

#21
Posted 31 May 2017 - 08:50 AM
It was good before, it can be a beast now. Don't want to talk it up too much because the second anyone makes a comment about a mech being good, PGI makes sure it isn't.
#22
Posted 31 May 2017 - 09:25 AM
Probably my favorite mech ever.
#23
Posted 31 May 2017 - 09:34 AM
MischiefSC, on 31 May 2017 - 09:25 AM, said:
Probably my favorite mech ever.
loadout honestly sounds.... meh. But I was planning to see how the chassis itself came out post Skill Web, once I see if I can manage to stumble thru this event on my alt acct.
#24
Posted 31 May 2017 - 09:35 AM
Edited by Quicksilver Kalasa, 31 May 2017 - 09:35 AM.
#25
Posted 31 May 2017 - 09:35 AM
9SE with 3 LPL.
TD with 3 LL.
#26
Posted 31 May 2017 - 09:39 AM
#27
Posted 31 May 2017 - 09:47 AM
Quicksilver Kalasa, on 31 May 2017 - 09:35 AM, said:
Javelin ended up as a sleeper hit. If KCom goes IS I'm going to pick that up. Was watching a friend play it, looks like a blast and they're Tanky little ********.
#28
Posted 31 May 2017 - 09:55 AM
MischiefSC, on 31 May 2017 - 09:47 AM, said:
It's a solid light, honestly I think it might actually be the IS Arctic Cheetah just after playing it a little last night. I think for brawling lights it is the best though because it has a similar damage output as the LCT-3S and that thing was brutal (it's a larger target too, but can also survive a hit unlike the Locust). It doesn't have the tanking of a Commando, but it definitely does better damage as well. It is pretty much everything the Assassin wishes it could be (which reminds me I should try the ASN-23 out again with the new missile ammo skills, should make it much better on ammo).
Edited by Quicksilver Kalasa, 31 May 2017 - 09:57 AM.
#29
Posted 31 May 2017 - 09:57 AM
Bishop Steiner, on 31 May 2017 - 08:27 AM, said:
For my IS account, I haven't really had a chance to play too much, but I expect my HBK-4G to be as brutal a hammer as ever.
Yeah as far I can tell as far as the 4G's AC20 goes its still the best ac20 in the game with 25% cooldown, 25% range and 15% range. Runners up I think are still the YLW and Rifleman 5N.
Wish they didnt' take off the Warhammer 6Rs ballistic velocity though. It makes sense, they are trying to steer you toward using PPCs to match lore i guess.
MischiefSC, on 31 May 2017 - 09:47 AM, said:
Eff that thing! They are miserable to kill, and feel thinner than the cheetah but just as tanky...and they have a crap nasty bite.
...I want one.
#30
Posted 31 May 2017 - 10:04 AM
Bishop Steiner, on 31 May 2017 - 09:34 AM, said:
Its a confused assault, but at 65t :

I purposely went lighter with this one for struct/armor since I built it to stay at 400m for most the game. Weapon groupings setup properly it brawls without overheating...But just in case it runs dual coolshot since I'm an overly aggressive player and always end up on front line(or too far up lolol) since its my natural play style.
I'm trying not to get too attached since this thing is prime candidate to get nerfed. No IS heavy to my knowledge can match its armor and struct.
Edited by Humpday, 31 May 2017 - 10:09 AM.
#31
Posted 31 May 2017 - 10:09 AM
Quicksilver Kalasa, on 31 May 2017 - 09:55 AM, said:
Very interested to see where you go with the Assassin. I have not had a chance to do mine, and am still hoping they survive the transition.
#32
Posted 31 May 2017 - 10:23 AM
Bishop Steiner, on 31 May 2017 - 10:09 AM, said:
Skill tree wise I'm going to do what I have done will all my mechs: Firepower (heat gen/cooldown/velocity/ammo for the missile builds), Survival (maxed out, cuz why not), Auxiliary (UAV, Coolshot, Cap assist). For solo queue players, putting points into getting radar derp and/or seismic over UAVs/cool shots/capture assist would probably be worth it.
Edited by Quicksilver Kalasa, 31 May 2017 - 10:25 AM.
#33
Posted 31 May 2017 - 10:24 AM
It didn't have much in the way of quirks. But they left it some heat reduction. Combined with heat reduction from the tree and increased survivability. It's able strike decently hard and pull out. I'm curious to try ER-Mediums on it, so it has greater separation from opponents.
#34
Posted 31 May 2017 - 10:28 AM
Quicksilver Kalasa, on 31 May 2017 - 10:23 AM, said:
Not mobility?
#35
Posted 31 May 2017 - 10:29 AM
Quicksilver Kalasa, on 31 May 2017 - 10:23 AM, said:
Ops. So cheap to get that heat cap and cooling. Also hill climb for anything without JJs... you'll notice. Especially on maps like Polar. Aux for the Coolshot, most the survival and firepower but losing a fraction of a % on cooldown, heat gen and 2% on range and 2 or 3 points of crit reduction to double the value of the heat gen in fp tree?
It's what I love about skill tree. Everyone has a slightly different build.
#36
Posted 31 May 2017 - 10:33 AM
MischiefSC, on 31 May 2017 - 10:29 AM, said:
It's what I love about skill tree. Everyone has a slightly different build.
OPs is my one "mandatory" Web on every single mech. I don't get 100%, but between 75-90%.
I also consider 1 pt in AUX to be a no brainer.
My 2 least use Webs? Jump Jets and Survival.
Sensors, depending on role (Scout/LRM/Sniper... Sniper basically just to get Adv Zoom)
Firepower, anywhere from 25-75% based on the Robot.
Mobility, based on Role, and to a lesser extent, Gundam.
Survival? Honestly, only take it on slower/clumsier mechs, or mechs with massive Survival Quirks to begin with (HBK-4SP, UM-r60, Atlas, etc)
#37
Posted 31 May 2017 - 10:33 AM
MischiefSC, on 31 May 2017 - 10:29 AM, said:
Except you get more useful things with getting heat gen nodes, like cooldown. Max heat gen gets you a slight bit more DPS (at the cost of heat cap). Quick ignition is nice, but they don't add up enough to what it used to be even maxed out from what I can tell (probably wrong on that though), improved gyros feels mostly worthless as does speed retention and those nodes add up. To get max cool run I think it takes 17 nodes (3 more and you can max out heat containment) for only 8 really useful nodes (I'm still not sold on hill climb). That's a lot of wasted nodes, especially if I want to go down the firepower tree anyway.
MischiefSC, on 31 May 2017 - 10:29 AM, said:
Assassin has JJs, that said, mechs like the Marauder IIC or Battlemaster which I typically play benefit far greater from firepower quirks than some things like hill climb (since knowing good paths can mitigate this somewhat).
MischiefSC, on 31 May 2017 - 10:29 AM, said:
UAVs are critical for lights and assaults in comp, so I always go UAVs first.
Bishop Steiner, on 31 May 2017 - 10:28 AM, said:
Naw, even on lights I don't bother with that tree, I don't know, it's nice but having the ability to dole out that firepower better just interests me more.
Edited by Quicksilver Kalasa, 31 May 2017 - 10:37 AM.
#38
Posted 31 May 2017 - 10:33 AM
Bishop Steiner, on 31 May 2017 - 09:34 AM, said:
I only run 2 ML on that build, but I also run a standard engine so I can pretend I'm a clanner and not care about side torso losses.
#39
Posted 31 May 2017 - 10:36 AM
Kiran Yagami, on 31 May 2017 - 10:33 AM, said:
I only run 2 ML on that build, but I also run a standard engine so I can pretend I'm a clanner and not care about side torso losses.
Yeah, tbh, the RGH is on the list with my ON1-VA, are on my list to focus on post LFE, overall.
#40
Posted 31 May 2017 - 11:38 AM
Bishop Steiner, on 31 May 2017 - 10:33 AM, said:
I also consider 1 pt in AUX to be a no brainer.
My 2 least use Webs? Jump Jets and Survival.
Sensors, depending on role (Scout/LRM/Sniper... Sniper basically just to get Adv Zoom)
Firepower, anywhere from 25-75% based on the Robot.
Mobility, based on Role, and to a lesser extent, Gundam.
Survival? Honestly, only take it on slower/clumsier mechs, or mechs with massive Survival Quirks to begin with (HBK-4SP, UM-r60, Atlas, etc)
Sensors seem so situational to me I have a hard time justifying it. As far as survival even adding 10 armor and/or structure to your CT or ST can mean the difference between surviving to kill other mechs and win the match or dying and being able to do nothing but spectate.
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