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Death Of The Assault Pilots...


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#181 Gas Guzzler

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Posted 28 November 2017 - 03:42 PM

View PostYeonne Greene, on 28 November 2017 - 01:46 PM, said:


BNC should be in that list.


Sure

View PostYeonne Greene, on 28 November 2017 - 01:46 PM, said:


so should the NSR.


Ehhhhhhhhhhhh let's not get carried away.

I would put the HGN-IIC over the NSR.

Edited by Gas Guzzler, 28 November 2017 - 03:43 PM.


#182 MischiefSC

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Posted 28 November 2017 - 03:56 PM

View PostYeonne Greene, on 28 November 2017 - 01:46 PM, said:


BNC should be in that list. And, having had time to adapt to it, so should the NSR.


I *want* to want the NSR. However every one I've ever played against sucked and was easy to farm.

Builds and playstyle plz.

#183 Nightbird

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Posted 28 November 2017 - 05:20 PM

I've more or less given up on new IS mech packs, PGI keeps assigning hardpoints and quirks by dart board. I'd rather get them after release than risk getting burned again. The Nightstars could have been equal to or better than King Crabs, but they're pretty much straight up worse.

#184 Y E O N N E

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Posted 28 November 2017 - 05:35 PM

View PostMischiefSC, on 28 November 2017 - 03:56 PM, said:


I *want* to want the NSR. However every one I've ever played against sucked and was easy to farm.

Builds and playstyle plz.


NSR-9FC - Pew!; play it like you would any other slow, high alpha 'Mech; it has just enough punch to stop most things dead in their tracks in QP

NSR-9S - Poptart; self-explanatory

NSR-9S - Hammer time; you just play cagey and then bumrush targets at close range...it might actually be worth dropping to a 335 engine to fit a TC Mk II in to boost the projectile velocity

NSR-9J - UACs and lasers; play like the NSR-9FC, but know that you can also push with it when the time comes

NSR-9J Part 2 - Snipey snipe snipe; abusing the armor quirks to get 22 DHS in, just like the Battlemaster 3M.

NSR-9P - Power position; Self-explanatory

NSR-10P - Spooky Power Position; I mean, what the heck else are you really going to do with this one?

The 'Mech plays a lot like a fat Marauder (because it is one). Aim up when you tank hits to hide the side vents. Wiggle only partially when you are engaged so you can both keep your guns on target and tank.

Specific to the NSR, though: try to poke vertically; it can actually do corners OKAY-ish, but the wide arms mean one of your ballistics will likely hit the wall. When you do expose, COMMIT to that expose because you will eat damage and you need to make that worth it.

Other than that, it's just Assaults 101: stay with the team, don't poke alone, don't lead the push (generally, sometimes you can). With less speed than an MCII, positioning is even more important. Too many people in these things try to face-tank multiple targets and you know how that goes. Try not to hang out in the open unless it's a long range 'Mech, and try to keep the aggro on your team rather than on you so you can just punish.


View PostGas Guzzler, on 28 November 2017 - 03:42 PM, said:

Ehhhhhhhhhhhh let's not get carried away.

I would put the HGN-IIC over the NSR.


From what I've seen of HGNs, I would say it depends on what you are trying to do. Pushing? Yeah. Poking? Noep. Brawling? I would hesitate to call either, since the raw output of the LB-10X+MPL build on the 9J may combine with the armor quirks to even put down the MCII under 350 meters.

View PostNightbird, on 28 November 2017 - 05:20 PM, said:

I've more or less given up on new IS mech packs, PGI keeps assigning hardpoints and quirks by dart board. I'd rather get them after release than risk getting burned again.


Yeah...and even the guns themselves get nerfed when they are nowhere near deserving it.

Quote

The Nightstars could have been equal to or better than King Crabs, but they're pretty much straight up worse.


Wut.





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