

What Am I Doing Wrong?
#121
Posted 22 April 2016 - 01:07 AM
This is enough damage to burn a hole in even the best armored IS Mech... and this Stormcrow may be able to go in a second alpha after that - just in case the first didn't hit hard enough - on heat neutral maps - even 6x 36dmg burns in ~ 9/10 seconds
While its a one trick pony in 12 vs 12 when you need to deal sustained damage - in 4vs4 its perfect
The best build i can imagine - would be the GRF-3M/2N with 315-330 STD Fusion - and 2.5tons of ammo for 4 SRM4 - again it doesn't need any more ammo - and JJs to disrupt the aim - still would be interesting to hunt lights
#122
Posted 22 April 2016 - 01:13 AM

The thing with lazors, even small pulse, is that they have duration. As long as you're not just standing there taking it (see above) you can mitigate that 72 point alpha. Also they're small pulse so you stand a good chance of outranging them.
This game is about adapting to your enemy's loadouts and tactics.
#123
Posted 22 April 2016 - 01:37 AM
GrimRiver, on 21 April 2016 - 07:43 PM, said:
You can outrun it but you'll still might be in it's weapon range.
I've been seeing some with TAG, NARC and lasers in combo with ssrm's so ECM doesn't always work nor do people always bring AMS because they can't fit it.
I'll much rather deal with a streakadder or streakshadcat on my tail.
Clan streaks are 360m range, or 396m with 10% range mod.
#125
Posted 22 April 2016 - 02:47 AM
DovisKhan, on 22 April 2016 - 12:45 AM, said:
They simply have lower damage caps, it's a non debatable fact, Oxide for example carries 5 tons of ammo, with a max potential of 1k dmg, if you want 6 tons you have to drop engine to a 112kph post tweak, which is truly rather slow for a Light
Potential damage doesn't mean f' all. Equipping your mech with an amount of ammo that you can effectively put into enemy mechs during the course of a match and before they all die is what you need to be doing.
In the case of scouting mode you have 4 opponents which are all light or medium mechs - most require less than 150 damage each to kill if you take the front torsos (far less if you are maneuvering for rear torso shots) - if you solo every one of them the maximum amount of ammo you should need is 3.5-4 tons of srm ammo on an Oxide. This is the only potential damage figure you should be considering - how much damage is potentially even on the field for you to do, if you are equipping ammo to do two to three times that number you are building your mech wrong.
Edited by sycocys, 22 April 2016 - 02:48 AM.
#126
Posted 22 April 2016 - 03:43 AM
sycocys, on 22 April 2016 - 02:47 AM, said:
In the case of scouting mode you have 4 opponents which are all light or medium mechs - most require less than 150 damage each to kill if you take the front torsos (far less if you are maneuvering for rear torso shots) - if you solo every one of them the maximum amount of ammo you should need is 3.5-4 tons of srm ammo on an Oxide. This is the only potential damage figure you should be considering - how much damage is potentially even on the field for you to do, if you are equipping ammo to do two to three times that number you are building your mech wrong.
I expend the following on a fairly regular basis:
1k worth of damage ammo with lights
1.2k dmg worth of ammo with Heavies
1.5k damage worth of ammo with Assaults
4 tons is way too little, I expend that much with a commando that carries 3 SRM4, with a IIC that carries 6 of them you need at least 6 tons for example ot you end up running around with empty ammo
Granted in a 4 v 4 you can get away with less, bit it's a small part of the game
#127
Posted 22 April 2016 - 04:03 AM
DovisKhan, on 21 April 2016 - 02:17 AM, said:
They drop double oxides because it's an older mech that they have and are used to, there is no other justification, because it's simply inferior number wise
I hope you have some extensive experience playing in top tier comp teams to back up this claim. Because it's beyond ridiculous.
#129
Posted 22 April 2016 - 09:24 AM
DovisKhan, on 22 April 2016 - 03:43 AM, said:
Granted in a 4 v 4 you can get away with less, bit it's a small part of the game
You build your mechs for the mode you are playing them in, and if you are throwing away 1-1.5k worth of damage in ammo per match (and that includes 12v12 or a single CW wave) you either aren't hitting much or are dropping with 11 near worthless players.
If everyone on your team actually shows up and plays you should hardly ever need more than 200-250 damage in ammo and the rest of your tonnage put into secondary weapons systems, assist equipment, or a larger engine.
Edited by sycocys, 22 April 2016 - 09:28 AM.
#130
Posted 22 April 2016 - 10:32 AM
Isolani, on 22 April 2016 - 01:37 AM, said:
Clan streaks are 360m range, or 396m with 10% range mod.
Nice catch, I was thinking of SRM's for some reason. lol
But still that's alot to add with the speed of the streakcrow, many lights can't pack a large enough engine to outrun all that and even fewer can pack an ECM.
1 to 2 alpha of a streakcrow fully packed with SSRM6's and SRM6's can rip apart most lights before they even get a chance to fall back. Exp: SCR-D
Edited by GrimRiver, 22 April 2016 - 10:34 AM.
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