If I Were To Purchase One Mech For Cw, What Would It Be?
#1
Posted 16 February 2016 - 01:52 PM
So what heavy / assault would you recommend? But please, no Thunderbolt!
#2
Posted 16 February 2016 - 02:06 PM
#3
Posted 16 February 2016 - 02:07 PM
If you already have a few big mechs, try out the energy blackjacks, there some of the best CW mechs in game for their tonnage.
Regarding your catapults: Try to refrain from bring them into CW, they're very subpar mechs with poor hitboxes, poor hardpoinst, and no particularly valuable abilities. The general conclusion is to stay away from any IS heavies bar the T-bolt and Quickdraw.
As a personal note, I run STK-3F/H, STK-5M, BJ-3x, BJ-3. It works reasonably well, and makes for quick mech eliting. In all honesty though, I'm probably going to switch the STKs out for Battlemasters.
#4
Posted 16 February 2016 - 02:08 PM
I am guessing Inner Sphere.
What do you have already?
SirSoggyDog, on 16 February 2016 - 02:07 PM, said:
Quickdraw may get downgraded with the Energy quirk nerf.
Edited by Wildstreak, 16 February 2016 - 02:08 PM.
#5
Posted 16 February 2016 - 02:10 PM
goOd luck
@sirdoggydog
the jester is decent, but otherwisE yeah, cayapults are unimpressive.
#6
Posted 16 February 2016 - 02:17 PM
SirSoggyDog, on 16 February 2016 - 02:07 PM, said:
I have no big mechs yet. Stalker is one I was going to get anyway, so I might just bump it up the shopping list!
Wildstreak, on 16 February 2016 - 02:08 PM, said:
I am guessing Inner Sphere.
Yep, this is FRR section, after all.
Wildstreak, on 16 February 2016 - 02:08 PM, said:
Only CPLT-A1 and C4 are worth mentioning. They're definitely my top damage dealers (LRMs, you know? Doesn't matter what your hitboxes are if you're dealing damage without being hit). I also have Hunchback 4G and 4P, but can't even make them work in quickplay.
Edited by DavidStarr, 16 February 2016 - 02:19 PM.
#7
Posted 16 February 2016 - 02:25 PM
#8
Posted 16 February 2016 - 02:33 PM
#9
Posted 16 February 2016 - 02:42 PM
5K if you like Large Lasers or 4G if you like Large Pulse Lasers.
#10
Posted 16 February 2016 - 02:49 PM
#11
Posted 16 February 2016 - 02:54 PM
How is this even a discussion?
#13
Posted 16 February 2016 - 03:17 PM
#14
Posted 16 February 2016 - 03:51 PM
DavidStarr, on 16 February 2016 - 01:52 PM, said:
So what heavy / assault would you recommend? But please, no Thunderbolt!
Thunderbolts FTW, excellent for energy builds... ignore the Missile and Ballistic hardpoints... go energy. I sport 4 in my CW drop deck for good reason. Decent speed, well balanced loadouts for using a Standard 300 Engine (because XLs are bad in CW) and working with the assigned quirks is ideal for the TDR's.
#15
Posted 16 February 2016 - 04:55 PM
#16
Posted 16 February 2016 - 05:47 PM
InnerSphereNews, on 12 February 2016 - 12:22 PM, said:
• All Inner Sphere Energy Range Quirks are now set at 10% (if present).
• This 10% standardization applies specifically to 'Energy Range' Quirks. Weapon-specific Range Quirks are not effected by this change.
• All Blackjack variants now posses the following Structure Quirks (reduced from original values):
• Additional Structure CT +14 (down from +28).
• Additional Structure L/R Torso +11 (down from +22).
• Additional Structure L/R Arm +12 (down from +24).
• Additional Structure L/R Leg +11 (down from +22).
• Blackjack BJ-1: AC/2 Cooldown Quirk increased to +20% (from 10%).
• BJ-1DC: Accel/Decel Quirks both increased to +60% (from 25% and 35% respectively)
• BJ-1DC: Torso Yaw Speed Quirk increased to +45% (from 25%).
• BJ-3: PPC Velocity Quirk increased to +50% (from 40%).
• BJ-A: Now has a +20% Machine Gun Rate of Fire Quirk.
• Highlander HGN-732B: Ballistic Velocity Quirk increased to +15% (from 10%).
• HGN-732B: Now has a +10% Energy Cooldown Quirk.
• HGN-733P: Ballistic and Gauss Cooldown Quirks have been removed.
• HGN-HM: Ballistic Velocity Quirk increased to +20% (from 10%).
• Jenner JR7-O: Accel/Decel Quirks have been increased to +35% (from 10%).
• JR7-O: Turn Rate Quirk has been increased to +25% (from 10%).
• Quickdraw QKD-4G: Energy Range and Laser Duration Quirks have been removed
• QKD-4G: Missile Cooldown Quirk increased to +15% (from 10%).
• QKD-4G: Energy Cooldown Quirk increased to +20% (from 15%).
• QKD-4G: Accel/Decel Quirks increased to +30% (from 15%).
• QKD-4G: Turn Rate Quirk increased to +25% (from 10%).
• QKD-4H: Laser Duration Quirk decreased to -10% (from -20%).
• QKD-4H: Missile Cooldown Quirk decreased to +5% (from 20%).
• QKD-4H: Missile Velocity Quirk increased to +15% (from 10%).
• QKD-4H: Missile Heat Gen Quirk increased to -10% (from -5%).
• Locust LCT-1V, LCT-3V, and LCT-PB: Now have +20% Machine Gun Rate of Fire Quirks.
• Panther PNT-10K: ERPPC Quirk has been changed to a PPC Quirk, so the benefit now applies to both ERPPCs and standard PPCs.
• PNT-10K: PPC Velocity Quirk has been increased to +50% (from the original 40% ERPPC Quirk).
• Spider SDR-5K: Now has a +20% Machine Gun Rate of Fire Quirk.
Edited by Sky Hawk, 16 February 2016 - 05:51 PM.
#20
Posted 16 February 2016 - 11:18 PM
Valdherre Tor, on 16 February 2016 - 11:12 PM, said:
Well it did get hit with the nerf bat......
Not that hard, though. The 4G is actually a little more maneuverable than before. Probably can't bring 4H as a poor man's 4G anymore though.
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