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Hit Hard VS. Hit More Often


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#1 Halfbreed

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Posted 08 July 2012 - 10:52 AM

Personally one of the things I love to run is a Assault with 2 ERPPC and a Heavy Gauss. Sure you have a lot of down time between shots but that can be used to maneuver or take cover. And being able to one shot light mechs and some mediums or take out an arm on a heavy or Assault with the push of a button is pretty nice.

But on the other had you can load up with a bunch of smaller weapons that do less damage but fire more frequently. Was just wonder what other people prefer.

#2 Manthony Higgs

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Posted 08 July 2012 - 10:54 AM

I like to hit hard often.

#3 Todd Lee

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Posted 08 July 2012 - 10:58 AM

I think it depends more on the circumstance and whether or not you're good at aiming.

#4 Fastred

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Posted 08 July 2012 - 11:00 AM

As a rule I like a couple moderately hard hitting cannon. If your aim is good you can drive round after round into the same location and if you stagger your shots properly the impacts throw off the other pilots attempts to counter.

#5 Adm Awesome

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Posted 08 July 2012 - 11:05 AM

It depends on the mech, the only heavy hitters I'm really all for are Assault, and some heavies, but as for medium and light, instead of going for like 1 large laser and some missiles on a scout, I go for like 4 or 5 small lasers, maybe a light short range missile or even 2 machine guns.

#6 Murku

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Posted 08 July 2012 - 11:05 AM

Apparently the idea that a person can be taught to multitask well is a myth, the brain can learn simple tasks (change CD) and complex tasks (drive car) but not mix them well. No-one will be dodging well (or as well as they could undistracted) while they are focused on shooting, or shooting well while concentrating on piloting.

I choose group my weapons into a 'think' set and a 'pray' set........

#7 TheHeater

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Posted 08 July 2012 - 11:07 AM

I like the surprise factor. One second the enemy is thinking "well this guy is either a horrible shot or all his weapons are broken so I'm going to get in close and hit him with my pulse lasers" the next he's getting hit by a AC/PPC/Gauss/LLaser/SRM alpha strike.

#8 Vashramire

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Posted 08 July 2012 - 11:13 AM

I like a mix of both usually since I never know what I'm going to fight. My hunch has 2 mlaser 1mpulse and a gauss. My dragon however I've been trying UA/C5 to see if I can rock someones cockpit enough to throw off their aim when they fire at my team. It depends though. Firing often vs trollmandos can help, where as hard hitting face snipe action for atlases would probably better for them.

#9 Bearcut

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Posted 08 July 2012 - 11:15 AM

Think this depends more on accuracy
If you arent the best at hitting CT with every shot, you need something that can continuously fire and keep the opponent off balance while you spread the damage out.
If you can nail them with every shot, hard hitting weapons are the way to go.
Of course with the right mech you usually have both (Hunchback-4G anyone?)

#10 Sstrikes

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Posted 08 July 2012 - 11:18 AM

View PostMurku, on 08 July 2012 - 11:05 AM, said:

Apparently the idea that a person can be taught to multitask well is a myth, the brain can learn simple tasks (change CD) and complex tasks (drive car) but not mix them well. No-one will be dodging well (or as well as they could undistracted) while they are focused on shooting, or shooting well while concentrating on piloting.

I choose group my weapons into a 'think' set and a 'pray' set........


I beg to differ, jump into competition CS1.6 or CSS and you will see dodging and shooting. Hell, watch SC2 GSL and you will see real multitasking.=)

#11 Keizer

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Posted 08 July 2012 - 11:19 AM

i like hit as hard as i can from a distance but still have enough med range wepons to finish them off if they get to close

#12 J a d e P h o e n i x

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Posted 08 July 2012 - 11:22 AM

View PostHalfbreed, on 08 July 2012 - 10:52 AM, said:

Personally one of the things I love to run is a Assault with 2 ERPPC and a Heavy Gauss.


Sounds like a hardy Camper to me. Hope you brought your picnic basket.

Answer honestly, I need a fine mix between hitting hard and hitting often.
Need my mech built like a guy who gives nice hooks and can keep on his toes. Can't have pure power or quick recycle.
I need a medium.

#13 Caninecomet

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Posted 08 July 2012 - 11:22 AM

Definitely hit hard, then duck back into cover and prepare to fire again. Failing that, cross-map with missiles :)

#14 Ilfi

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Posted 08 July 2012 - 11:25 AM

Hit as hard as you can with the lowest amount of face time. The longer you are in front of the enemy, the closer you are to death.

#15 phinja

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Posted 08 July 2012 - 11:25 AM

View PostMurku, on 08 July 2012 - 11:05 AM, said:

Apparently the idea that a person can be taught to multitask well is a myth, the brain can learn simple tasks (change CD) and complex tasks (drive car) but not mix them well. No-one will be dodging well (or as well as they could undistracted) while they are focused on shooting, or shooting well while concentrating on piloting.

I choose group my weapons into a 'think' set and a 'pray' set........

In which universe? Apparently none I've been in, because things would be easy to do if everyone was so inept at playing games with multiple skillsets.

#16 Grugore

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Posted 08 July 2012 - 11:35 AM

I think the best bet would be to have more weapons that do less damage, but hit more often. You would have a better chance of getting a crit then.

#17 Stray Ion

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Posted 08 July 2012 - 11:49 AM

It depends on my role. I like to have at least one hard hitter mounted. but IMO its good to have a mix due to range variations and in case you lose an arm or two.

Really the only time I ever went all big was a Novacat with 4 ERPPC's in MW4 for dealing with poptarts.

Grugore has the right idea when it comes to scoring criticals.

#18 MuffinTop

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Posted 08 July 2012 - 11:53 AM

Ill hit hard when I have a bolt thrower like a gauss, or LRMs on an assault, and Ill hit often if I have a medium or light ;aser boat with streak SRMS. If I can get an assault with one of those XL engines and make it move fast then Ill load it up streaks and lasers or maybe PPCs.

#19 CrackersPhinn

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Posted 08 July 2012 - 11:54 AM

I like the tactics behind what the Stalker is built on, peppering from afar and cascading damage as the target closes in. So a mix of a lot of short/medium ranged weapons with one long range stinger. (LRM or gauss)

#20 verybad

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Posted 08 July 2012 - 11:56 AM

Hit hard will always win versus hit more often. While you're not firing, you should be seeking cover. A frequent firing weapon will require you to be vulnerable for longer, not only to your target, but often to other mechs in the field.

The only way to make rapid fire competitive is to give them signifigantly more damage over time. You're still going to take more damage.

I would say the faster firing weapons would probably be best on units like Atlases that can't move to cover quickly in any case. Use them for pinning the enemy down in an area.

Over all however, slower firing but harder hitting weapons are more effective.





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