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Supernova- Sell Me On It Vs. Madiic


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#1 BigFatGator

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Posted 16 December 2017 - 07:29 PM

Supernova on sale, see the mech some on game but when playing around with builds I can't find a reason to run one rather than a Mad IIC (the one with 9E hardpoints).

Some armor quirks, a few assault hoverjets, but with a 325 engine cap. Kinda meh.

Please sell me on this mech.

#2 Armored Yokai

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Posted 16 December 2017 - 07:43 PM

quad ATMs make great brawling weapons, no one wants a face full of atms at 200m

#3 El Bandito

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Posted 16 December 2017 - 07:51 PM

I personally have a Supernova and MAD-IIC-C for jump capable assault sniper.

View PostArmored Yokai, on 16 December 2017 - 07:43 PM, said:

quad ATMs make great brawling weapons, no one wants a face full of atms at 200m


There is only a small distance between 200 meters and 120. Posted Image

Edited by El Bandito, 16 December 2017 - 07:52 PM.


#4 N0ni

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Posted 16 December 2017 - 07:58 PM

Quad ATMs on paper sound nice, but in practice you're better off with energy/ballistics. I'm biased since i like having direct control over where my damage goes other than hope for a good spread. Also, if i know if i can win the fight with my current mech/loadout i'll 100% B-line to the ATM boat just because it's easy prey point blank since ATMs are generally their damage dealer.

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 LordNothing

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Posted 16 December 2017 - 08:15 PM

do you like lasers or ballistics, if former supernova, if latter, mad-iic.

#6 Xetelian

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Posted 16 December 2017 - 08:16 PM

First I'll compare the laser vomit ones.

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 Fleeb the Mad

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Posted 16 December 2017 - 08:17 PM

The advantages a Supernova has over a Marauder IIC tend to be in firing arcs. It has a better torso and arm traverse, better pitching and its arm hardpoints generally work better than those on the Marauders. However I'm not going to try to sell you on it outright, because it's not going to be as good as a Mad IIC if you play it the same way.

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 davoodoo

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Posted 16 December 2017 - 08:24 PM

Imo dont go atms on assaults, leave 2x atm12 on some 50 tonner and theyll work better.

Buy 1 supernova variant for some pulsevomit, runs slower but cooler than mad2c, cant say anything more than that.

#9 Kangarad

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Posted 17 December 2017 - 12:14 AM

View Postdavoodoo, on 16 December 2017 - 08:24 PM, said:

Imo dont go atms on assaults, leave 2x atm12 on some 50 tonner and theyll work better.

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 davoodoo

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Posted 17 December 2017 - 01:28 AM

100 damage is nothing, over 60 wont even reach the place your were aiming for and i just cant see you flanking enemy with supernova

Edited by davoodoo, 17 December 2017 - 01:28 AM.


#11 SmokeGuar

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Posted 17 December 2017 - 05:11 AM

ATM9 SNV-A :

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 davoodoo

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Posted 17 December 2017 - 07:46 AM

View PostSmokeGuar, on 17 December 2017 - 05:11 AM, said:

ATM9 SNV-A :

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 Pariah Devalis

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Posted 17 December 2017 - 07:58 AM

View Postdavoodoo, on 17 December 2017 - 07:46 AM, said:

You dont need bap as ecm range is lower than atm minimum range...


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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