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What's Your Highest Average Damage Mech & The Alpha To Achieve It?


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#41 panzer1b

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Posted 03 October 2017 - 07:49 PM

Ok so i checked my stats, and the hellbringer is byfar the best mech i have in terms of damage/game average. Its currently 697 which aint half bad, and thats considering 1227 games in it (not only is it the best mech, but i also play it constantly since its so stupidly powerful and incredibly reliable at performing, on a bad game is get ~400 dmg, on a really good game i get ~1500, FW sometimes over 2K if im ignored by a pug team the entire match).

I have 4 major builds i run on it as of this moment, plus 2 joke builds that actually work insanely well on certain maps and situations but make little sense in practice...

1) 1ERLL, 6ERML, 53 alfa strike, ~4.8 sustained DPS

2) 1HLL, 6ERML, 60 alfa, ~4.8 DPS

3) 1GR, 5ERML, 50 alfa, ~6.2 DPS

4) 1GR, 1HLL, 4ERML, 61 alfa, ~5.7DPS

5) 2HLL, 6ERML, 78 alfa, ~4.3DPS

6) 1GR, 1HLL, 4HML, 73 alfa, ~5.9DPS

I would say that based on my experiences, build 2 and 4 are the most consistent (these are my QP builds). The general idea is to have enough alfa strike to outtrade most things at medium ranges, while also having enough DPS behind it to actually work acceptably in a push. Thing is, with high alfa strike (relatively speaking at least), you only need ~2 good shots on target to remove a ST (120 damage is enough to ST almost every heavy and under with good aim, and even some of the lighter assaults). Since you run hot, it requires alot of patience to play this style of build, but it allows you to use the time the enemy shields to cool down instead of spamming at their shield arms or such since you cant afford to not be firing in a DPS build. If you time your shots well, most of the damage will hit its mark, and should be around 90% effective damage (you wont ever hit 100%, but you can get close to it if you shoot at the right time and at the right mech).

Builds 1 and 3 are my FW builds which i use when the team is going to do a aggressive strat but doesnt want true brawlers (obviously if everyone wants to brawl ill take SRM boat or something similar). These are alot less lethal with trading, but i gain the ability to fire almost non-stop on most maps (4+ alfa strikes and even when im redlining i dont need to wait long to fire off another), and still do acceptable alfa strike so im not going to loose every single trade (ECM is nice for this too since you dont always attract so much attention when exposing). Not as powerful in QP though, since the lack of alfa strike really hurts your overall effectiveness when you have much less opportunities to be engaged (in FW ive had games where i can fire upwards of a minute straight at targets, in QP its usually 1-2 good shots then i need to move on or enemy dies/hides).

Build 5, or as i like to call it, "aids-vomit", is about teh maximum alfa strike you can stick on a HBR without cooking yourself on the first shot. It has no sustained DPS to speak of, and will bring you from 0 to over 80% heat on 1 shot, but its got the ability to decimate components at mid ranges. Build 6 is also a joke, but its about the maximum alkfa strike you can pull off on the mech without completely killing sustained DPS, with the obvious downside of terrible range. That said, on maps like crimson and mining, it is actually superior to build 4 since it has more alfa strike, AND more sustained DPS not to mention the weapons sync a tad better (reload on the HML and HLL is closer then the ERML and HLL). Really, if it wasnt for the obvious range limitation, this is the only HBR build id consider running (2 100% shots will remove the ST on any mech, and you can fire twice on any map without melting Posted Image ).

All in all, to answer your question, ive found that laser/gauss vomit is the more reliable performing choice right now, specifically heavys with ~60 or so alfa strike. Sustained DPS is also great to have, and you want to have between 5 and 6 so that you arent screwed over in a push. 4.8 is acceptable but it gets hot really fast on maps like terra, tourmaline, and worst of all the FW map with the bright blue star above it (not sure if psychological, but that map feels like its the hottest of every map in game). 6 is still better since it lets you sustain combat alot more effectively.

Edited by panzer1b, 03 October 2017 - 07:49 PM.


#42 Bohxim

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Posted 03 October 2017 - 08:37 PM

For me these are my highest average dmg mechs
Annie: 917 dmg /game (granted I only have 9 games in on this fella so...) - 5 uac5
Dragon 1n: 615 dmg/game - 3 uac2
Hbr: 589 dmg/game - mix games of 8 erml/ 2 HLL 3 erml / 6 mpl
Kdk3: 611 dmg/game - quad uac10
Mad iic: 651 dmg/game - 2 erll, 6mpl
Night gyr jade kite : 627 dmg/game - mix uac5, uac10/5 uac2
Dwf uv: 768 dmg/game - 8 uac2
MCII death strike : 718 dmg/game - gauss erml
Rough neck reaver: 840 dmg/game - uac10 ersl
Summoner m: 653 dmg/game - 6mpl

Seems it lends towards dps builds

#43 MadRover

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Posted 03 October 2017 - 08:43 PM

MAD-BH2 is sitting around 500 average damage
MAD-3R is bringing out 700+ damage on average

My best performer is the MAD-BH2 currently sitting at 8 kills and 1000+ damage.

I have yet to make a Clan do what the MAD-BH2 did and I tried really hard. Just can't get past 5 kills in one Clan mech.

#44 panzer1b

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Posted 03 October 2017 - 09:12 PM

View PostMadRover, on 03 October 2017 - 08:43 PM, said:

I have yet to make a Clan do what the MAD-BH2 did and I tried really hard. Just can't get past 5 kills in one Clan mech.


Thing is, clam mechs play very differently then IS. Clam is, for better or worse, focused on high alfa trading, with DPS being more or less secondary and irrelevant, and their mechs dominate the mid range 400-600m with the super weight efficient ERML, the HLL, and the fact that all of their ballistics minus MGs can fire and do full or almost full damage at these ranges. If you try and play clam like IS, with a focus on brawling or short ranges, you are never going to do as reliably. That and IS tends to dominate ballistics in general since they are more frontloaded, and tend to be more effective at damaging people because of that (clan ballistics are not bad per say, but they are extremely spready and tend to do more raw damage with less actual killing power).

Also, kills arent evenrything, ive had games where i got 0 kills and broke 1500 dmg, and ive had games where i got over 8 kills and got under 500 dmg. It all depends on what build you got and whether its better at dealing damage or actually finishing people off.

#45 kapusta11

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Posted 03 October 2017 - 11:09 PM

696 with KDK3, 634 with laser vomit Hellbringer, 594 with MAD IIC.

#46 chucklesMuch

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Posted 03 October 2017 - 11:34 PM

The newer the mech, generally, the better I've done with it. (I Have excluded mechs with less than 50 matches)

1) MCII-B @ 685, Alpha 44 (2xuac10,2xuac5,2erml)
2) HBR-P @ 639, Alpha 44 (4xerll)
3) HBR-B @ 542, Alpha 55 (5xcmpl, 4xmgs) (or possibly HBR- F(L), but the stats of the F & F(L) have gotten muddled I think - ave between 547-496, Alpha 38, (2xuac5, 4xerml)).

Top IS are:
1) CP-10-Q @ 490, alpha 86 (6xsrm6, 1xsrm4)
2) CDA-2A @ 419, alpha 30 (mostly 6xml, a few games with erml... I miss Cicadas :/)
3) CDA-2B @ 414, alpha 30 (5xml)

Edited by chucklesMuch, 03 October 2017 - 11:39 PM.


#47 Vellron2005

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Posted 03 October 2017 - 11:43 PM

View PostUnofficialOperator, on 03 October 2017 - 05:26 AM, said:

Just curious to find out whether the size of alpha has any impact on average damage. Could you guys share what is your highest average damage, the mech used & the alpha of the mech? Would be good if it has at least 100 matches played. (average damage is total damage done/total matches if you don't use madstats addon)

Mine is 628 average damage with the MAD IIC and a 42 damage alpha.

Edit: Could you guys also include your opinion on low alpha/high alpha vs heat control vs dps over time etc?


Hmmm, don't really know how to calculate average damage.. My most successful mech by far is my Supernova SNV-A, wich regularly gets me 1000+ damage in QP matches, but I've also had very low damage scores when I get caught out of position..

It has an alpha of 80 (2xLRM20A + 2xLRM15A + 4xCERSL) and 2700-ish ammo.

I think high alphas definitely bring alot better scores, because you only get so many shots off in a game before you are taken down or there are no more enemies.

High alphas will give you better damage scores, it's as simple as that.

Will you have more fun though? That's quite a different story..

#48 Jay Leon Hart

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Posted 04 October 2017 - 12:23 AM

According to my stats, it's a tie (less than 0.3 average damage difference) between my Spirit Bear and Marauder IIC D with 506 average damage.

Spirit Bear is the standard LB20X, 4x ASRM6 build, 68 damage Alpha Strike.

Marauder IIC D is 2x LB10X, 2x ASRM6 and either an LPL or ERPPC, 56 or 54+5 Alpha Strike.

The big shock is my Uziel 3S with 401 average damage. UAC5, (ER)PPC, 2-3 ERML, 25-30 Alpha Strike.

#49 Jurosik

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Posted 04 October 2017 - 02:19 AM

Highest average damage is also affected by mode you play. My highest average mech by far is GAR-D which sits at ubeatable 1134 average dmg.

That said i only used it twice in CW before SPL nerf. Keep in mind in CW you can do 2000+ per mech and also change your mech after map is selected so no chance of droping spl GAR on polar.





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