[Serious] All These Consistent 600 Damage Builds
#61
Posted 15 December 2017 - 10:27 AM
But how much of that damage is helping your team, and how much is just padding your Cbill invoice?
Your average Banshee isn't too smart, but you can take off an arm and it's still 98% combat effective. Here's a tip: aim for the CT, and put it down for good.
#62
Posted 15 December 2017 - 10:43 AM
sycocys, on 15 December 2017 - 09:37 AM, said:
Current stats also has far less in mech drops than total matches for me.
Some of them are pretty apparent that they are significantly low, such as med/light mechs I had fully mastered - but with 15 or less recorded matches.
Yeah, I still don't get your original thing. You said it showed 3,000 matches played, but it showed 200 matches played. What shows what where?
Now I know there is a slightly disparity between the Base Stats page and the Mech Stats page, but it's not by a factor 15. But if that's exactly what you're seeing, I'd love some screenshots to confirm. I'm writing up a post to prod PGI into improving the stats tracking, and this would be very good as an extreme example.
#63
Posted 15 December 2017 - 12:51 PM
Bud Crue, on 15 December 2017 - 04:06 AM, said:
As to the theme of the OP and the average 600 damage LRMer...I only have one mech that I have consistently played as a LRM boat and it does an average of 511 damage. Alas, I admit one of my best average damage performances.
Its a Pretty Baby though so I don't feel too bad (I truly could not figure out what else to do with it!).
The crap of it is that I just converted the thing and skilled it out as an MRM boat and now I am thinking I should put it back to the way I had it.
silly builds are part of the game in my opinion. what other reason is there to own 200 mechs? they cant all be metabeasts. as much as pgi caters to the competitive types, makes me think they have missed something with reguards to the play for fun crowd.
i find mrms somewhat effective when you add a single 30 or 40 to a mixed build. its a lot of cool damage with a reasonable cooldown. great for supplementing ballistics (my misery uac20+mrm40+2lppc build is awesome). but i think they are terrible boat weapons. boating smaller launchers doesnt really improve dps like with other missiles, so its alwasy better to go with fewer larger launchers. only time to use smaller launchers is on small space strapped mechs that cant take the 30 or 40.
#64
Posted 15 December 2017 - 01:38 PM
LordNothing, on 15 December 2017 - 12:51 PM, said:
silly builds are part of the game...
I find mrms somewhat effective...
Yeah, for me my silly builds are not about building for fun or even to be most effective, rather its to fill an obsessive need to use all the hard points where practicable (I used to be way worse and ALWAYS built to fill the hard points but for whatever reason I don’t feel nearly as obsessive about it as I used to, but I still do it a lot) and to build for aesthetics (e.g. I gimp myself by not using Warhammers. My builds look great but they rely on guns in the arms to look great. That makes them less than as effective as they could be, and because I don’t want to be a detriment to the team I don’t play them much outside of a theme night).
Because I recognize that such silliness is bad from a meta perspective -or hell, even a viability perspective, in some cases- I tend to only play a small fraction of my mechs that meet my OCD criteria and yet are still effective. Cheetahs, Novas, Linebackers and a couple of the Mad-IIcs on the clan side; and Marauders, Cataphracts, Quickdraws, Crabs, and a few others on the IS side. Plus a few Heros.
So even I am hesitant to say that silly builds should be part of the game, as I have the self-awarness to not play them unless my unit mates want to run silly builds for a theme night (oh for the days of running a 7 man of 6 machine gun, 2LPL Jagger DDs!) but they certainly are part of my collection; I just try not to impose my silliness on others unless they ask for it.
#65
Posted 15 December 2017 - 02:03 PM
Mumuharra, on 15 December 2017 - 01:08 AM, said:
Copy paste seems to work perfectly fine with google sheets or excel. You can then set up filters and sorting etc. It's pretty awesome for comparing your performance in different mechs according to different stats.
Example: https://puu.sh/yHffC/c5f1b2c9a9.png
#66
Posted 15 December 2017 - 02:44 PM
If I filter by 10+ matches, top 3 are;
HBR-F with 513
MAD-IIC-D with 506
STK-3FB with 494
If I filter by 40+ matches, top 3 are;
HBR-F with 513
SNV-1 with 475
HBK-IIC-A with 342
If I filter by 60+, my only 3 are;
SNV-1 with 475
HBK-IIC-A with 342
TBR-S with 223
My average damage is 281
#67
Posted 15 December 2017 - 05:23 PM
from the new tech
#68
Posted 15 December 2017 - 05:45 PM
St. Ives Blue has a hilarious 590 average with N=2.
#69
Posted 16 December 2017 - 12:02 AM
in quasi-related news:
#72
Posted 16 December 2017 - 01:05 PM
MAD-IIC laser vomit 638dmg average over 208 matches
KDK-3 dakka 673dmg average over 180 matches
TBR-Prime various builds 529dmg average over 528 matches
NTG-Prime dual gauss+2xPPC 556dmg average over 60 matches
DWF-Prime dakka 562dmg average over 524 matches
BNC-3M laser vomit 594dmg average over 101 matches
AWS-8R LRM boat 673dmg average over 70 matches
These are all quick play.
In terms of overall performance, the MAD-IIC is dominating.
Edited by Dibster, 16 December 2017 - 01:14 PM.
#73
Posted 16 December 2017 - 04:17 PM
huba works now, i had to do it in the right tab, its not an install.
Edited by DAYLEET, 16 December 2017 - 04:22 PM.
#75
Posted 20 December 2017 - 10:53 PM
#76
Posted 21 December 2017 - 02:00 AM
ROSS-128, on 15 December 2017 - 10:27 AM, said:
But how much of that damage is helping your team, and how much is just padding your Cbill invoice?
Your average Banshee isn't too smart, but you can take off an arm and it's still 98% combat effective. Here's a tip: aim for the CT, and put it down for good.
How much of that damage is helping your team?....is this a trick question?
I will take a whack at it ...is the answer ALL of the DAMAGE is HELPING!
Nearly every player will react to taking damage. They will reposition,take cover and in general abandon their previous intentions of movement in favor of cover. If they don't then...I guess they get Lurmed into jelly.This takes the initiative away from the enemy and this is helpful. Suppression of enemy movement is helpful.
LRM damage is spread and not concentrated this is a fact and we all accept this. But just because a mech targeted by LRMs has 30% of a right arm depleted 20% of a right torso depleted 22% of the Center torso depleted 23% depletion of armor on the left torso etc... This does not mean that damage isn't "helpful" to the team. It comes down to this one very simple fact, The enemy reacts to being fired upon by torso twisting and using arms for shielding. Any and all damage inflicted by LRM fire can and does reduce the effectivness of these shielding techniques simply by reducing the volume of fire that can be potentially absorbed on shielded components by reducing the armor BEFORE a team mate engages them. That Banshee without the arm...yeah it's now missing a sacrificial shield and now your team mate has a free shot to the chewy center even if the Banshee is torso twisting a Cha-Cha.
You need to be looking at the big picture what the end results are of subtle actions.
For example...An enemy Kingcrab got a sprinkling of LRM fire rained onto it. The Kingcrab took only superficial damage but was forced to back into cover. This is not a case of ineffective damage being dealt as it may first appear. Because of this the Kingcrab was not capable of firing because it was pinned down. The LRM carrier didn't dish out much damage but may (did) prevent the enemy from dealing any damage while they were forced into cover or to manuver around the area covered by the LRM carrier.
To me the strengths in LRMs are not in dealing damage it's about the ability to present the threat of damage over a wide area. (because of this particular docterine I follow I do not generally advocate deploying LRM mechs in the heavy or assault weight classes with a few acceptions I would almost always recommend a light (clan) mech or a medium mech for LRM support)
Edited by Lykaon, 21 December 2017 - 02:02 AM.
#77
Posted 21 December 2017 - 02:09 AM
my lurm boats are at arround 400 only exception I have is my MDD with 506 on 4clrm10+4hmeds
most of my mechs average somewhere between 400 -500 tho so no big discrepancy there,
now if that damage would be effcient tho that would be nice.
Edited by Kangarad, 21 December 2017 - 02:10 AM.
#78
Posted 21 December 2017 - 02:31 AM
ROSS-128, on 15 December 2017 - 10:27 AM, said:
But how much of that damage is helping your team, and how much is just padding your Cbill invoice?
Psst, damage gives pathetic amount of C-Bills.
#79
Posted 21 December 2017 - 02:45 AM
Pleaz stahp!
Some people are better with some weapons systems than others. Fact!
Some people play to have fun and experiment with different builds. They don't just stroke their epeen by playing l33t builds. Fact!
Tearing down the way others play does not make you any better. Fact!
And I love me my missile boats. First because I rock in them and second because it makes people who can't sooooo angry. Fact!
ARCHER ARC-5S 41 25 16 1.56 30 22 1.36 16,268 50,423 05:18:37 KINTARO KTO-18 46 26 17 1.53 59 26 2.27 19,131 109,323 06:07:37 SUPERNOVA SNV-A 84 44 40 1.10 78 47 1.66 42,958 136,055 10:50:07
Oh, but those are missile builds so the damage is spread. And yet no one complains about the guy waving ERLL's around like a 900M light saber. And they also ignore the psychological effects of Lurms. Don't believe Lurms have a psychological effect? Then why do these threads pop up daily?
Points on the pros and cons of missiles in MWO are moot as they lack the context of being used in a competitive game. Wanna buy a tournament supporter pack? Wait, it's over? Who knew!
#80
Posted 21 December 2017 - 03:34 AM
P.S. mechlab needs to have a button/option to save loadouts for mechs.....
P.S2 - I just wish I was recording my gameplay more often : dat match of your mech life where you did 1200+dmg and 7 kills in CN9-D on grim plexus (before skill tree/quirk nerf)....ahhh good ol' centy. Of course no proof apart from me remembering it.
Edited by lazytopaz, 21 December 2017 - 03:43 AM.
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