

Supernova- Sell Me On It Vs. Madiic
#1
Posted 16 December 2017 - 07:29 PM
Some armor quirks, a few assault hoverjets, but with a 325 engine cap. Kinda meh.
Please sell me on this mech.
#2
Posted 16 December 2017 - 07:43 PM
#3
Posted 16 December 2017 - 07:51 PM
Armored Yokai, on 16 December 2017 - 07:43 PM, said:
There is only a small distance between 200 meters and 120.

Edited by El Bandito, 16 December 2017 - 07:52 PM.
#4
Posted 16 December 2017 - 07:58 PM
On topic: MAD-IICs offer a bunch of variety of customization between the variants and are in general the best buy, but something more specialized like gauss/ppc (still viable, just not what it once was), cERLL spam, HLL/cMPL you'll be wanting a Supernova.
#5
Posted 16 December 2017 - 08:15 PM
#6
Posted 16 December 2017 - 08:16 PM
SNV-1
All the weapons are in the arms
MAD-IIC
The real difference here is the Jumpjet and the extra couple DHS vs the difference in speed.
Honorable mention:
SNV-3
Able to Zombie with its Standard Engine.
SNV-C
Can't carry as many DHS but you can fit in an extra JJ.
Now lets compare the ATM boats
SNV-A
Low engine cap means I can pack a lot more ammo and max out an ATM alpha without Ghost heat.
You can fit 4xATM12 but you have to chain fire them and I personally just accept a lower damage ATM setup if I can bring serious laser backup damage.
MAD-IIC-B
No ghost heat on anything. Faster. No JJs
The MAD IIC one that can take ballistics
MAD-IIC-A
The slow version.
MAD-IIC-A
The much faster version, didn't change the ratio of ammo though.
The difference is 5 damage per tap between a UAC10 and UAC5, I personally take the one that can fit the XL engine because speed is very nice in this nascar centric game.
The snipers
SNV-C
Fire 2 at a time .5 seconds after each other, the 4 in the torso are relatively high for peaking.
MAD-IIC-D
ECM isn't as huge a benefit as it used to be but this is a fun sniper mech.
I like the MAD IIC a lot, 68.5 KPH is very nice when you're moving in to vomit lasers. The Zombie SNV is pretty great though and having JJs is really nice as well.
I can live without JJs, especially with how little thrust and duration you get in assault mechs.
A few of the SNV, not all of them, but a few get 10 CT 10 LT 10 RT structure, which every little bit helps and can be increased with the survival tree.
So some SNV variants can tank a little better than others.
Edited by Xetelian, 16 December 2017 - 08:57 PM.
#7
Posted 16 December 2017 - 08:17 PM
The Supernova will do better in tight terrain, buildings and fighting on elevations in mid and short range. It's not nearly as vulnerable as the Mad IIC to lights and fast movers getting in close. It's not going to be a great long range standoff or a ridge poke machine.
The engine cap doesn't bother me, but again, that depends what sort of pilot you are. If you're a well rounded assault pilot that's used to IS machines with standard engines, the 325 is just fine. Since the decoupling the lack of top speed is no longer a factor in its agility, so its ability to fight isn't impacted in the slightest. Conventional wisdom is that low engine cap = bad, but that thinking needs to be revisited since straight-line speed isn't nearly as useful if your mech can't turn.
I personally love my SNV-1 and tend to favor it over the energy Mad IICs, mostly because of its arm traverse and its ability to track all of its lasers on anything in the field of view. It's not as fast, but with the 325 XL it has a huge amount of payload. No endo or ferro eating crits, so it's stuffed with DHS and still doesn't have to make any compromises on weaponry.
#8
Posted 16 December 2017 - 08:24 PM
Buy 1 supernova variant for some pulsevomit, runs slower but cooler than mad2c, cant say anything more than that.
#9
Posted 17 December 2017 - 12:14 AM
davoodoo, on 16 December 2017 - 08:24 PM, said:
Buy 1 supernova variant for some pulsevomit, runs slower but cooler than mad2c, cant say anything more than that.
atms on assaults are fine if you have the backupweapons to finish off your enemy. firing 4x9 atm is allready over 100 damage and it is comparably cold, add some gauss and maybe a laser or 2 and youll be seriously hurting other assaults. however you should do so on the "faster" assaults as the slower ones cant maintain the min range as well.
ID recommend a MCII-2 for that to reach a comfy 174 alpha damage.
#10
Posted 17 December 2017 - 01:28 AM
Edited by davoodoo, 17 December 2017 - 01:28 AM.
#11
Posted 17 December 2017 - 05:11 AM
SNV-A
Problems with ATM12 are that they run very hot and lack of backup weapons. Having CAP on missile boat is a must, tag possibly. On this build dropping second jump jet can give 2 tons more ammo. Other option is to switch med pulse to tag and ammo.
Main problem with MAD IIC-B is sided config, loosing missile torso means loosing most of weapons. But faster it is.
Edited by SmokeGuar, 17 December 2017 - 05:14 AM.
#12
Posted 17 December 2017 - 07:46 AM
SmokeGuar, on 17 December 2017 - 05:11 AM, said:
SNV-A
Problems with ATM12 are that they run very hot and lack of backup weapons. Having CAP on missile boat is a must, tag possibly. On this build dropping second jump jet can give 2 tons more ammo. Other option is to switch med pulse to tag and ammo.
Main problem with MAD IIC-B is sided config, loosing missile torso means loosing most of weapons. But faster it is.
You dont need bap as ecm range is lower than atm minimum range...
Edited by davoodoo, 17 December 2017 - 07:47 AM.
#13
Posted 17 December 2017 - 07:58 AM
davoodoo, on 17 December 2017 - 07:46 AM, said:
LAP is useful in an ATM mech. Not only do you avoid getting locked down simply due to a nearby ECM mucking your tracking, but if you are not taking TAG, the jam range is within the sweet spot on an ECM mech. You won't get much opportunity to use it against an ECM mech, but you get enough time to potentially make their day suck.
I wouldn't invest in a full sized AP unless there was nothing else I was putting that extra half-ton into.
Edited by Pariah Devalis, 17 December 2017 - 07:59 AM.
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