Jump to content

Please Assault Right


310 replies to this topic

#281 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 14 April 2017 - 10:30 AM

View PostLorcryst NySell, on 14 April 2017 - 09:18 AM, said:

I actually do very well in my 4J, using a couple of Medium Lasers in the arms as backup weapons, a TAG in the headslot, 2x LRM10+A and a STD engine ...

I still use the stock STD200 engine on it, BAP for that 1000m sensor range, LRM10 cooldown and range modules, Radar Derp and Sensor Range mech modules.


Try the adv target decay instead of the adv sensor range. The extra 3.5 seconds of locking time is useful for the speed that mech recycles the launchers.

#282 Lorcryst NySell

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 533 posts
  • LocationBetween Chair and Keyboard

Posted 14 April 2017 - 10:33 AM

View PostDee Eight, on 14 April 2017 - 10:30 AM, said:


Try the adv target decay instead of the adv sensor range. The extra 3.5 seconds of locking time is useful for the speed that mech recycles the launchers.


Will do ... it's on my list ... but I first must make all those GXPs :)

#283 Valleric

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 109 posts

Posted 14 April 2017 - 10:52 AM

View PostDee Eight, on 12 April 2017 - 11:08 PM, said:


Consider yourself let known it has already been done....

Posted Image

Posted Image

That was April 9th, 12:45am EST. Nice score you got there btw.

This game was 90 minutes later... (Tarl Cabot is who killed me)

Posted Image

Posted Image

This was 14 minutes after that (as in the very next match)

Posted Image

Posted Image

and this was 28 minutes later (now at 3:01am EST, still April 9th). I blew myself up with a danger close artillery strike if I remember correctly.

Posted Image

Posted Image



Nice meme but that is exactly what started this thread... a particular light/medium driver pushing too far away into a bad spot and then demanding assault support...

How thick are you? What started this thread was you and another assault hiding in the back like cowards. The TEAM was all up front. Only you two were hiding in the back and it cost us the game. We didn't over extend. We were the whole group. All I was asking was to for was in the future to be a team player and stick with the group. Completely reasonable request.

Edited by Valleric, 14 April 2017 - 10:53 AM.


#284 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 14 April 2017 - 10:55 AM

View PostAcehilator, on 14 April 2017 - 09:53 AM, said:


Compare the quirk list for the -4J and the -4SP and get in touch with me again Posted Image


The 4SP is the best brawler/tankiest and highest agility, but the 4J makes for the best long range missile builds, particularly for the LRM10s. .

HBK-4SP quirks...

Agility : +50% accel/decel, +40% turn rate, +35% torso turn rate.
Structure : +32 CT, +24 RT/RL/LT/LL, +16 RA/LA
Weapons : +10% energy cooldown, +30% missile cooldown, -15% energy heat, -5% medium laser heat, +10% missile velocity and -10% SRM spread.

It lends itself well to medium pulse lasers and artemis-SRM6s. Yes the medium beam laser produces 0.2 less heat because of the extra quirk, but the 1.0 higher damage of the medium pulse makes it the more heat to damage efficient of the two choices (1.76 dph vs 1.56).

HBK-4J quirks...
Agility : +35 accel/decel, +15% turn rate, +35% torso turn rate
Structure : +12 RT and +12 armor RT
Weapons : +10% missile velocity, -10% missile heat, +20 missile cooldown, +15% LRM10 cooldown,

Base cooldown of the LRM10 is 3.7 seconds, so with a module and FF skill that drops to 1.78 seconds. Standard 200 engine, 10DHS, Endo, 2 LRM10+Artemis w/6 tons of ammo, 5 medium lasers. Feel daring...use an XL engine and carry 4 more tons of ammo/heatsinks/engine rating.

View PostValleric, on 14 April 2017 - 10:52 AM, said:

How thick are you? What started this thread was you and another assault hiding in the back like cowards. The TEAM was all up front. Only you two were hiding in the back and it cost us the game. We didn't over extend. We were the whole group. All I was asking was to for in the future to be a team player and stick with the group. Completely reasonable request.


Back to the forums and the first thing you do is begin with repeating the same lies you started with eh? Okay well if it helps you sleep at night continue. I'm sure zuul will enjoy the company. You liars have to stick together after all. I'm not wasting anymore time on you.

Edited by Dee Eight, 14 April 2017 - 11:01 AM.


#285 Ruar

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,378 posts

Posted 14 April 2017 - 11:04 AM

View PostAcehilator, on 14 April 2017 - 08:38 AM, said:


An actual discussion in a LRM thread? That is almost unheard of, what a pleasant surprise! Sorry if my previous comments were a bit snarky, it was nothing personal, it ist just being pro-LRM in this forum is a Don Quijote kind of deal... it gets annoying after a while.

So, on topic: Like I already mentioned before, after the LRM5 nerf with the latest patch, there are esentially no Mediums and Heavies left that can be used as LRM boats. So comparison is difficult even on a theoretical level, and I personally play almost only Heavies and Assaults.

Stat-wise, my Awesome-8R has each other mech I own beat in all categories, and my Highlander IIC - B and Supernova - A are in my "over all" Top 5, with one Marauder IIC and a lonely Shadowhawk-2H keeping them company. I am not an extreme Pokemech collector, but I still own a lot of mechs and I don't play that often at the moment, so apart from the mechs I used for FW I only have a handful of mechs with enough games on them to be usuable for statistical comparison. I am currently in the process of rectifiying that situation Posted Image Will take 2-3 days to do, so far (~30 games done), no noticeable differences.


Also, while we are at it, I though I do an overview of LRM mechs in the game, and why non-bad players dare to use use LRM Assaults. Kind of "back to topic", instead of slinging insults.

Mediums - IS:
Kintaro - Golden Boy: The "boy wonder" of LRM5 spamming, made almost unusable by the LRM5 nerf. The only Medium LRM mech I own, and it is really bad now. The "CT seeking" feature of LRM5s is not there anymore, it is really hard now to even get a killing blow. Increased facetime does not help in a mech with bad hitboxes running an IS XL.

Hunchback-4SP/Trebuchet-7M: Hunchback even with quirks is only 2.6 times worth of LRM10 launchers, not really feeling it. And only 10 DHS, can't really use its backup weapons. Trebuchet with 2.6 times worth of LRM15 has either not enough ammo or gets really slow. Might try it out when the "rule of three" is gone, but not optimistic.

Mediums - Clan:
Hunchback IIC - B / Huntsman: Very similar, can go either ALRM40 and almost no backup weapons, or ALRM30 with slightly better backup weapons and less ammo consumption. I bought one Huntsman a while back, going to refit him as a LRM carrier and see how it goes. But with Clan LRMs being worse than IS LRMs, and no quirks, I am not really seeing it, going 40 tubes against teams composed of 50-66% Heavies and Assaults. Will report back on this.

Heavies - IS:
Archer: LRM5 spam build is useless now, lousy 2x ALRM20 with bad quirks on a 70t mech... no.
Catapult: same

Heavies - Clan:
Mad Dog: LRM5 spam build gutted, better options for builds with larger launchers
Night Gyr - D / Orion IIC - A: Again really similar loadout options, ALRM60 as core build... now we are talking. The problem is, that build can be done on an Assault without compromising number of DHS, backup weapons or amount of ammo. See below. Could do ALRM40 without drawbacks, but only 40 tubes without quirks, and Clan LRMs at that... no. 60 tubes or bust.

So far nothing really outstanding. Which leaves us where we started: at Assaults

Assaults - IS:
Awesome - 8R: THE ONE LRM MECH (to rule them all, bind them in darkness, etc.)
ALRM60 in perfection. Poetry incarnate on the battlefield. 60 tubes IS LRM coupled with insane quirks and a head mounted TAG conquer ALL drawbacks this build otherwise has, and makes it come out on top as the best LRM mech in the game.
Cyclops / Battlemaster - 1S / Mauler MX-90 etc.: they work, but if you already decided to use an IS Assault as a LRM boat, there is no reason not to use the Awesome. Even less so with the "rule of three" going away soon.

Assaults - Clan:
Highlander IIC - B / Supernova - A: They can run the ALRM60 build way better than Clan Heavies can, 2x LPL as "backup" weapons, enough heatsinks, enough ammo, all the trimmings (no TAG on the Highlander, but higher E mounts for the LPLs). Honourable mention for the ARLM80 build on the Supernova, which cuts down the backup weapons to a laughable 3x ER-SL. I originally thought it might be more of a troll build, but it is almost as effective as the other build.

Conclusion: with the possible exception of the Night Gyr / Orion IIC, Assault mechs are currently the only mechs worth using LRMs on in the first place. Shocking, I know. I might have forgotten some hidden gem, but I doubt it.



Understandable about feeling as if your opinion is always under attack. I had to step back from my social media account the past few weeks because it was feeling the same way. I apologize if I was wording things poorly. I felt as if I was being clear about the role LRMs fill, that they are viable in situations, but that I believe assault mechs as a whole fill a different role.

As for your list... what I don't understand is the obsession with the LRM5. I've tried some LRM builds just so I understand the limitations and capabilities better and I don't see why an LRM 5 is hands down superior to an LRM 10 or 15. Kind of like the change to the SRM4 doesn't all of a sudden make SRMs worthless, it just means all of the launchers are about equal.

I've used a Trebuchet primarily for my testing and I had some good results using paired LRM15s. I was competitive and was usually in the top damage dealers for my team when the team did well, and at least held my own on the damage chart when the team was crap. And the Trebuchet feels bad simply because of hardpoint placement and limited tonnage available.

I think it's probably the fact I don't worry about META. I'm not trying to maximize my quirks with weapons and have the same build in a mech as everyone else. My most played mech is an ENF-4R with three LL that got me my Ace of Spades. So when I look to build a mech I consider the quirks, how I want to play, what would make sense for the hardpoint layout, and then I play it some to see if it works or doesn't.

The Trebuchet works for me because it's fast enough to adjust position, has enough ammo I only run dry during the longest fights, and is small enough of a target I can blend into the background. I keep a minimum of two medium lasers on it because I try to stay close enough I can bring them into play if needed. I think I could do well with some Catapult builds if I liked the LRM support role, but I prefer to play in a more flexible manner so LRMs aren't a good choice for me.

I also look back to the lore and history of BT. While a lot of what works in BT doesn't in MWO because of terrain and 3D, the fact is the roles of different mechs can still carry over. There are good reasons to have a heavy support lance designed around long range fire support from LRMs, but I've never seen anything about an assault lance built in such a manner. The closest assault mech to filling a support role is the Stalker, but even the LRM heavy variant has enough other weapons to show the LRMs are there to provide long range punch as the distance as closed. I can't think of a single assault mech designed around the idea of staying at range and never closing with opponents. All of them have some kind of close in weaponry to allow the assault to close and destroy.

So, long story even longer, I think it's a mistake to build an assault mech around the idea of LRM support. Throw some LRMs on for long range fire to contribute while closing the gap, but don't build an assault solely about the missiles. If you're IS then you have that 180m limitation problem which further pushes pilots into thinking they should hang back instead of being in the middle of the fight.

Playing assault isn't just about the weapon loadout and how much armor you put on the mech. It's about getting good at timing when to push, when to fall back, where to position on the map, and how to work with the team. When you focus on LRM support then that timing is thrown off and it's less about the team and more about individual contribution. I realize that leads us into the discussion of whether you should be playing for yourself or the team. I think it should be both. Find a build you like and works within the team, but I realize not everyone likes that.

I guess in the end there will never be agreement on whether or not someone should build a support assault mech. I would just hope that if people do play that style they are also aware of the need to work with the team even if they are bringing a sub-optimal build. Even if it's META, it is sub-optimal compared to what else could be put onto the field to take that assault mech slot.

#286 Acehilator

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 667 posts
  • LocationGermany

Posted 14 April 2017 - 11:07 AM

View PostDee Eight, on 14 April 2017 - 10:55 AM, said:


The 4SP is the best brawler/tankiest and highest agility, but the 4J makes for the best long range missile builds, particularly for the LRM10s. .

HBK-4SP quirks...

Agility : +50% accel/decel, +40% turn rate, +35% torso turn rate.
Structure : +32 CT, +24 RT/RL/LT/LL, +16 RA/LA
Weapons : +10% energy cooldown, +30% missile cooldown, -15% energy heat, -5% medium laser heat, +10% missile velocity and -10% SRM spread.

HBK-4J quirks...
Agility : +35 accel/decel, +15% turn rate, +35% torso turn rate
Structure : +12 RT and +12 armor RT
Weapons : +10% missile velocity, -10% missile heat, +20 missile cooldown, +15% LRM10 cooldown,

Base cooldown of the LRM10 is 3.7 seconds, so with a module and FF skill that drops to 1.78 seconds. Standard 200 engine, 10DHS, Endo, 2 LRM10+Artemis w/6 tons of ammo, 5 medium lasers. Feel daring...use an XL engine and carry 4 more tons of ammo/heatsinks/engine rating.


Uhm... you really want to tell me that lousy additional 5% cooldown and 10% heat gen on the -4J is better than all the other insane quirks on the -4SP? That the other guy did not realize that I can accept at T5, but I really expected better from you Posted Image
And your build... no TAG? Really? C'mon now Posted Image

HBK-4SP

#287 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 14 April 2017 - 11:16 AM

View PostRuar, on 14 April 2017 - 11:04 AM, said:

As for your list... what I don't understand is the obsession with the LRM5. I've tried some LRM builds just so I understand the limitations and capabilities better and I don't see why an LRM 5 is hands down superior to an LRM 10 or 15. Kind of like the change to the SRM4 doesn't all of a sudden make SRMs worthless, it just means all of the launchers are about equal.


Its the spread increase. Previous LRM5s without artemis were a smaller spread than the LRM10 with artemis... so combined with the faster cooldown, and already enjoying a tonnage advantage (two LRM5s = 4 tons, one LRM10 with artemis = 6 tons) and sometimes a crit space advantage also. Thus it gave an unfair advantage to mechs that could boat the LRM5 launcher in larger numbers rather than choosing a fewer number of larger launchers. Also the ghost heat scaling for the LRM5 launchers allows groups of three without penalty whereas for all other LRM launchers its paired firing only. So with the catapult, archer, cyclops and mad dog for example...six LRM5s = vastly superior to two LRM15s. The only area the larger launchers ever get an advantage is in heat per damage terms... the 15s are 5 heat and the 20s are 6 heat, whereas three 5s total 6 heat and four 5s total 8 heat.

Personally I think he's over-reacting... I still get plenty of kills with my ARC-5W using five un-assisted LRM5s, and my CY-10-Q with the same launcher setup does the same.

#288 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 14 April 2017 - 11:20 AM

View PostAcehilator, on 14 April 2017 - 11:07 AM, said:


Uhm... you really want to tell me that lousy additional 5% cooldown and 10% heat gen on the -4J is better than all the other insane quirks on the -4SP? That the other guy did not realize that I can accept at T5, but I really expected better from you Posted Image
And your build... no TAG? Really? C'mon now Posted Image

HBK-4SP


I forgot to write the tag in the head down but its factored into the weight math. And yes... the 10% missile heat does make a big difference with the ROF that thing manages. That's 0.4 less heat for each LRM10 launcher, every 1.8 seconds. On a mech you are limited already on tonnage between engine, armor, weapons and heat sinks...every bit is going to help you sustain a barrage on a target. You're free to build your mechs however you like, and should be respectful of others building theirs differently.

#289 Ruar

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,378 posts

Posted 14 April 2017 - 11:30 AM

View PostDee Eight, on 14 April 2017 - 11:16 AM, said:


Its the spread increase. Previous LRM5s without artemis were a smaller spread than the LRM10 with artemis... so combined with the faster cooldown, and already enjoying a tonnage advantage (two LRM5s = 4 tons, one LRM10 with artemis = 6 tons) and sometimes a crit space advantage also. Thus it gave an unfair advantage to mechs that could boat the LRM5 launcher in larger numbers rather than choosing a fewer number of larger launchers. Also the ghost heat scaling for the LRM5 launchers allows groups of three without penalty whereas for all other LRM launchers its paired firing only. So with the catapult, archer, cyclops and mad dog for example...six LRM5s = vastly superior to two LRM15s. The only area the larger launchers ever get an advantage is in heat per damage terms... the 15s are 5 heat and the 20s are 6 heat, whereas three 5s total 6 heat and four 5s total 8 heat.

Personally I think he's over-reacting... I still get plenty of kills with my ARC-5W using five un-assisted LRM5s, and my CY-10-Q with the same launcher setup does the same.


TY for the explanation. I can see why LRM 5s were chosen in some cases now. Personally I tend to focus on heat a lot because I prefer to be able to keep up a lot of fire rather than short bursts. It just works for me better.

I don't really count missile spread into the equation because I assume I'm going to have misses and spread damage around anyway. As long as the spread is such that I still hit my target I'm good.

#290 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 14 April 2017 - 11:34 AM

I find the increased spread on the 5s has increased component destructions... as more missiles are hitting the side torsos and legs than the CT, where there is less armor/structure... and weapon/mobility kills that then someone else gets an easier killing blow on... is better for the team.

#291 Acehilator

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 667 posts
  • LocationGermany

Posted 14 April 2017 - 12:44 PM

View PostDee Eight, on 14 April 2017 - 11:20 AM, said:


I forgot to write the tag in the head down but its factored into the weight math. And yes... the 10% missile heat does make a big difference with the ROF that thing manages. That's 0.4 less heat for each LRM10 launcher, every 1.8 seconds. On a mech you are limited already on tonnage between engine, armor, weapons and heat sinks...every bit is going to help you sustain a barrage on a target. You're free to build your mechs however you like, and should be respectful of others building theirs differently.


Aww... I thought the smilies would make it clear that it is all in good fun Posted Image

And I just bought the -4SP, for all practical intents and purposes you can fire the LRM10s until you are blue in the face. With the -20% heat on the MLs even those are not as bad as thought. And I forgot that it has two module slots by default, which is always nice.

Some more testing required, but so far I am not feeling the "Medium LRM mech" thing at all. You cannot initiate a push, cannot hold a line. If your teammates play ok, it is decent as a force multiplier. If they don't play well, you are pretty much powerless to turn the game around. With the Huntsman it is the same, you just can't make things happen on your own. It is boring to play and the LRM10s sound pathetic.

#292 Valleric

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 109 posts

Posted 14 April 2017 - 01:44 PM

View PostDee Eight, on 14 April 2017 - 10:55 AM, said:


The 4SP is the best brawler/tankiest and highest agility, but the 4J makes for the best long range missile builds, particularly for the LRM10s. .

HBK-4SP quirks...I

Agility : +50% accel/decel, +40% turn rate, +35% torso turn rate.
Structure : +32 CT, +24 RT/RL/LT/LL, +16 RA/LA
Weapons : +10% energy cooldown, +30% missile cooldown, -15% energy heat, -5% medium laser heat, +10% missile velocity and -10% SRM spread.

It lends itself well to medium pulse lasers and artemis-SRM6s. Yes the medium beam laser produces 0.2 less heat because of the extra quirk, but the 1.0 higher damage of the medium pulse makes it the more heat to damage efficient of the two choices (1.76 dph vs 1.56).

HBK-4J quirks...
Agility : +35 accel/decel, +15% turn rate, +35% torso turn rate
Structure : +12 RT and +12 armor RT
Weapons : +10% missile velocity, -10% missile heat, +20 missile cooldown, +15% LRM10 cooldown,

Base cooldown of the LRM10 is 3.7 seconds, so with a module and FF skill that drops to 1.78 seconds. Standard 200 engine, 10DHS, Endo, 2 LRM10+Artemis w/6 tons of ammo, 5 medium lasers. Feel daring...use an XL engine and carry 4 more tons of


Back to the forums and the first thing you do is begin with repeating the same lies you started with eh? Okay well if it helps you sleep at night continue. I'm sure zuul will enjoy the company. You liars have to stick together after all. I'm not wasting anymore time on you.


Dude... There were other people who confirmed what u did and were in the same match. Some dude even spotted you doing it again in another drop and made you a visual example of you not being with the team and hiding in the back. Seriously? So what are we supposed to do when we drop with you? Just hang out next to you as you assault lrm? Is that good tactics to you?


#293 I_AM_ZUUL

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,017 posts
  • LocationIsle of Skye (Freeing Skye from the Steiner usurpers)

Posted 14 April 2017 - 03:08 PM

"Hidden Gems"

Inner Sphere

-The Trebuchet-7M is definitely not to be dismissed, since the Golden Boy got nerfed into uselessnes that makes the 7M the best Medium LRM carrier in the game. x2 LRM15s & NARC is not to be overlooked, poptarting with a NARC and LRM15 cooldown/NARC duration modules will absolutely wreck face. It is a bit slow for a Medium but you just play it like a Heavy as far as positioning goes... the x2 SL as back up weapons is its real flaw, but staying in the middle of your teammates while allow you to crush face. Especially with NARC naturally focusing any teammates LRMs to the same target reducing TTK dramatically.

-Tempest is the best Heavy with x2 20+A/ECM/high mounted TAG/x4 MLs... but the other Archers are all pretty disappointing once the LRM5 got nerfed. x2 20s with the buff to the spread of 15s increased this builds effectiveness

-ONI-VA is definitely not one to over look there either... can carry 4 large (10/15) weapons with a decent amount of backup weaponry. Not the most amazing platform but not unworthy of being on the list either seeing how this probably the 2nd best IS LRM Heavy mech now that those using LRM5s are no longer effective builds.

-JM6-A with x4 LRM10s and decent quirks to cooldown, heat, & velocity... lack of real backup weapons is its biggest flaw, after TAG there is only room for x2 MG & a SPL. Besides the TBT-7M this is one of the worst LRM carrier backup weaponry.... chainfiring at .58 seconds puts it right up near with the AWS-8R output except that it is carrying 10s instead of 15s.

-AWS-8R truly is the one to rule them all... even if it got nerfed so it no longer requires a macro to fire them at the speed they used to be capable of.

-BLR-1S what I consider the 3rd best after the 8R & Tempest can always put out ridiculous fire down range.

-HGN- 733C does not really have much for quirks but can carry x3 LRM10s which is decent enough amount of tubes to count but it has ridiculous AC20 quirks coupled with x2 ML, it is more than capable of smashing forward as well defending itself. This is a great mech to learn how to properly LRM with since you want to be blasting mechs in the face with an AC20 (if you do not want to be blasting mechs in the face with an AC20 then you are clearly playing the wrong game.)

-KGC-000B (I know everyone is going to hate me for this one but it is decent and you never see anyone build their kings correctly) with x3LRM15+A & x2 LPL with TAG... big shield arms and the LRMs launch from high and behind thereby not getting caught up by any kind of collisions while hill humping. The TAG and LPLs are also high mounted for optimal hill humping... TAG cause ALL LRM mechs need TAG & 2 LPL do a great job of component targeting for finishing. No where near the "best" that LRM carriers can be, it is a viable if bottom of the spectrum choice.

STK-3H the last viable LRM Stalker chassis as they have been power crept into oblivion... x3 LRM20+A & x3 MPL with TAG. Real simple & unfancy... like the Kingcrab, it is not amazing but it does a decent enough job hill humping and can definitely do some face tanking for the team.


Clan

-MDD I was already using x4 LRM10s cause LRM5s just lacks the punch necessary being Clan pissing them out in a stream, LRM5 nerf like so many nerfs for Clan end up just being a Buff because it drives people into playing better options (looking at you 50T Scouting limit, I miss those crappy streakcrows everyone was bringing that died so easily to GFN-2N)

-MDR-IIC-D x2 LRM20+A & x2 UAC10s with TAG in the head... I was using it after I theorycrafted it for Dee to replace that godawful build he is using, it was surprisingly effective beyond what I thought. Throwing 40 and having a direct fire 40 on a double tap is not to be scoffed at

Edited by I_AM_ZUUL, 14 April 2017 - 03:17 PM.


#294 I_AM_ZUUL

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,017 posts
  • LocationIsle of Skye (Freeing Skye from the Steiner usurpers)

Posted 14 April 2017 - 03:13 PM

View PostSkrapha, on 14 April 2017 - 10:01 AM, said:


II. Thy finger shall always be on the "W" button, nay not the "S" button, though "A" and "D" might thy press,

X. When the voice from on high sayeth to target foxtrot, thou shall target foxtrot. not juileit or hotel shall thee target, only Foxtrot.


follow those 2 commandants and you will win +90% of all PUG matches

#295 I_AM_ZUUL

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,017 posts
  • LocationIsle of Skye (Freeing Skye from the Steiner usurpers)

Posted 14 April 2017 - 03:27 PM

View PostRuar, on 14 April 2017 - 11:30 AM, said:


TY for the explanation. I can see why LRM 5s were chosen in some cases now. Personally I tend to focus on heat a lot because I prefer to be able to keep up a lot of fire rather than short bursts. It just works for me better.

I don't really count missile spread into the equation because I assume I'm going to have misses and spread damage around anyway. As long as the spread is such that I still hit my target I'm good.


Spread does matter... I have Accuracy percentages above 40% on all IS launchers except LRM20 (35%) and on all cLRM+A & LRM5 (LRM10+A is a shockingly high 60%) while regular cLRM are progressively down in the 38% to 33%. More hitting your target is better than less hitting your target... stripping armor that your teammates will naturally target the breaches is one of your main missions as a LRM boat.

#296 Valleric

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 109 posts

Posted 14 April 2017 - 03:49 PM

View PostSkrapha, on 14 April 2017 - 10:01 AM, said:

This has been the most entertaining topic Ive ever read on this forum, watching you all argue back and forth and call each other liars is priceless. It seems some of you need a wheelbarrow to carry your prodigious Epeen in front of you, trundling it about while keeping it polished and shiny, asking everyone to gaze upon its wondrous size and girth. Dreaming of a crowd of adoring fans huddled about it, caressing and murmuring compliments about how magnificent its power is.

"Behold", you shout, "kneel before the one true lord of MWO, or feel my throbbing wrath", the crowd falls into a hush, and voices can be heard whispering, "Is he the one?, the one from the prophecy?, the one that will save us from the wrath of the demons that live in the branches of the evil skill tree?".
"Yes my children", you say, "I have come to give ye the gift of high stats and assists, the gift of manly missiles and nipple lasers", you pause dramatically,"No longer shall ye fall victim to the fallacy that is LRM assaulting and pestering the enemy with fruitless damage numbers, ye shall be victorious in battle and return with bountiful numbers of damage. And nothing but scorn for the scrubbs who ye shall crush the beneath thy feet!"

The crowd throws themselves at your feet, begging you to teach them your mighty ways, and then you pull out the mighty scroll of leadership, the scroll which has on it the scores of every man, woman, and child, who playeth the holy game.

"listen to me, all ye who strive for greatness of girth and splendor", "I have with me the holy tablets of rule, with which I shall lay out the 10 mechmandments", "for the names on the mighty scroll of leadership are to low, nay, they are false and untrue, for they speak only of incompetence and failure!". "Now listen as I speak the 10 mechmandments for all time, to be followed and lived like true disciples of the shiny robots that you are".

Firstly, thou shalt not ride thy LRM carrying assault into battle whilst other players do not
Secondly, thy finger shall always be on the "W" button, nay not the "S" button, though "A" and "D" might thy press,
Thirdly, the true believer shall call upon the holy R to call wrath upon thy enemies, and to convey blessings to thy team
Fourth, thou shalt never scorch thy brothers back with fire and steel, for thy shalt burn him gravely
Fifth, never shall thee shirk from the almighty push, for when they push, thy should push
Sixth, Cooking thyself in the face of thine enemy is ungodly and unjust
Seventh, never shall ye wander by thine self into the wilderness
Eigth, Thou shall crush the scrubbs benath thy boot, and wipe it not on your teammates
Ninth, thou shall ride to the holy circle with all haste
Tenth, when the voice from on high sayeth to target foxtrot, thou shall target foxtrot. not juileit or hotel shall thee target, only Foxtrot.

Amen.

So ends the record of Deltor, From the second age of Epeenish Shnoibus, 1284 BCR.

I love this guy

I want to hang out with him

#297 Skuggamul

    Member

  • Pip
  • The Marauder
  • 15 posts

Posted 14 April 2017 - 03:51 PM

View PostI_AM_ZUUL, on 14 April 2017 - 03:13 PM, said:


follow those 2 commandants and you will win +90% of all PUG matches


I muted the high voice today when he told the team to abandon anything that couldn't keep up including the assault. Most fun game of the day

#298 Valleric

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 109 posts

Posted 14 April 2017 - 03:58 PM

View PostSkuggi Hestur, on 14 April 2017 - 03:51 PM, said:


I muted the high voice today when he told the team to abandon anything that couldn't keep up including the assault. Most fun game of the day

Yea I got called a moron by an assault sniper hanging out on the island by himself in crimson straight because I checked the saddle. I said "thanks" then he continued calling the team stupid. Then I did 900+ damage and got 4 kills (someone else did over a 1000 though). I wish I checked that dudes damage but its another example of derp assaults. He was sooooo useful on the island by himself.

#299 Skuggamul

    Member

  • Pip
  • The Marauder
  • 15 posts

Posted 14 April 2017 - 04:04 PM

I'm waiting on the madcat before I play with an assault anything again. I just found a mech that's actually getting me moving up. Hanging back doesn't help your rank. But leaving team mates trying to move up in heavy slow tanks doesn't either

#300 Valleric

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 109 posts

Posted 14 April 2017 - 04:05 PM

Roll with me an u will be tier 1 in no time. Add me as friend.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users