Regarding The Warhammer...
#41
Posted 09 April 2016 - 11:49 PM
#42
Posted 10 April 2016 - 03:36 AM
#43
Posted 10 April 2016 - 06:58 AM
HerrRed, on 10 April 2016 - 03:36 AM, said:
MG's on the 6D? .....How?
#44
Posted 10 April 2016 - 07:48 AM
Edited by Will Hawker, 10 April 2016 - 07:49 AM.
#45
Posted 10 April 2016 - 10:28 AM
Afuldan McKronik, on 09 April 2016 - 01:20 PM, said:
Black Widow was made for 4 x AC/5. I average just over 550 damage/match using this build (torso armor not correct):
DAKKA WIDOW
Will Hawker, on 10 April 2016 - 07:48 AM, said:
You mean like all those laser/SRM Archers running around these days?
#46
Posted 10 April 2016 - 10:33 AM
AzureHydra, on 09 April 2016 - 11:49 PM, said:
According to those stats you average 640 damage.
I'm averaging just under 2 kills per match in mine with a KDR of 2.75 through 90 matches. That's really good for me (my overall KDR is 1.55). My W/L in it is also higher than normal ~1.5 vs 1.11 overall.
It's a good Mech.
#48
Posted 10 April 2016 - 12:40 PM
I will not stop QQing until PGI buffs the crap out of it.
Please scale it down to approx urbie size and increase structure quirks by at least 400 percent.
Otherwise I am demanding a refund (despite having mastered all 4 within a week of release)
Who is with me?
#49
Posted 10 April 2016 - 01:09 PM
Roadkill, on 10 April 2016 - 10:28 AM, said:
DAKKA WIDOW
You mean like all those laser/SRM Archers running around these days?
4ac5 doesnt have enough ammo for me. I don't know how you youngin's post SS but this is taken straight from my stat page. I havent changed the loadout since I got the Widow.
20 matches 10 win 10 loss 1.00 W/L 40 kills 12 deaths 3.33 KDR 13299 damage 29945 xp.
This is a beast build.
#50
Posted 10 April 2016 - 03:13 PM
Afuldan McKronik, on 10 April 2016 - 01:09 PM, said:
20 matches 10 win 10 loss 1.00 W/L 40 kills 12 deaths 3.33 KDR 13299 damage 29945 xp.
This is a beast build.
I didn't think 9 tons of ammo would be enough, either, but it turns out it is. Yeah, I run out occasionally, possibly as often as 10% of games, but if you have a properly tuned ammo-based build you should run out of ammo occasionally. If you're not running out of ammo, then you're carrying too much and wasting tonnage. 9 tons is 1350 damage potential, and if you're doing 1350 FLD damage there better be a whole lot of dead enemy mechs piled up around you.
Besides, your team should be winning if you actually run out. Unless you're a really bad shot.
#51
Posted 10 April 2016 - 03:36 PM
#52
Posted 10 April 2016 - 05:54 PM
Roadkill, on 10 April 2016 - 03:13 PM, said:
The general rule of thumb I use is 2 tons ammo per AC2 or 5, 1.5 to 2 tons per AC10, 3 or 4 tons per AC20, and 2 to 3 tons per Gauss. Generally want to go a little higher if the mech has few other damage sources, and maybe a little extra if you have 2 or more... I'd think 9 tons of ammo for 4xAC5 would be really tight, but if you're making it work, well, results speak loudly.
#53
Posted 10 April 2016 - 09:32 PM
One of my fits is 2 ppc, 2 medium lasers and an autocannon 20. All in the torsos.
The ppcs are great for poking and I try to stay at poking range but if something happens to close I'll eat'em alive with my AC20 and lasers. It's essentially a hunchback4g with the added benefit of 2 ppcs and ALOT more armor.
I think it's just you man, maybe you're playing against newbies or something I don't know. I do very well with my warhammer.
Edited by Clanner Scum, 10 April 2016 - 09:32 PM.
#54
Posted 11 April 2016 - 12:35 AM
#55
Posted 11 April 2016 - 05:41 AM
#56
Posted 11 April 2016 - 05:46 AM
I think PGI has gone too far in making quirks "too inclusive". Too many benefits to ALL lasers instead of specific base model equipped lasers. I say only quirk what weapons are on the base model, OR... as done on some models allow for a minor quirk for a class specific weapon (+5% all laser range vs +10 ML range, etc). I put a 300STD engine in so it moved nicely in the mid-upper 70's.
I too am not happy about the arms being so low, I think they could have been mounted up a wee bit and still have stayed true to the original design. I get a bit dismayed like everyone else when it seems I plow dirt with the PPC's more often than other mechs. However, the Warhammer -6R is not a hill humper. It never had been. It is a straight up fighter. FInd the enemy and engage. Fire those PPC's until the ranges are close then switch to the SL, MG, and SRM6 upper cut. Im one of those guys that attempts to use the mechs for what they're good at and I dont have any illusions as to what they are bad at. The -6R is a tough mech, use it as such.
Edited by BigBenn, 11 April 2016 - 05:52 AM.
#57
Posted 11 April 2016 - 06:10 AM
#58
Posted 11 April 2016 - 06:34 AM
Afuldan McKronik, on 11 April 2016 - 06:10 AM, said:
Until the Archer came out I ran the 7S with an XL300, 3LRM10+A, 5ML, a Tag, a beagle and a CC. Its a great LRM mech that can defend itself when a light comes a flanking. Since the Archer can do the exact same build...and because it is an Archer, I switched mine out to be a close range brawler. One version of this that I see a lot of people run is a std 300 with 6ML and 3SRM6s or 3SRM4s+A. I've also spectated on a few carrying 3LRM5s with a mix of LPLs and MLs as primary weapons (I assume these are running XLs). I really enjoy this mech for the SRM and laser spam. Doesn't feel like what a Warhammer "should" be, but it works.
#60
Posted 11 April 2016 - 07:24 AM
Boogie138, on 10 April 2016 - 12:40 PM, said:
I will not stop QQing until PGI buffs the crap out of it.
Please scale it down to approx urbie size and increase structure quirks by at least 400 percent.
Otherwise I am demanding a refund (despite having mastered all 4 within a week of release)
Who is with me?
edit:
Sorry I missed the tong in cheek of your post the first time around, damn pain killers....
Edited by Metus regem, 11 April 2016 - 07:25 AM.
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