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Tukayyid Dropdecks


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#81 Wildstreak

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Posted 05 May 2017 - 09:12 AM

Clan Drop Deck limit is 240 tons.

View PostCadoAzazel, on 04 May 2017 - 08:18 PM, said:

I think patch will be the 16th or 23rd. I would put money on 23rd, but tukkayid is a good way to distract us from all our unanswered refunds and skill tree questions and maybe they want to launch it asap b4 we get back to our pitchforks.

16th is the advertised day the Javelin drops so 16th.

View PostCato Phoenix, on 04 May 2017 - 11:16 PM, said:

BLK/BLK/RFL/GRN
BLK/WHM/RFL/RFL
WHMx3/GRN
GHR/GRN

What is a GRN?

#82 Y E O N N E

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Posted 05 May 2017 - 09:17 AM

GRN = GRF

#83 Zookeeper Dan

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Posted 05 May 2017 - 09:58 AM

New to dropdecks and would love some advice .

I'm thinking based on what I have.
75 Marauder or Black Knight
70 Warhammer
65 Roughneck
55 Griffin or ShadowHawk

I could go with 2 75's and run a Rifleman instead of a Roughneck.

What's the most useful Griffin? It's between the 2N and 3M?

And what's good IS for scouting? Griffins look like they work, what about Bushwhackers or Crabs?

#84 Y E O N N E

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Posted 05 May 2017 - 10:02 AM

Griffins (3M and 2N), Centurions (AH), and Hunchbacks (4SP) are, in my experience, your best choices for Scouting as IS. Having a Locust to win on caps doesn't hurt, either; the matches are small enough that this is a frequent thing.

I might say having something with some reach to blow off Pakhet legs and stop their massive payload from being significant helps, but a well-coordinated pure-brawl can also shut that down due to the heat.

#85 Scyther

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Posted 05 May 2017 - 10:33 AM

@Zookeeper Dan:
I'm not even close to being 'up to date' on FP, but the various times I have played these issues were in play (for the IS side);

-Clans use a lot of ECM and a lot of speed/maneuver/JJ rushing. So target-locking missiles aren't so great unless you are set up for anti-ECM targeting. Mech loadouts which can quickly 'leg' incoming Clanners are handy.
-Clan lights can be an issue (rushes, sniping, spotting) so anti-light loadouts (and again, legging) are useful.
-Clans tend to win long-range trades, poking matches, poptarting etc. Often IS loses those but by forcing the Clans to come into mid-to-brawling range they can get back some advantage.
-Once in the mid-to-brawl range it is important to keep a heat advantage so you can fire when the Clanner shuts down.
-Clans often use LRMs so ECM/Radar Deprivation is handy, also of course using cover.
-Many maps need light/medium spotters with JJs to reach the best spots, perhaps to snipe a little also.
-On ammo based mechs, you might go higher on alpha and lighter on ammo supplies, since it is unlikely you will be engaging in long ammo-weapon shootouts. A couple backup weapons help also.

Edited by MadBadger, 05 May 2017 - 10:39 AM.


#86 PAYWALL

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Posted 05 May 2017 - 01:11 PM

Will bring 2x Warhammer Black Widow with metacheese dakka, Reaver with 4x Lpls (small version of the battlemaster-2c) and a griffin sparky with 4xLLs most of the time. Guess thats a good allround deck for IS. But in FP its best to also prepare some special rolefitting mechs for some maps and situations. Eg defending on boreal vault: ErLL-snipers, Awesome-8R, and a super slow dualgauss rifleman with xl195 and std heat sinks for just sitting back at the dropzone and snipe or cool running brawlmechs for invasion attack and on hot maps like sulfur.

#87 MischiefSC

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Posted 05 May 2017 - 01:27 PM

Only IS is allowed to bring LRMs this Tuk. There was an announcement.

Posted Image

MAD IICs, HBK IICs, some TBRs (splat for example), night gyr, cheetahs.

#88 Tier5 Kerensky

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Posted 05 May 2017 - 03:46 PM

I just redesigned my other deck. I tried to get all 4x LRM boats only to realize the limit wasn't 250 but 240, so I made a quick change to drop LRM ER-L Night Gyr into ER-L Hellbringer.

I got 6xLRM10 Mad Dog, mastered
4x ER-L Hellbringer with ECM, mastered.
Mixed scout Shadow cat with 3xLRM5, mastered.
5xLRM15 Summoner, basiced. The Summoner still has nice LRM spread quirk of -10%.

LRMs work awesome in PUG vs PUG fights, because IS mechs don't have good range and players aren't going to make hard fast pushes. Previously I had, I think, only one LRM boat on the deck(Warhawk), but as this event will pull a lot of more PUGs into the FP I wanted to have full deck.


For variance I should remake my other deck too, currently it has some long range snipers and weak short range brawlers.

#89 Bud Crue

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Posted 05 May 2017 - 04:09 PM

Okay, gave this some thought. Dropped some cbills for modules (I'm getting those back, right PGI? RIGHT?) and built me two decks that include some super OP, over-quirked, god-tier, thank the lord they are getting nerfed with the skills tree so the poor meta will survive another day; and a nice mix of actually good mechs for both my hot and cold decks.

Hot map:
Two Illya's and 2 IV'4s. Default for defense. I'll drop one the Quickies for a Mauler, and an Oxide or Raven depending on the maps.

Cold Map:
2 Grasshoppers, a Thunderbolt and a Quickdraw 5K. Mix of ranges and decent speed so I shouldn't have to change it.

Try not to shudder in fear from all those quirks ya filthy clanners.
Damn it, I am actually looking forward to playing CW. Something must be amiss here.

#90 Bluttrunken

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Posted 06 May 2017 - 03:18 AM

I ended with a CPLT-J, TDR-9SE, MAL-2P and a CDA-3M plus KTO-GB for scouting.

Edited by Bluttrunken, 06 May 2017 - 03:26 AM.


#91 invernomuto

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Posted 06 May 2017 - 03:29 AM

For FP are you using mostly laser builds in your dropdeck or do you have also ballistic builds? PPCs +gauss is competitive for FP?

#92 Chound

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Posted 06 May 2017 - 03:35 AM

View PostEl Bandito, on 04 May 2017 - 02:07 AM, said:


PGI allowed breaking of contract without loyalty penalty during the initial phase of CW events before. Previous Tuk was just like that.


not this time. The rules said no reset of contract you have to wait for the current contract to expire.

#93 Chound

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Posted 06 May 2017 - 03:41 AM

Blast it. They didn't fix the bugs in faction play. for one drop I had to wait THREE cycles for the dropship to "release" my mech so I can fight. Some of these elite clan units have a real attitude problem when it comes to pugs or smaller units.

#94 kapusta11

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Posted 06 May 2017 - 03:43 AM

5xLPL Battlemaster 2C x2 + 3xLPL Blackjack x2
2xUAC5 3xAC5 MX90 x2 + 3xUAC5 Jagermech + Lolcust

#95 chucklesMuch

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Posted 06 May 2017 - 03:17 PM

Went clan

Have been running:
TBR, HBR, HBR, ACH (all mostly laser vomit, would love to run brawl but been soloing, initially ran 3xHBR, IFR)

I considered kdk's & mad iic's but a ) I'm not wonderful in assaults b ) really liking the constancy of running 3heavies. I will need to build a hot map deck though.

Scouting:
HBK IIC -B (4xsrm6a & 2xspl) or nova's first choice, spl ACH is next option... haven't used yet.

Edited by chucklesMuch, 06 May 2017 - 03:18 PM.


#96 Aleski

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Posted 06 May 2017 - 03:33 PM

I use that since the beggining of Tukayyid, i couldn't turn to the clan side ha ha :

Victor Dragon Slayer - XL350 + Gauss + PPC + 2xLL
Battlemaster Hellslinger - XL375 + 3xLPL + 3xMPL
Marauder 3R - XL340 + LB10X + 2xPPC + 2xML
Locust 1V(P) - XL180 + LPL

And for scouting :

Shadow Hawk Gray Death - XL280 + LB10X + 2xSRM4 + 4xSPL
Griffin Sparky - XL350 + 6xMPL

For the moment it works quitte well even if it's not meta =)

Edited by Aleski, 06 May 2017 - 03:33 PM.


#97 VirtualRiot

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Posted 06 May 2017 - 03:43 PM

Ill be running 1xNGR 1xEBJ 1xSCR 1xKFX all erpp or gauss or combination :P





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