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Mystery Quirkening Challenge!


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#1 Felbombling

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Posted 15 April 2016 - 01:11 PM

Team Mech 1 or Team Mech 2... which side will you choose?! Just in time for the summer blockbuster season!



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#2 FupDup

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Posted 15 April 2016 - 01:17 PM

Trick Question: You're supposed to boat lasers on Mech 1 instead of missiles.

#3 Monkey Lover

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Posted 15 April 2016 - 01:19 PM

#1 because you will make more damage with the energy weapons :P

#4 Scout Derek

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Posted 15 April 2016 - 01:20 PM

Err, might want to change those hints, they're too obvious. "Iconic For PPCs in arms" and "Mech 2 has ECM.... Mech 2 has 2 E hardpoints in the CT".

I already know which ones they are, and I'll probably say the 1st for pew pew since the second is for lrm luving with ECM along with it.

#5 MrJeffers

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Posted 15 April 2016 - 01:22 PM

I'll take the Warhammer over the Archer.

#6 Afuldan McKronik

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Posted 15 April 2016 - 02:09 PM

View PostMrJeffers, on 15 April 2016 - 01:22 PM, said:

I'll take the Warhammer over the Archer.


Beat me to it, with the added stipulation that only SRMS work well on either mech.

#7 XxXAbsolutZeroXxX

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Posted 15 April 2016 - 03:38 PM

I would prefer mech #2 with ECM and missile quirks.

If both were inner sphere mechs at most you could boat 6 medium lasers. That represents 30 damage. With 3 missile hardpoints, I would probably go with 3 x LRM-15 which comes out to 45 damage. The quirks on LRM's dealing 45 damage would out do the quirks on 30 damage medium lasers both in terms of better range and better chance to hit.

If both mechs were clan that wouldn't change. Boating 6 ER medium lasers wouldn't be a good prospect due to clan energy weapons being hit with the higher heat scaling.

#8 Cyborne Elemental

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Posted 15 April 2016 - 04:00 PM

#1 is going to win.

Why?
+heatgen quirks
+agility quirks
means you're putting out more dps, at less heat, and you can get out of the way faster reducing damage you take.

#9 Deathlike

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Posted 15 April 2016 - 04:12 PM

Would not Lurm.

Hitboxes are a factor, and I think Mech 1 is a Warhammer.. Mech 2 is the hero Archer... so, the Warhammer is much better at this regardless.

#10 SOL Ranger

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Posted 15 April 2016 - 06:50 PM

The correct answer is ECM.

#11 Felbombling

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Posted 16 April 2016 - 04:09 AM

View PostScout Derek, on 15 April 2016 - 01:20 PM, said:

Err, might want to change those hints, they're too obvious. "Iconic For PPCs in arms" and "Mech 2 has ECM.... Mech 2 has 2 E hardpoints in the CT".

I already know which ones they are, and I'll probably say the 1st for pew pew since the second is for lrm luving with ECM along with it.


It was kind of tongue-in-cheek post, Scout. I'm a little sad looking at the Warhammer quirks in comparison to the quirks the Archers got. I just found it funny that the Warhammer with three missile hard-points ended up with the coveted Missile Cooldown quirk, along with all those nice mobility quirks... and yet it is not the 'traditional' missile boat Mech. :P

#12 Afuldan McKronik

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Posted 16 April 2016 - 04:56 AM

Gotta admit, the archers profile is unique. Can identify at max range in heat vision, especially with the humungous bay doors. Saved myself from a splat archer last night because he had his bay doors open cresting a ridge. Backed off and focused.

#13 Yosharian

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Posted 16 April 2016 - 05:10 AM

Can't win either way, LRM boats suck balls

#14 Idealsuspect

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Posted 16 April 2016 - 05:48 AM

Mech1 have only 320 armor point its a litttle bit really weak IMO
And same heat management with less alpha strike damage than mech2.

Mech1 have good quirks but bad loadout for my opinion.

Edited by Idealsuspect, 16 April 2016 - 05:51 AM.


#15 Tordin

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Posted 16 April 2016 - 07:56 AM

View PostYosharian, on 16 April 2016 - 05:10 AM, said:

Can't win either way, LRM boats suck balls



For those who dont know how to use them and in staying with the pack instead of standing alone at the back, lurming.

#16 GreenHell

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Posted 16 April 2016 - 09:49 AM

I'd LRM with a Tempest. x3 A-LRM5's with x3LL's makes for a good "Support" that can fight on it's own merit. Use ECM to your advantage and don't LRM past 500m. Simple stuff.

#17 Deathlike

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Posted 16 April 2016 - 02:19 PM

Just for reference - I'm not sure why the Archer hero gets a missile hardpoint in the CT ("magical" hardpoint inflation), but it looks so much like a gimmick hardpoint as not using the missile hardpoint really makes it a 6E, 2M and using the missile hardpoint "at best" makes it a 5E, 3M... which makes it arguably worse than the Awesome-9M.

The arm energy hardpoints on an Archer shouldn't be that much different from a Maddog (aka it sucks - being low mounted, but considering the Maddog, it's knuckle dragging) and most of the Warhammer's side torso hardpoints are already high mounted.

ECM is not going to save you from death by soft hitboxes.

#18 GreenHell

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Posted 16 April 2016 - 04:11 PM

Just pointing out that you "can" lurm with a Tempest. Never said it was a good idea. :P

#19 Afuldan McKronik

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Posted 16 April 2016 - 04:19 PM

I have been thinking of totally making people hate my WHM-7S and lrm10x3 it. For the pure salt such a travesty would make.





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