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Best Clan Assault Currently


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#21 Gagis

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Posted 13 August 2017 - 09:09 AM

View PostChuckleberry Finn, on 13 August 2017 - 07:39 AM, said:

Any opinions on the cyclops?

The Q is the best possible mech for boating A LOT of SRM's. Other variants are not that interesting, other than the chassis being very pretty.

#22 invernomuto

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Posted 13 August 2017 - 10:31 AM

View PostChuckleberry Finn, on 13 August 2017 - 07:39 AM, said:

Any opinions on the cyclops?

I also see a lot of hate against Highlander llc variants. I was looking at doing a Er-ppc for the alpha.


I have only the standard variants:
10-Q variant is good for boating SRMS / LRM. With all SRMs it's deadly at short range. Probabily the best variant of the three;
10-Z variant with AC/20, nothing exceptional but good for short range;
11-A variant has not so good hardpoint placement and it's difficult to find a good build. Worst variant IMHO.
The hero is good.
I still have to use the skill tree and the new tech for them.

#23 Chuckleberry Finn

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Posted 13 August 2017 - 05:51 PM

What about combining UAC's with SRMs / Streaks?

#24 Chados

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Posted 15 August 2017 - 06:32 PM

I like the MCII better than the Marauder IIC and I'm not sure why. Particularly the Deathstrike. That's funny, because I've never liked the Timberwolf. I think it is because of its layout-it is like a super-Rifleman. I love the 3C and 3N Rifleman with AC10s...still thinking about a practical way to try ultra 10s...and the MCII-DS runs that build and faster, with enough jumpjet to navigate terrain and enough staying power to survive a couple mistakes. It might not be the best Clan assault...but it's nasty. I like the Warhawk hero equally well, its LRM mount makes it very versatile.

I have the Scorch...I just can't get the feel for it. The missiles make it hot, hot, hot. I'm considering trying a couple ATMs, maybe. But that's Scorch Sacrilege.

#25 TKG

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Posted 16 August 2017 - 11:19 PM

View PostChuckleberry Finn, on 13 August 2017 - 07:39 AM, said:

Any opinions on the cyclops?


I wasn't a big fan of it when it came out but recently I decided to try out the CP-11-A and ended up liking the chassis. Granted the Cyclops isn't supposed to be an front line assault as it's a command mech it still can fight at the front just as long as you remember how the core rules of operating an assault. My personal variant is called 'The Chain Smoker' due to the hail of weapons fire it can put down range which of course means I'm using it in a suppresive fire/supporting role. Other models are more of a brawler by design of course.

#26 invernomuto

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Posted 17 August 2017 - 02:08 AM

View PostTKG, on 16 August 2017 - 11:19 PM, said:


I wasn't a big fan of it when it came out but recently I decided to try out the CP-11-A and ended up liking the chassis. Granted the Cyclops isn't supposed to be an front line assault as it's a command mech it still can fight at the front just as long as you remember how the core rules of operating an assault. My personal variant is called 'The Chain Smoker' due to the hail of weapons fire it can put down range which of course means I'm using it in a suppresive fire/supporting role. Other models are more of a brawler by design of course.


Could you please share your build for CP-11-A?

#27 Brethren

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Posted 18 August 2017 - 04:32 AM

I've come back to my EXEs after the new tech patch.
How would you like 17 points of damage for 12 points of heat for less than 2 tonnes? Put 7 ER Micro Lasers in the EXE's right arm!
It is still not a very good mech, but certainly more fun than before! Posted Image

The WHK has suffered with the introduction of the MAD-IIC, since they have the same weight class and the latter has way better hit boxes. The only option still good on a WHK-Prime or -C is Quad-PPCs, since it has good weapon quirks for those.

I like my Highlander IICs, but they still have their issues. Namely, low maximum engine rating and few weapon hardpoints.
Both means you have to bring the big guns, since you won't fill 90t with small or even medium ones.
As a big plus, tough, you're hardly ever the enemys prime target as long as you have team mates arround you. Posted Image (which is a mistake... even 'bad' assaults can dish out good damage)
Still have to test ATMs up to this point.

As for the GAR... if you like brawling like a heavy mech and being armed like a heavy mech, but being able to tank like an assault... yeah, the Gargoyle (-D and -Prime) are fun!

Edited by Brethren, 18 August 2017 - 05:39 AM.


#28 Burning2nd

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Posted 18 August 2017 - 05:35 AM

you want to know which clan assult is best... ask a light pilot

#29 Brethren

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Posted 18 August 2017 - 08:09 AM

View PostBurning2nd, on 18 August 2017 - 05:35 AM, said:

you want to know which clan assult is best... ask a light pilot

That would be a Gargoyle then. No sane light pilot would attack an assault that is that agile. Posted Image

Edited by Brethren, 21 August 2017 - 03:07 AM.


#30 Burning2nd

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Posted 18 August 2017 - 09:26 AM

Ill admit, the gargoyle, can be very difficult to kill in my bane

I ofter will avoid one, unless completely isolated

the torso speed, and arm articulation arc is impressive...

perhaps not a assault for someone who is even asking in the first place?

#31 Oleksandr

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Posted 14 September 2017 - 10:28 PM

SUPERNOVA-C - 4CERLL+2CHLL+30DHS

Damage

Total battle results

#32 justcallme A S H

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Posted 14 September 2017 - 10:34 PM

View PostBTGbullseye, on 13 August 2017 - 08:11 AM, said:

Again, it sounds like you were going against poor quality pilots, with poorly designed loadouts. Unless I'm facing a quad dakka of at least RAC2's, I can facetank my way through an Annihilator easy, and still have some left for the rest of the team. Matter of fact, just did a run today in my MCII-4 against 2x Atlases from one of the bigger name merc groups, (don't remember which) fighting over the Kappa point on Tourmaline Conquest, and I still had all yellow armor to engage the rest of their team. They weren't holding back at all either. Had someone offer to run over to help, but I had already killed one of them, so I said no. (we won with half our team dead, all dying before I got got there)

Now I know Atlases aren't that much for the offense, but 2x of them against 1x MCII should still kill me with halfway decent Atlas pilots. (and they shouldn't have more than scratched armor either) I guess my MCII mobility and 70-98 damage alphas (70 from LRMs, 28 from ER Mediums) really are "OP". lol


TBH - It sounds like you are coming against poor quality pilots. I'm sorry but there is no way you are only getting "half way killed" if you had two Atlas pilots coming at you. What rubbish is that?

If the Atlas positions properly and gets into range, you are 100% going to lose every, single, time.

The fact you are running LRMs and "beating" any Atlas just means the Atlas pilot is so far below average it's not funny.

View PostBTGbullseye, on 12 August 2017 - 01:37 AM, said:

I have to say, I find the Mad Cat Mk II to be quite the powerhouse... It can facetank anything short of 3x RAC5's and kill the enemy firing.


3 RAC5s, who runs that ghost-heat ridden disaster?

Hell there is no "Quad RAC2" build either, they are not viable, not at all.

#33 Streetbum149

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Posted 04 October 2017 - 06:26 PM

i don't really see the atlas as a large danger these days. its more of a metallic shield than a damage dealer and even then it dose not have the torso turn to pull off defensive for long. @Oleksandr i might try out your build, but i also want to try the snv-a. i saw a build recently in a match that had 2 atm 12 and 2 atm9 with 4 er med's as backup. did quite allot of damage and looked pretty fun to pilot. also, your damage may have been high that round. but it was also on a cold map. how dose it fare on hotter maps?

#34 Streetbum149

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Posted 04 October 2017 - 10:12 PM

@Oleksandr your variant of the snv-c is pretty effective. with the right skills my range is always good with it and it fares pretty well up close as well thanks to the 2 HLL'S, but im considering switching out 2 heatsinks for 2 erml's. the added close range firepower would prove to be very usefull, and since there not large lasers i could fire them along side the HLL'S without having to worry about ghost heat. it would run a bit hotter though ofcourse.





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