:34 PM
Xavori, on 25 March 2016 - 11:45 AM, said:
but the thread was about max damage.
Well max damage over a set time. I do agree 6's would be bad ***, but as a primary you almost need to have artemis so more than 8 would be bad news for damage output.
Narcissistic Martyr, on 25 March 2016 - 12:16 PM, said:
Lol nice it's a death trap and it has an appropriate amount of ammo for one too. Granted one could strip a bit of armor, swap in SRM4s and MLs and run a STD engine (or an XL360) and it'd be a boring normal person mech.
Dude it's sooooooo much fun rocking people with that alpha shot.
#32
Posted 25 March 2016 - 04:43 PM
Narcissistic Martyr, on 25 March 2016 - 04:36 PM, said:
Fair point. It's definitely loltastic.
It really far more useful than you'd think for a KGC with an xl. Normally I'd laugh and say it's a stupid idea, but on most of the quick play maps you can pretty well mitigate the xl problem with cover and sheer firepower pretty easily. Especially if you have at least one buddy shooting with you. It equates to roughly 90 points purely to the CT doesn't take much after that to clean up most any mech.
Definately not something I'd want to pug drop in very often though.
#33
Posted 28 March 2016 - 09:49 PM
sycocys, on 25 March 2016 - 04:43 PM, said:
Definately not something I'd want to pug drop in very often though.
KGCs are very XL friendly, if you're rockin the UAC build, you're facing them anyway and they're attacking your CT, rarely do I ever have my st armor taken out, ct goes first if i do die at all.
I carry the max rating Xl engine and the 63 kph is a blessing, + the turn speed is a lifesaver
That leaves you with 330 UAC5 ammo and I spend it all more often than not
#34
Posted 28 March 2016 - 11:13 PM
lol 4xUAC10 DWF, 120 damage over 7s even without double tapping UACs. no overheat, caustic, no skills/quirks, 12DHS.
Also, DWF 2xGauss 5tons ammo, 6xMPL build will do 154damage (2 alphas) before overheating
http://mwo.smurfy-ne...3f772ea3975b963
also this, over 100 damage without double tapping uacs.
MDD-PRIME
or this maddog, 144 damage over 7s with just shooting the srms. cant still alpha without overheat, can alpha 2 times in a cold map. and i can assure you SRM4+art are really tight over 200-240 meters.
seriously there are so many builds that can do 100 damage over 7s (14ish DPS) even with low heat.
Edited by Corrado, 28 March 2016 - 11:26 PM.
#35
Posted 28 March 2016 - 11:28 PM
Navid A1, on 25 March 2016 - 08:24 AM, said:
Also, I have a mysterious Dire that can push out 250 under 7 seconds easily
there are several dire builds with 250 damage in 7s...
Edited by Corrado, 28 March 2016 - 11:28 PM.
#36
Posted 28 March 2016 - 11:30 PM
#37
Posted 28 March 2016 - 11:33 PM
#38
Posted 28 March 2016 - 11:47 PM
Corrado, on 28 March 2016 - 11:28 PM, said:
there are several dire builds with 250 damage in 7s...
Or you can go for the Direstar with PPCs for instant 165 dmg alpha, you overheat and will die of course but you can fire of 2 of those before that happens. Or the same with 15 CERLL
Edited by DovisKhan, 28 March 2016 - 11:48 PM.
#39
Posted 29 March 2016 - 12:09 AM
DovisKhan, on 28 March 2016 - 11:47 PM, said:
Or you can go for the Direstar with PPCs for instant 165 dmg alpha, you overheat and will die of course but you can fire of 2 of those before that happens. Or the same with 15 CERLL
im talking about heat friendly ballistic dires.
- 3xUAC20, chainfiring and double tapping, suppress and rips targets over 400m, able to snapshot double shooting a pair of UAC20. plenty of ammo (1800ish potential damage). 40ish dps till jams (not much)
- 2xUAC10 3xUAC5 made to evade ghost heat, can alpha all day long. really cold build, as the first, suppress and rips, accurate.
Edited by Corrado, 29 March 2016 - 12:09 AM.
#40
Posted 29 March 2016 - 12:18 AM
Can alpha twice plus double tap for 208 damage on the hottest maps. Worked well vs. splatlases on Vitric during my clan tour.
As demonstrated by all the other posts, making a reasonable mech that can put out 150+ damage in 7 seconds isn't too difficult to accomplish.
Edited by Divine Retribution, 29 March 2016 - 12:24 AM.
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