mycroft000, on 29 January 2017 - 08:34 PM, said:
You're right damage isn't everything, and I think I've mentioned before, in many cases as skill goes up damage may go down. And I use the same tactics frequently where I'll come in as a major disruption allowing the rest of my team to roll the enemy when the enemy team turns to deal with me. In those cases, I figure the average amount I put out is in the 150-250 range, enough to open up some components on one or two mechs even if I don't get a kill.
We very well could have, in this long dialogue. Consider it just me agreeing with you then and/or making sure we are each on the same page.
mycroft000, on 29 January 2017 - 08:34 PM, said:
Truthfully I haven't really given guidance on how to pilot my build, it's been pretty self explanatory for the people I've had run it, admittedly most of them have been playing for a few months, and have seen what I do in it.
If someone is aware of the Ghost Heat, than it is a really self explanatory build. I will say, I took your build onto the testing grounds and alphaed. Shut down instantly. Then, I did the "new player panic" and alphaed again upon restart. Sure, I killed the stationary Atlas from behind, but I was shut down for a good while. This is what I'm concerned new players will do.
Then, when I played it (on the testing grounds) more seriously with the ghost heat kept in mind, it just wrecked most things very quickly. Cataphract took a while and overheated (from completely cold) without ghost heat... but that wasn't unexpected. I stopped testing at that point, figuring I had seen enough results for that test (and not knowing when you'd get back on).
At some points (like for the centurion on that run), I did the new player "shoot my weapons outside their max range" (admit it, you have probably seen someone you spectate trying to snipe with SLs at some point while playing this game. I know I have), and then "realized" my range wasn't that far (but I was almost there). (This was done intentionally, for the record.)
Your build I don't worry about heat and DPS, I worry about Ghost Heat and range really. As I said, if it made it as the Champion, I'd be okay with it. I just don't believe it's as new player friendly as other choices (or... rather choice at this time).
mycroft000, on 29 January 2017 - 08:34 PM, said:
Truthfully I find the MGs to be wasted tonnage on the Nova, and this is coming from someone who likes machine guns enough to have bought the Ultraviolet specifically to do a DWF-W with 3ERLL and 8MG.
As much as I want to like the MGs on the Nova, the 120 meter optimal range(240 max) adds almost nothing in terms of damage to the 200m optimal(360max) for the ERSLs. And the difference of heat management is a grand total of .11, not a lot when it reduces your effective damage by 10 per cycle between arms.
Honestly, I don't believe I have any mechs with MGs on them anymore. I pride myself in experimenting and using every weapon in the game at some point (which I have done), but MGs are just not something I use often (or very well). I've used flamers in the past as a tool to blind people, until the graphic for it got changed. Even then, it was a rare thing for me to work with.
Not all weapons are useful to everyone. I know there are some wizes out there that can kill with MGs and Flamers. I just am not one of them. Though I use them from time to time still, just to stay current on what they can do.
mycroft000, on 29 January 2017 - 08:34 PM, said:
I have generally preferred LBx over UAC so I haven't run the UACs enough to really have much of an opinion on the nerfs.
Fair enough. LBx are nice, but you have to use them well and know what you are expecting to get out of them. I personally like my 2 LB5x (and 2 ERMLs) Huntsman, and I didn't think I would at first. (Was 2 UAC5, but for whatever reason the UAC5s jammed often and at the same time every time they did jam. Never one at a time. Plus, I didn't like it back then, but the LBx surprised me with how well it seems to work.)
To each their own.
mycroft000, on 29 January 2017 - 08:34 PM, said:
I've tried running LRMs on the Breaker, but for me the Novas have been so much more effective in other roles that I've left LRMs to the Heavy/Assault pilots in my unit.
I have to confess that I do love my LRMs. I never boat them (as you can see from my Nova build as an example). On that weapon, it is literally all about how you use them, and what you expect to get out of them. You also have to be mindful of more than just what is right in front of you, but now need to worry about what is above you and your target... in an arc. Some people like them, others despise them. Once again, a "to each their own".
To be honest, I just placed the LRMs on the Nova because I wanted to. Had no idea if it would be effective on it, which I'm happy to have been surprised. (Jump, get lock, rain LRMs, drop behind cover. Not a bad tactic most times.)
mycroft000, on 29 January 2017 - 08:34 PM, said:
Great, I definitely want to hear your results, but I also want to hear your opinion once you get into a private lobby and see how its heat management is when you have no skills unlocked.
Heat was still manageable I thought. Wasn't too much different than when I was in the live servers. I did do better though, because of the controlled environment (trying to simulate new players, which I don't think we succeeded. I probably should have alphaed more, and hid a little less, etc. Try to do new player mistakes).
mycroft000, on 29 January 2017 - 08:34 PM, said:
I've done probably 20-30 matches in Build #2 at this point(possibly more I haven't been keeping a tally).
I've only done 3 matches. Each was "alright" and my team won the matches. Sometimes I did 300+ damage, sometimes I did 150ish. Each time though, I seemed to have performed reasonable. Not great, not horrible either. But a reasonable steady performance. I actually like to see a mech have a more or less steady performance, with few spikes or drops. I feel it means it's a decent build.
mycroft000, on 29 January 2017 - 08:34 PM, said:
This is exactly why I spent time yesterday with Larsh testing in the private lobby.
I'm happy you did, and that you've taken this seriously. Makes me believe that, no matter what, new players are getting far better than they use to get.
mycroft000, on 29 January 2017 - 08:34 PM, said:
I've got the Huntsman and I have been thoroughly unimpressed. I can do a decent 3-400 in it if I'm lucky, but for me it's far too tall, and doesn't really have the room to use it's tonnage on builds I can use most effectively.
Really? Might be our different weapon and combat styles here. I've just fallen in love with the thing. The trick is you do need to sink some tonnage in something big. You can't get away with spamming a lot of smaller things (which is the current meta). That is why most of my Huntsmen carry a single larger ballistic (or two).
It does suffer from "more weight than it has slots to use". It can be a problem, but it isn't much of one I find.
mycroft000, on 29 January 2017 - 08:34 PM, said:
I've got one very new player who has been dropping with us who if I can get him to spend the cbills(that he doesn't really have) on the Nova then I'll be able to see how he handles it.
That might be cool. The Nova isn't a bad chassis, but it also isn't for everyone (it seems). It's small stature makes it easier to hide and poke, but to a lot of people it doesn't have the tonnage to pack much of a punch, unless it's boating small lasers... (I like to beg differently, personally. But I wont argue with the ERSL Nova either.)
mycroft000, on 29 January 2017 - 08:34 PM, said:
I still think Ghost Heat is more self explanatory than proper implementation of AMS. And I constantly find myself dead having done far more damage than I expected in my build, the testing drops I did with Larsh last night included one where I ended up with 648 damage in a 2v4(or 3 I can't remember) and that was with all skill trees ignored.
AMS is good for new players, rather they try to use it to shield other teammates, or just for themselves. LRMs are far more common (and so is SSRMs I'd imagine) in the lower tiers. So, for a new player, that AMS will help protect them far more than they would have trying to fight the LRMs without AMS. It does also show how helpful AMS can be. Then, if they like it, they could always get a Nova and set it up with 3 AMS and whatever weapons they wish to place in it.
Do recall, just like when I was in the lobby, that we aren't using them in a "skill-less" fashion. I know I was jumping and using terrain for cover. I was showing a single arm to my opponents or twisting to distribute damage around. I kept my lasers on target for their beam duration (most of the time). I closed and engaged the enemy, while being mindful of my surroundings. (I also was trying to be fair, and stay outside 180m ranges while doing that.) I also alphaed when I was jump attacking, and I held back when I was too hot. I also knew when to risk an override, and when to fall back and cool off. These are things new players don't do... Which is why I do feel, as good and as fun as our testing was, it wasn't as accurate as we probably wished it was.
mycroft000, on 29 January 2017 - 08:34 PM, said:
In case we don't get to continue the testing we did get into tonight, how hot was it running for you with the skill trees ignored?
Well, if you are talking between the 3 AMS builds... I will comment that I did a smidge bit more damage when we were each AMS than you did with the MPLs (that was what you had, right?). I feel if we continued playing those builds and gathering more data, we probably would continue to have relatively even performance. The ERML version has more range, something I feel will help new players more. This permitted me to deal some damage earlier on in our couple of tests than you (possibly also why my score was higher maybe?).
At one point, when you went to the other team and was in your "LRM beast", you forced my mech several times into hiding due to the number of LRMs you could spam. This did permit my ally to out damage me in those matches, but in future matches the ERSL version did continue to out damage the ERML one. But this was also just 2v2, and as we stated damage isn't always everything. The test map was small, and we only had a very small control group. (Plus, two LRM boats can definitely overpower the 3 AMS Nova... but 2 such Novas...)
I've never questioned the lethality of your build. If it can get close, it will take something out with it (most times). My issue is being able to get close (in the testing, we used the small hills to get really close to you guys, something a new player may not consider), as well as ghost heat (it is real easy for a new player to get hit with ghost heat, a single panicked alpha, or just timing the shots too close together can do it). Beyond those two issues, I have no problems with your build. But those two issues are literally what hangs me up on your build, and why I vote for the AMS version (Build #2).
Build #2 gave me regular and reasonable performance. I will agree it wasn't spectacular performance, but it was consistent for me even though I wasn't exactly familiar with the build personally. It just has more tactical viability/flexibility. It's more forgiving if you make a mistake, and just by being on the team it can be helpful even if a new player just sticks with teammates and doesn't shoot very much. (Though, my problem with this build is actually with the reward system, there is no reward "benefit" for running with AMS. You can protect your allies till your AMS bins run dry, but you'll get no credit for that work. Kinda discourages AMS usage overall, despite it being rather helpful sometimes.)