Dakota1000, on 14 October 2016 - 09:53 PM, said:
The Viper could make pretty good poptart builds with 4 ERML (or 6 with Medusa pods) and some close range weapons in the torso.
Long range would go in the torso because they are high mounted and you don't need the articulation, short range is better in the arms since high mounts don't matter as much but articulation can does. Not to mention good poptarts all use PPFLD, lasers are wonky for most in midair, not to mention the burn duration isn't conducive to what makes poptarting actually strong. Lasers and poptarting have never mixed to a comp level for that reason alone.
Dakota1000, on 14 October 2016 - 09:53 PM, said:
I found no issues with Hit Reg when playing my Shadow Cat or my Nova. I often load the Shadow Cat with 2 LPL and poptart or the Nova up with 8 ERML and poptart with it
You may not notice it as often, depends on high you are popping, if you are popping just enough to get a short burst on a mech, you notice it a hell of a lot more. There are some other shenanigans that happen midair with lasers though, TFun literally has a collection of gifs where laser reg midair is way off. I just don't do it if I can help it, if the target is standing still and large I'll go for it, but any sort of moving target is generally not going to reg.
Dakota1000, on 14 October 2016 - 09:53 PM, said:
but the Viper is finally a mech that can take full advantage of it, as the Cicada only had torso mounts and the Spider variant also only had torso mounts.
The arm mounts are far from being the selling point of the Viper, if anything they are the weakness of the Viper because much like the Pixie, they are often the first to be destroyed. You rely a lot more on the high mounted torso lasers than you do the arms.
The irony of this mech is like the TT version, it is better at harassing with mid range than it is at short range backstabbing, granted for slightly different reasons. The MWO version is for the most part too squishy and large to be caught that close without getting blasted so your best option is to play the mid range poke game. Given that, it would gladly trade 4 JJs (since they are the best, you don't need 8 of them to still out jump most mechs in the game) for 2 DHS on builds especially given how JJs disrupt any heat dissipation (only part of the overnerf on JJs).
Edited by Quicksilver Kalasa, 14 October 2016 - 11:58 PM.