

Is 9 Points In Sensor Systems For 60% Radar Deprivation Recommended In Faction Play?
#1
Posted 09 April 2018 - 06:40 PM
#4
Posted 09 April 2018 - 10:09 PM
Edited by Bishop Six, 09 April 2018 - 10:10 PM.
#5
Posted 09 April 2018 - 11:20 PM
#6
Posted 09 April 2018 - 11:36 PM
Edited by GweNTLeR, 09 April 2018 - 11:37 PM.
#7
Posted 10 April 2018 - 01:32 AM
#8
Posted 10 April 2018 - 04:21 AM
Edited by Eisenhorne, 10 April 2018 - 04:22 AM.
#9
Posted 10 April 2018 - 04:24 AM
in faction? imho: depends largely what you're up against;
if you're against puggies, all that stuff makes fw-life easiER.
if you run into a well organised group, you won't see any lurms or very little, depending on map and mode.
my humble advice would be: mechbuild for maps. if you know you're gonna use that specific mech only in fw, only on that map, you can easily skip it and invest in something useful.
if not - hey, those 9 points include target-info and sensors, so it's not a complete waste either

#11
Posted 11 April 2018 - 05:33 AM
Many of my mechs have 3 nodes and one seismic.
#12
Posted 11 April 2018 - 05:52 AM
Teer Kerensky, on 11 April 2018 - 05:33 AM, said:
Many of my mechs have 3 nodes and one seismic.
Do people actually build mechs for QP specifically though? I use QP to skill up mechs for comp or faction play, and that's about it. Sometimes while skilling it up I'll run a build that works better in QP, but once it hits mastered I don't take it out to quick play much anymore.
#13
Posted 11 April 2018 - 08:14 AM
you might want to get seismic
LRMs go in phases like a sine wave one day they are great the next they suck
even then you will hardly ever get killed by LRMs
#14
Posted 11 April 2018 - 09:57 AM
justcallme A S H, on 09 April 2018 - 06:58 PM, said:
I'm not sure those 9 nodes are really worth worrying about.

Why you gotta do him like that Ash? dang..
Seriously though put those 9 points into either operations/survive/firepower. too many hard counters like, cover, for example, to LRM's that those points can be used to better effectiveness elsewhere.
#15
Posted 11 April 2018 - 12:26 PM
#16
Posted 11 April 2018 - 06:31 PM
#17
Posted 11 April 2018 - 08:49 PM
Eisenhorne, on 11 April 2018 - 05:52 AM, said:
Do people actually build mechs for QP specifically though? I use QP to skill up mechs for comp or faction play, and that's about it. Sometimes while skilling it up I'll run a build that works better in QP, but once it hits mastered I don't take it out to quick play much anymore.
I do.
I have different builds and skill maze for Comp, QP and FP.
All 3 are slightly different enough to dictate differences if you have enough skill to use them and understand the WHY.
#18
Posted 12 April 2018 - 05:12 AM
Eisenhorne, on 11 April 2018 - 05:52 AM, said:
Do people actually build mechs for QP specifically though? I use QP to skill up mechs for comp or faction play, and that's about it. Sometimes while skilling it up I'll run a build that works better in QP, but once it hits mastered I don't take it out to quick play much anymore.
I have a lot of mechs that are FP-specific. Most ERLL builds, for instance, I will never drop in QP. Likewise I have builds I'll never use in FP (like the Wolvie 7D).
Regarding radar derp, I pretty much never use it except on a few lights/mediums. I have put AMS on a number of my first wave assaults... and heavies I'll use on Polar.
#19
Posted 15 April 2018 - 09:43 PM
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