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Help Me Understand Why I Can't Kill Lights


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#61 Escef

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Posted 21 February 2017 - 01:19 AM

View Postugrakarma, on 21 February 2017 - 12:41 AM, said:

Not sure if head is first or last on the rotation. But anyways... This is going on just because of arguings sake so let's stop :) So yes, if jenner has two or three srm launchers left AND ammo left yes it is useful.


Head is last. So, yes, it would be useful. As would a Cheetah with 2*SPL and ECM. And, yes, you want to spread the damage from Streaks, because if you offer a side instead you are likely taking all or most of the damage to a single arm and leg. If a StreakDog throws 36 missiles at you would you rather take 10 to each non-head hit location, or 20 to one leg and 50 to the arm?

#62 Scandinavian Jawbreaker

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Posted 21 February 2017 - 01:33 AM

View PostEscef, on 21 February 2017 - 01:19 AM, said:

Head is last. So, yes, it would be useful. As would a Cheetah with 2*SPL and ECM. And, yes, you want to spread the damage from Streaks, because if you offer a side instead you are likely taking all or most of the damage to a single arm and leg. If a StreakDog throws 36 missiles at you would you rather take 10 to each non-head hit location, or 20 to one leg and 50 to the arm?

I already said what I had to say. /endof

#63 Pjwned

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Posted 22 February 2017 - 01:55 PM

View PostRuar, on 20 February 2017 - 07:22 PM, said:

The problem I've found with adding more weapons is heat. I can't stand having more weapons but not be able to keep using them because I end up shutting down.


You realize pulse lasers don't have extra heat anymore, right? So 3x LPL wouldn't be any hotter other than firing a bit faster due to the minor effect that beam duration has on cooldown.

http://mwo.smurfy-ne...4a36cc0af6e1542

There's a 3x LPL Enforcer build that shouldn't have many problems overheating; in a very prolonged fight it would probably overheat I guess but otherwise not really.

The other thing is that if you're never at risk of overheating then you're not really packing as much firepower as you should be--gauss rifle builds are an exception--because there's no consequences for heat until you hit 100%.

If the heat system in this game ever changes to add actual heat scale penalties before hitting 100% though then yeah at that point mechs that run cool would be more valuable, but that's not how it is now.

It's also possible to hit the override shutdown button and go beyond 100% heat if you really need to, although obviously that's risky with the major internal damage you start taking.

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Large Lasers give me a good balance between heat and damage, offer sufficient range, and have a short enough burn time that I can keep them on target.


Except when you deal with light mechs apparently? Large pulse lasers would give you more damage and less burn time for the same amount of heat and really not that much less range.

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Sure I could switch to an XL engine and toss on some medium lasers or a couple of medium pulse lasers, but I can't use those lasers for a good chunk of the fight because they are too short range. I'm not going to be brawling all the time in a 50 ton medium mech. I'll get in close when the situation and terrain require, but I prefer to stay back some and provide support from the flanks. I constantly shift my position in the fight so sometimes I'm shooting at a target 700m away only to switch to one that's 200m away because I'm engaging across the side of the enemy position.


Assuming you go with heavier weapons, like large pulse lasers, the thing is that you can also get more speed with an XL engine (while keeping those heavier weapons) to adjust your positioning faster, which compensates quite a bit for having less range (yet at the same time not a great deal less range either, in this case).

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Add to this the fact I tend to lose a ST before the CT. It doesn't make sense to go XL engine with the current penalty. There are so many games where I lose my entire right side but I'm able to stay in the fight because I run a STD engine. Yes, there are times when I lose my LT and all my weapons, but it's rare and usually happens when the fight is already lost anyway.


While that does make sense, you're also giving up a lot of potential performance just so that you can either lose 1 worthless side of your mech and be fine or lose the valuable side of your mech and be worthless; the alternative is that losing 1 side is equally bad but your mech is that much better until then.

If you didn't have all of your weapons on 1 side of the mech then it would make more sense to run a STD engine, but if you're running all energy weapons on an Enforcer then that means you do automatically have all your weapons on 1 side.

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I see several people talking negatively about my setup, but I consistently score highest damage in matches. I realize damage isn't the end all-be all but I also get my share of KMDD. I don't sit back and snipe while my team falls apart and think I did well because I have high damage. I pick out weak targets. I harass assaults and pull them out of position. I solo heavies and mediums. I engage lights behind our lines. I'm all over the place making sure I keep my guns in the fight and use my armor to protect others when needed.


That sounds pretty much perfect for large pulse lasers then.

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I fully understand it's not a playstyle everyone likes or understands, but it works for me and I love it. Just because it's not what you prefer doesn't mean it performs poorly.


Except--again--when it comes to light mechs apparently.





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