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Summoner Changes Since Fall 2014?


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#1 a gaijin

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Posted 08 October 2016 - 01:54 AM

Been away but I am finally able to MWO again after a two year hiatusPosted Image
I've been reading the other posts from within the last month or so on Summoners trying to see how it's improved (if at all) since fall 2014.

I like the Summoner for it's speed+jump jet range (and MW2 nostalgia which may actually be what pulls at my heart strings the most).
The PPC quirks are also nice because I like PPCs despite that they are slow and IMO not great for sniping due to the need to lead.

The below quote is about a 65T mech but I think it may apply to Summoners as well. At least some parts.

View PostArtaire, on 05 August 2016 - 01:00 AM, said:

...
This [heavy] mech is a long-range fire support mech, most clan mechs in this range are tbh both by canon and ingame, including the Mad dog (again another popular choice due to 60tonnes) and the Hellbringer which sports a little less weapons, but keeps speed and has ECM.

Clan mechs quite frankly, shouldn't really be on the front line below 70 tonnes as they are just outclassed by IS, not always but, the point is to maximise your huge speed advantage. Getting in close and flanking hard and fast with a close range brawler build may work, especially in pug games but in pre-made queues it is more likely to be splatted. The idea is to use its speed to keep range and its torso mounts make it plain excellent at counter peek-a-booing people who have to bring up half of their mech just to get their arms over a hill to shoot.
...
If you want a fast close range brawler the Timberwolf-S sounds like the one to go for. If you aren't convinced, you should compare [it] with other mechs within 10 tonnes of this and see how massively it falls down in some aspects. Eventually you find the use for it, or eventually you will get destroyed by one of the meta [builds] and praise it.


Do the experienced Summoner pilots out there think above quote also applies to Summoners?

I bought the Masakari pack, Clan Wave II, & Wave III at release years ago but find myself piloting nothing but the Summoner even though I have very limited success with it and can't seem to improve above Tier 3 so far
I feel I'm probably just using it wrong:

Some builds I've tried and the 'strategy' I use with it.
- Dual ERPPC: snipe from the rear while escorting an assault mech. Noticed that if I do this on a D that the arm can't swivel side-to-side. If I swap the L arm for one from another chassis then it swivels but you lose the 'complete chassis bonus.'
- All SRMs: Alpha strike, fly away, repeat. Gets decent damage but rarely gets kills thus I can't seem to break above a 0.98 KDR; lot's of Kill Assist C-bills though.
- SSRM Boat with BAP. It works in most PUGs fine but I always feel guilty afterwards because it took no skill whatsoever.
- 4 ERML + [insert favorite ballistic] in ST. Ok as long as I stay at long range. My match score generally falls in the middle compared to the rest of the team members.

I guess I should note that I don't know how to 'poptart' but wouldn't think it'd be a useful tactic on something that has its PPCs hanging down at the knees. Summoner's literally "shoot from the hip."
I primarily use JJs for quick turns or jumping over people when I'm attempting to get on the other side.

I appreciate any guidance, advice, or tips any of you experienced, successful Summoner pilots can offer.

#2 Brizna

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Posted 08 October 2016 - 02:42 PM

I've found in PUG matches SMN works best as mid-long range fire support/flanker mech. I use the following builds:

SRM boat: I don't like it, I love SRM boats but SMN does it poorly compared to other mechs.

UAC10+2ERLL: The only build I have that uses ERLL right now. It work well in slow paced games, given time nets impressive damage figures regularly.

Gauss+ERPPC: Very similar to the build above, it trades extra range for DPS but also allows for asymmetrical build so you have a shield side to enlenghten your lifespan.

Provided matches don not end in a fast brawl you can do very reasonable figures as long as you use your mobility to engage the enemy asap and from far away.

#3 a gaijin

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Posted 10 October 2016 - 03:05 PM

View PostBrizna, on 08 October 2016 - 02:42 PM, said:

I've found in PUG matches SMN works best as mid-long range fire support/flanker mech. I use the following builds:

Provided matches don not end in a fast brawl you can do very reasonable figures as long as you use your mobility to engage the enemy asap and from far away.

Thanks very much for the overall guideline as well as the specific build tips :)

Maybe a little off of the main topic: Can you tell me in what roles the Summoner is best at in CW?
I'm not in CW yet but would like to prep.


Edited by Lone Wanderer, 10 October 2016 - 03:28 PM.


#4 S 0 L E N Y A

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Posted 10 October 2016 - 06:53 PM

View PostLone Wanderer, on 10 October 2016 - 03:05 PM, said:

Thanks very much for the overall guideline as well as the specific build tips Posted Image

Maybe a little off of the main topic: Can you tell me in what roles the Summoner is best at in CW?
I'm not in CW yet but would like to prep.


- all SRM build might do ok on defense when protecting gens.
- all SRMs might be ok for playing clean up on a wave of already damaged mechs
- LRM boat for some maps while defending might be ok

You still do not get away from the fundamental problem of the SMN: any roll it fills other mechs fill better, if not they fill the same roll for much less tonnage. That is less of an issue in solo-que, a little bit more of a possible issue in group que, and a serious issue for faction play.
I.E. why take a PPC poptart Summoner, when I could get similar if not superior results from a Hunchback, Nova, or ShadowCat and save 20-25 tons in doing so?

#5 a gaijin

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Posted 11 October 2016 - 03:13 PM

View PostBoogie138, on 10 October 2016 - 06:53 PM, said:


- all SRM build might do ok on defense when protecting gens.
- all SRMs might be ok for playing clean up on a wave of already damaged mechs
- LRM boat for some maps while defending might be ok

You still do not get away from the fundamental problem of the SMN: any roll it fills other mechs fill better, if not they fill the same roll for much less tonnage. That is less of an issue in solo-que, a little bit more of a possible issue in group que, and a serious issue for faction play.
I.E. why take a PPC poptart Summoner, when I could get similar if not superior results from a Hunchback, Nova, or ShadowCat and save 20-25 tons in doing so?

Thanks Boogie. That really lays it out clear. And I really also appreciate that you gave some good examples to cover the next question I was going to ask.

So that means until I find some special factor(s) that give the SMN some superior niche I figure I'll stick to using it in pugs quick-play, and bring something else to CW.

#6 Cy Mitchell

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Posted 11 October 2016 - 03:25 PM

Just want to throw it out there because no one else mentioned it. The Summoner (or two new variants) is the Top Tier Customer Loyalty award for Clan in 2016. The new variants will add new omnipods that will allow more chassis mounted hardpoints. These variants seem to have gotten a lot of Summoner fans excited in that they will make the overall chassis suck less. You have a few more days to qualify for the Loyalty rewards but that would mean spending money on Collector packs or Heros or other top tier packs. In a year or so those variants will become available for MC and c-bills.

http://mwomercs.com/...ewards-program/

Edited by Rampage, 11 October 2016 - 03:25 PM.


#7 Tier5 Kerensky

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Posted 15 October 2016 - 11:42 AM

Jumpjets are really the thing for this mech, I like it as it sets it appart from other Clan mechs, I also have Mad Dogs and Hellbringers.

Jumping onto buildings and suchs, gives you positions other mechs can't reach so well and allows you to shoot few times before running away. And it has the speed to do it, not just mobility.

It doesn't feel a great mech, but good enough and nice(fun) to play.

I haven't really found yet any good builds yet but since omnipods it does have plenty to try out. Right now I have 5xLRM 5 +UAC2. That is very weak for 70 tons in terms of firepower, but it works better than you would expect. You are really able to harass any mechs you are able to find, and with some maps and with some teams you are really able to support your team.(mountain maps and mining collective are best for taking advantage of those jumpjets and indirect fire LRMs)

I think I've tried PPCs and maybe ER-L lasers too but can't remember how they worked. 70 tons, heavy engine, 5 jumpjets and no endo steel doesn't really make a good energy boat, you can have energy weapons or heatsinks, but not enough both.

I still need one chassis to buy and level before I can elite and master one. I really like the amount of quirks different omnipods have available, I'm sure they won't make it great but it allows the thing I like with omnimechs, trying to make a perfect build.

#8 Zergling

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Posted 23 October 2016 - 07:53 PM

View PostRampage, on 11 October 2016 - 03:25 PM, said:

Just want to throw it out there because no one else mentioned it. The Summoner (or two new variants) is the Top Tier Customer Loyalty award for Clan in 2016. The new variants will add new omnipods that will allow more chassis mounted hardpoints. These variants seem to have gotten a lot of Summoner fans excited in that they will make the overall chassis suck less. You have a few more days to qualify for the Loyalty rewards but that would mean spending money on Collector packs or Heros or other top tier packs. In a year or so those variants will become available for MC and c-bills.

http://mwomercs.com/...ewards-program/


I can confirm that the energy nipples gained from the -F and -M have made the Summoner truly awesome when running 2x ER PPC builds.
It can snipe, poke and poptart exceptionally well now.

I'm just amazed at how ridiculously well I'm doing in it, beating out my Ebon Jaguars and Timber Wolves in performance, despite a rough start on patch day with some rather extreme losing streaks.





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