

Is The Adder Still Hot Garbage?
#1
Posted 30 September 2016 - 09:56 AM
Good idea or bad idea?
#2
Posted 30 September 2016 - 10:00 AM
#3
Posted 30 September 2016 - 10:02 AM
TercieI, on 30 September 2016 - 10:00 AM, said:
Ah the dreaded flamer is now removable? Wonderful. That will make building it out quite a bit easier.
#4
Posted 30 September 2016 - 10:03 AM
And it's going to get better with the Cinder.
#5
Posted 30 September 2016 - 10:05 AM
Like what Terciel said, it's got good quirks and the flamer is now removable which has helped it out imensly.
Further more, with it's hero mech coming out which has a ballistic mount in each side torso means ballistic builds will be good hill humped.
Edited by Coralld, 30 September 2016 - 10:08 AM.
#6
Posted 30 September 2016 - 10:06 AM
It does admittedly fare better than a good number of other lights nowadays (mostly thanks to nearly all humanoid lights being made gigantic AF).
At the end of the day, though, the whole light class itself (including the "top" performers) is mediocre when compared to the M/H/A class overlords.
#7
Posted 30 September 2016 - 10:10 AM
FupDup, on 30 September 2016 - 10:06 AM, said:
It does admittedly fare better than a good number of other lights nowadays (mostly thanks to nearly all humanoid lights being made gigantic AF).
At the end of the day, though, the whole light class itself (including the "top" performers) is mediocre when compared to the M/H/A class overlords.
Agreed, PGI needs to throw the whole Light class a bone or two.
#8
Posted 30 September 2016 - 10:16 AM
Jazzbandit1313, on 30 September 2016 - 10:02 AM, said:
Ah the dreaded flamer is now removable? Wonderful. That will make building it out quite a bit easier.
Not just removable but an energy hardpoint you can re-task. There are a number of usable energy based builds.
#9
Posted 30 September 2016 - 10:20 AM
More realistically (the above is true, but I wouldn't call it a regular occurrence) - Adder maneuverability is pretty bad for a light, arm motion is very limited to nonexistent, but you can make some fairly hard-hitting builds pretty easily. If you use cover and have decent aim, you can rack up tons of damage. If you get caught in the open, you're usually dead quick.
(PS: "tons of damage" is relative...don't expect 1000+ point games, but don't be surprised at 300+ is easily within reach unless you die quick.)
Edited by blood4blood, 30 September 2016 - 10:24 AM.
#10
Posted 30 September 2016 - 10:26 AM
That said, still fun to pilot because light mech dakka
Edited by Jazzbandit1313, 30 September 2016 - 10:26 AM.
#11
Posted 30 September 2016 - 10:32 AM
#12
Posted 30 September 2016 - 10:35 AM
#13
Posted 30 September 2016 - 10:38 AM
Also, read my signature. Not every mech are for every pilot. Its not always the mechs fault, setting balancing issues aside.
Edited by Tordin, 30 September 2016 - 10:39 AM.
#14
Posted 30 September 2016 - 10:40 AM
If you're the kind of player who can play assault mechs well, then the adder is an absolute beast.
#15
Posted 30 September 2016 - 10:52 AM
Now it's easier to pilot (45% acc/decel, 40% twist)
2erPPC, or 5 MPL my fav builds.
It has a big nose, so despite the structure quirks, it remains with a big nose easy to hit.
#16
Posted 30 September 2016 - 10:54 AM
Jazzbandit1313, on 30 September 2016 - 09:56 AM, said:
Good idea or bad idea?
Adder has one thing going for it, that's that its quirks make it stronger than comparable mechs running similarly low-engined loadouts.
In other words, if you're running a small engine like the Adder comes with anyway, you're better off using an Adder because it has those mobility quirks, so it's reasonably nimble (although still has a slow top speed).
However if you compare it to bigger-engined mechs (especially ones with jumpjets) it cannot compete in most Light roles.
If I was to run one I would probably run a 5ERML poking machine with 22 (!) DHS:
http://mwo.smurfy-ne...32aac4a708429f9
Hug bigger mechs, poke out and deal 35 points of damage, retreat, poke 35 damage, retreat, rinse and repeat. Do that 10 times and you have 350 damage.
With 22 DHS you have 49% efficiency which is just utterly ridiculous for a light mech with a 35 point alpha strike.
My current Light mech of choice is a 6ERML Arctic Cheetah with 11 DHS and I'm very successful with that build, however of course that mech has ECM and jumpjets and a far greater top speed so there is that.
Edited by Yosharian, 30 September 2016 - 11:07 AM.
#17
Posted 30 September 2016 - 10:55 AM
#18
Posted 30 September 2016 - 11:24 AM
Of course, a more sane build would probably be UAC10 and some ERMLs, but... who said I was sane.
Anyway, it also has a lot of pod space, so massed ERML or MPL can work well with a load of heatsinks if you just wanted to poke. Could also go with triple ERLL for super long range sniping or something with dual LPL and ERML laser vomit with bad cooling.
#19
Posted 30 September 2016 - 11:26 AM
#20
Posted 30 September 2016 - 11:29 AM
MechWarrior5152251, on 30 September 2016 - 11:26 AM, said:
Faster than heavies, can keep up with people well. Its a support fire light rather than fast light. One could ask how can a light with one laser be any good, but then we have the Locust.
Its a mech that can rip the frontal armor off of a heavy mech's frontal side torso in a single blast with some loadouts, so it gains its respect.
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