

Er Nova
#1
Posted 25 July 2016 - 09:22 AM
#2
Posted 25 July 2016 - 09:28 AM
cazidin, on 25 July 2016 - 09:22 AM, said:
Depends on what you want to do with it.
Mine has 2x CER PPCs and I think 6x ERSLs. The rest of the weight goes into armor and more heat sinks.
I think I also have Target computer on it as well to increase the PPC velocity which helps.
Edited by Coralld, 25 July 2016 - 09:30 AM.
#3
Posted 25 July 2016 - 09:41 AM
cazidin, on 25 July 2016 - 09:22 AM, said:
Depends on what you're doing.
Currently (pre-ghost heat 2.0) I'd say 6 MPL or 6 ERML, if you're going with medium class lasers. ERML gets range, MPL gets shorter burn and increased damage. I don't use more than 6 of either, as burn durations are too long to use two separate burns, and ghost heat is a non-starter on mech with that heat load. Better off investing that tonnage in DHS/TC, as more medium class lasers are basically unusable.
ERPPC builds are wholly different, but totally viable.
Smalls... 10 SPL, IMHO. The range difference is small, but the burn time matters when you're that close, and 10xSPL=20dps@10HPS, while 12xERSL=18DPS@9.84HPS, with the same amount of total damage done per volley.
The 10 SPL's push more damage, faster, and at essentially the same heat efficiency. However, the ERSL does have room for +4 DHS, which helps the ERSL build run a bit cooler; IMHO however this doesn't offset the advantage from shorter burns with faster cycles.
#4
Posted 25 July 2016 - 09:42 AM
Coralld, on 25 July 2016 - 09:28 AM, said:
Mine has 2x CER PPCs and I think 6x ERSLs. The rest of the weight goes into armor and more heat sinks.
I think I also have Target computer on it as well to increase the PPC velocity which helps.
2 X CERPPCs and small lasers? Then you have no additional heatsinks? I run mine with only 2 CERPPs, 1 TC, rest heatsinks and it is still bloody hot
#5
Posted 25 July 2016 - 09:46 AM
Bush Hopper, on 25 July 2016 - 09:42 AM, said:
2 X CERPPCs and small lasers? Then you have no additional heatsinks? I run mine with only 2 CERPPs, 1 TC, rest heatsinks and it is still bloody hot
Use the PPCs for long range and when poptarting. In more of a CQC, I only use the smalls. It's actually not that hot.
#6
Posted 25 July 2016 - 10:00 AM
12ersl and 4xMG
dont discount the MGs they work really well for ripping off arms/legs after your laser strikes.
and uac10 with 6 ersl
this one only does 10 less alpha in ersl range but also stuns the enemy
the uac 10 is useful for longer ranges too while your waiting to get into brawl range.
just make sure you take the omni arm that reduces uac jam chance.
#7
Posted 25 July 2016 - 10:01 AM
#8
Posted 25 July 2016 - 10:04 AM
Darth Terona, on 25 July 2016 - 10:00 AM, said:
12ersl and 4xMG
dont discount the MGs they work really well for ripping off arms/legs after your laser strikes.
and uac10 with 6 ersl
this one only does 10 less alpha in ersl range but also stuns the enemy
the uac 10 is useful for longer ranges too while your waiting to get into brawl range.
just make sure you take the omni arm that reduces uac jam chance.
Stuns the enemy? Who are these players who are stunned by autocannon fire? Why don't I ever meet them?
#10
Posted 25 July 2016 - 10:13 AM
Darth Terona, on 25 July 2016 - 10:00 AM, said:
I blame PGI for not explaining critical hits in-game. They don't do any extra damage to internal structure. They only damage equipment, like weapons and ammo. Machine guns are no better at destroying internal structure than they are at destroying armor.
http://mwo.gamepedia.com/Critical_Hit
#11
Posted 25 July 2016 - 10:14 AM
Wintersdark, on 25 July 2016 - 10:04 AM, said:
Lower Tiers are full of them, they just back up until they run into something and/or die. You gotta make a smurf Bishop, it's freakin' amazing

Edited by Tyler Valentine, 25 July 2016 - 10:16 AM.
#12
Posted 25 July 2016 - 10:18 AM
Felio, on 25 July 2016 - 10:13 AM, said:
I blame PGI for not explaining critical hits in-game. They don't do any extra damage to internal structure. They only damage equipment, like weapons and ammo. Machine guns are no better at destroying internal structure than they are at destroying armor.
http://mwo.gamepedia.com/Critical_Hit
Weeeeellllllllllll, as much as I'm a big proponent of "OMG LEARN HOW CRITS WORK CRIT SEEKING IS CRAP!" your bolded section above is... not exactly correct.
15% of the damage actually dealt to components via critical hits is also applied to structure. So, machine guns are actually (slightly) better at damaging internal structure than armor. Only a small bit, though, because you're only getting some crits, and only getting a small amount of that crit damage done to structure as well.
#13
Posted 25 July 2016 - 10:19 AM
Wintersdark, on 25 July 2016 - 10:04 AM, said:
Because you dont play in the Underhive often enough.

All of those builds are good, except whoever was running the 4mgs, ditch them. MG's stink.
10 Sml Pulse is my fav by far but 8 or 6 Er meds does well too, If i run 8 i use 3 groups with arms as 1 and 2 and two extra Er Meds in my ST as extra poke power when im cool or on cold maps but also to finish a guy off if he just needs a tickle.
Edited by Revis Volek, 25 July 2016 - 10:20 AM.
#14
Posted 25 July 2016 - 10:26 AM
Tyler Valentine, on 25 July 2016 - 10:14 AM, said:

A smurf Bishop? Fill tier 5 with Bishops! Bishop Steener, Bishop Stiener, Bishop Steinr... Blame him for it! *cackles*
#15
Posted 25 July 2016 - 10:29 AM
Wintersdark, on 25 July 2016 - 10:04 AM, said:
I don't know how stuff works in t2
but t5 t4 and t3 dakka has a very real, very predictable, very applicable, back da frack up effect.
I find uac2 to be the best for this effect, but the uac10 is the best dmg/ammo ac you can mount on the nova.
#16
Posted 25 July 2016 - 10:29 AM
Felio, on 25 July 2016 - 10:13 AM, said:
http://mwo.gamepedia.com/Critical_Hit
Except that you're completely wrong and you really shouldn't link a wiki that's perpetually out of date.
All critical hits deal 15% of their damage to internal structure. I can't be bothered to dig through the patchnotes to find it but it's been that way for at least a year.
#17
Posted 25 July 2016 - 10:33 AM
Felio, on 25 July 2016 - 10:13 AM, said:
I blame PGI for not explaining critical hits in-game. They don't do any extra damage to internal structure. They only damage equipment, like weapons and ammo. Machine guns are no better at destroying internal structure than they are at destroying armor.
http://mwo.gamepedia.com/Critical_Hit
I'm not advocating mgs are a viable weapon.
just a solid backup weapon to fire at your target in combination with your lasers to maximize damage output.
rolling around without em definatly gets me less damage done.
and limbs tear off faster when I have em.
rather they do or don't effect int structure like armor on paper, they bring the heat in combat.
perhaps because I'm getting secondary explosions (ammo/gauss cannons)
#18
Posted 25 July 2016 - 10:36 AM
Darth Terona, on 25 July 2016 - 10:33 AM, said:
I'm not advocating mgs are a viable weapon.
just a solid backup weapon to fire at your target in combination with your lasers to maximize damage output.
rolling around without em definatly gets me less damage done.
and limbs tear off faster when I have em.
rather they do or don't effect int structure like armor on paper, they bring the heat in combat.
perhaps because I'm getting secondary explosions (ammo/gauss cannons)
It may seem that way and i thought similar long ago, but i have come to my senses and found that the MG's arent worth the weight and defiantly not worth taking over more lasers or even DHS's in this case.
Play how you wanna play, not trying to change ya or your play style just some advice.
Take a few screen shots, 25 or so of you using both build and see if you arent just having MORE FUN with the mg's. I know i was but the lasers were more lethal. Wish MG's weren't junk in this game.
Edited by Revis Volek, 25 July 2016 - 10:38 AM.
#19
Posted 25 July 2016 - 10:41 AM
Revis Volek, on 25 July 2016 - 10:36 AM, said:
It may seem that way and i thought similar long ago, but i have come to my senses and found that the MG's arent worth the weight and definatly not worth taking over more lasers or even DHS's in this case.
Depends on the build. For an ERML build, you probably want the heat sinks. With ERSL, SPL or even MPL you can use the MGs, just don't use them until your target is running hot enough that they can't use the opportunity to melt your face.
#20
Posted 25 July 2016 - 10:42 AM
2 extra heatsinks don't do much more than the 6 extra I have equipped imho. 1.04 heat to 1.08.
or is .04 heat really that big of a deal?
my nova stats with that mg fit.
1.65 win/loss
1.94 kdr
407 avg damage
NOVA NVA-PRIME 62/ 38/ 23/ (1.65) 91/ 47 (1.94) 25,281 /107,694
/07:03:15
Edited by Darth Terona, 25 July 2016 - 10:50 AM.
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