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Your Favorite Mech Since The Skill Tree?

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#61 Bishop Steiner

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Posted 31 May 2017 - 03:42 PM

View PostReno Blade, on 31 May 2017 - 01:26 PM, said:

I grabbed my Jaegermech with 2x AC5 and 2x AC2 (XL255) used most weapon nodes + structure and twist speed and having a blast.
Just got a game over 1100dmg with it.

Hehehe..... I am enjoying toying with a RifleTroll, 4xAC2..... with the RFL-3Cs native quirks PLUS the range and cooldown from maxing the Firepower nodes? Pretty fun.

I'm running... (if my math is right, and it always is) an optimal range of 972 meters (max of 1944), with a .561 cooldown and velocity of 2200 m/s.... for a total, very sustainable 14.24 DPS at range, on a naturally agile platform. With a 498 rd magazine it's pretty fun, and the 4x SLs help up close without wrecking my heat cap.

Needless to say, very easy to hit at range, and while screenshake ain't near the thing it was, it still seems to rattle most people's cages pretty quick.

Edited by Bishop Steiner, 31 May 2017 - 03:44 PM.


#62 Scout Derek

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Posted 31 May 2017 - 03:47 PM

My huntsman.

I decline to share my loadout though... you'll have to find me in Quick play to see what I use Posted Image

#63 Quicksilver Aberration

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Posted 31 May 2017 - 03:51 PM

Alright Mischief, how about I explain this a different way because I think something got lost in translation.
Heat gen quirks reduce more heat the more heat you produce just like cool run dissipates more heat the more DHS you have. The problem with looking at those statistics is they are meaningless without context and their impact on important things like sustained DPS and heat efficiency. The funny part is, regardless of the amount of DHS you have or the heat per second you generate, both cool run and heat gen have a static percentage they increase DPS by. Obviously the higher your base DPS the more benefit you get from cool run and heat gen quirks (provided you aren't at 100% heat efficiency before taking these quirks) because you will get more DPS in return than something with a lower DPS (because it is a static percentage, not a static value).

#64 Bishop Steiner

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Posted 01 June 2017 - 03:34 AM

BTW..... for those whining about the big bad LRMs....

Try running the BJ2.

Mine is 2x ERLL, 4x SRM2 and a 225XL..... And not only can I easily stay out of range of the LRMers, but it's quick a and agile enough to poke from within LRM range, and generally make use of cover very well.

My team was fighting the usual Parking Garage Stalemate on Crimson, with several OpFor LRMboats on the upper deck. With most of my team parked in and around the tunnel (as per norm), I scooted far left to the far side of the little hill. Would poke out at various spots, and double LL the enemy Catapult and Stalker, get them to start firing at me, and had no issue ducking back behind the hill well before the LRMs arrived...even without ECM, AMS or Radar Derp.

Kept their LRMs so focused on me, the rest of the team finally got the memo and advanced and shortly thereafter it became a route. At that point I pushed back to the hill above the tunnel, kept sniping on the Stalker, then when the push came, jumped in where the SRMs were well focused with good DPS, mixed with my Lasers.

Edited by Bishop Steiner, 01 June 2017 - 03:35 AM.


#65 The6thMessenger

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Posted 01 June 2017 - 03:35 AM

I still love the Urbie, the King Crab, the Tibbers, nothing really new. In fact, with the Magazine Capacity node for the urbanmech, i love it even more.

View PostBishop Steiner, on 01 June 2017 - 03:34 AM, said:

BTW..... for those whining about the big bad LRMs....

Try running the BJ2.

Mine is 2x ERLL, 4x SRM2 and a 225XL..... And not only can I easily stay out of range of the LRMers, but it's quick a and agile enough to poke from within LRM range, and generally make use of cover very well.

My team was fighting the usual Parking Garage Stalemate on Crimson, with several OpFor LRMboats on the upper deck. With most of my team parked in and around the tunnel (as per norm), I scooted far left to the far side of the little hill. Would poke out at various spots, and double LL the enemy Catapult and Stalker, get them to start firing at me, and had no issue ducking back behind the hill well before the LRMs arrived...even without ECM, AMS or Radar Derp.

Kept their LRMs so focused on me, the rest of the team finally got the memo and advanced and shortly thereafter it became a route. At that point I pushed back to the hill above the tunnel, kept sniping on the Stalker, then when the push came, jumped in where the SRMs were well focused with good DPS, mixed with my Lasers.


Strange, what's your build? I could run 4x SRM4 no problems.

BJ-2(L) Striker - 2x LL + 4x SRM4 [400], 1 JJ

Edited by The6thMessenger, 01 June 2017 - 03:36 AM.


#66 Knighthawk26

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Posted 08 August 2017 - 02:52 PM

I have enjoyed my Cataphract Ilya M. Using a light engine with the crazy armor quirks it still has makes it tank like an assault and can dakka / face time with less jamming and good results. At really close range it loses to an SRM boat, but stand back a bit and it surprises a lot of mechs one vs one.

#67 Athom83

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Posted 08 August 2017 - 02:59 PM

View PostAthom83, on 31 May 2017 - 08:12 AM, said:

Bushwacker S2 with SRM16 and AC/10.
Also heavily enjoying most of my mechs that I did before the skill tree. Except my Warhammer. Kind of shelved it for now. Don't know why, it does pretty decent.

A slight update since someone decided to not let this thread die despite being out of date. Started playing my Warhammer again. HPPCs + MRMs are amazing.

#68 Commander A9

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Posted 08 August 2017 - 03:08 PM

Alot of the mechs feel like they're all exactly the same, and that they're reskinned reanimated carbon copies of themselves...

Still, my favorite mechs will always be my Ebon Jaguar and Timber Wolf: fast, tough, plenty of firepower!

#69 Lukoi Banacek

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Posted 08 August 2017 - 03:09 PM

My favorite mech pre-MWO, or Post-ST/newtech has and remains the EBJ.

#70 ocular tb

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Posted 08 August 2017 - 03:35 PM

Jenner-F. Was my favorite before but was in a bad place for a while and didn't get used much. The skill tree has given it more durability, which it desperately needed, and now I feel it's in an okay place. Not great but not terrible. Can be a solid performer if played right but I do think it could use just a little more help since I think it does have to sacrifice a lot more in the skill tree to get decent durability and mobility compared to other lights.

#71 Y E O N N E

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Posted 08 August 2017 - 03:40 PM

Same three as before:

BJ-1X - upgraded to from 6ML + 2SL to 6ERML + 2LPPC

LCT-1E - upgraded FF to LFF so I can stuff an extra DHS in without scramming as much armor to keep those 6ML cool

MLX-B - swapped SPL to HSL because the former run way too hot with all these JJs.





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