MischiefSC, on 26 December 2017 - 06:13 PM, said:
Skill tree works for everyone. It's a percentage base. So your 8 pts turns into 10 with full tree. Not 20 or 30.
So if the IS and Clan mech both took the same nodes, your 8 pts of armor turns into 10 pts of armor, at best.
Bad pilots struggle with range trading vs BLR because they don't understand how trading works. the SNV with 6 CERMLs wins because by cooling faster he's in position first, meaning his burn starts first, his 3x3 starts first. If pushed, because he cools better, he's more dangerous up close as well.
The BLR only wins the range trade against players who let you control range and aggression. If they're not terrible they're pushing up, where your BLR falls apart and the SNV is still strong.
I don't play high heat trade builds. I play sustained heat and big alpha, which Clans also do better than IS at any range. I would say that the unit I play with is literally the most successful FW unit doing just that. I've been begging to go IS, just because I miss playing IS mechs and I've been playing Clans for ages but there's no question that doing so puts us at a disadvantage but not something we can't handle and it's worth it for the change.
Most IS mechs don't have a structure quirk where they need it, take leg armor on the IS Marauder as an example.
I agree a bad tradesman blames the tools - which is what people are doing saying IS is equal to Clans or even IS is OP. Clans are stronger, so someone who isn't absolutely dominating in Clans is just really bad at the game.
I say that from a position of absolutely dominating in Clans.
Maybe with CERMLs and MGs the Nova could kite the Bushie for a leg but it would be iffy.
Huntsman? Much, much better proposition either with SRMs+lasers or lasers alone, or even just with streaks and playing the range. 419m and JJs to stay out of reach makes scouting pretty easy.
Bushie is a strong medium. Lot of respect for Bushies, especially in groups for brawling and it's 70 pts to take a leg, which is very helpful. Just doesn't have a lot of tonnage to play with unless you go XL and it lacks speed and mobility without that, so you play them for a bit of range. You can also use the big missile nodules to pick a ST, making them poor to shield a side.
Why don't you go get a group together and play FW and dominate as IS.
I do group up and play as IS, my unit mates hate it when I go Clans to mix things up a bit since they vastly prefer the IS mechs in scouting, Wolfhounds, Crabs, Bushwackers, those Crabs just spread incoming SRM damage extremely well if the legs don't get knocked out first. The Wolfhounds counter those machine gun lights extremely easily, and then there's the Bushwacker, my personal favorite that I use to lead my teams since I'm the tankiest, even if it gets me killed tanking damage from 4 mechs at once long enough to kill one while my team ravages the others.
The reason I'm not on IS in FW at the moment is because my unit's become more and more inactive recently, especially with one of my buddies CPU's dying, and people getting new games for the holidays. I'd enjoy having the gang back together more often, too many IS units don't fall into that nice spot where they bring actual good builds instead of lore or weird RAC stuff while not being super competitive teams that are always online training or something that I don't have the freetime for. Whenever we were all on at once it was just win after win, nothing could really stand up to so much armor coming at them at once.
Here's my build for Bushwacker. I feel I've posted it a million times when people try to tell me that you have to bring an XL to pack a good loadout.
http://mwo.smurfy-ne...dca9f2ecd5372e6
As you can see, it has LFE280, moves a little faster than a Huntsman, has 4 ASRM6 then I just prefer RL40 in the deadside so its disposable. You've also been underestimating the durability of those IS mechs. My Bushwacker's legs have 105 total health each with maxed out durability tree, much more than 70.
The Huntsman and Nova can't really kite the Bushwacker while being slightly slower, best bet is trying to get in some damage with ERMLs before I get into range, but you'll have to be very good at kiting to keep at range long enough to give you chance when the Bushwacker finally closes in.
Streaks I'm not worried about at all, 419m range on you and a bit over 300m for my ASRM6, that's only about 100m of space you have to kite in while in a slower mech on the defensive. Streaks will be wildly ineffective against the sheer health pool of the Bushwacker.
Really the only thing that worries me in the Bushwacker would be really high alpha builds that are piloted very well. With those I actually do need to try a bit harder and spread damage between the legs or use hills to properly shield my legs while attempting to get into range. Once I'm in range though the likely Hunchback IIC-A can be killed in under a second with the RL40 barrage followed by 4 ASRM6 half a second later. Its just a bit sketchy before that. Though for bigger and more open maps where that's effective the Assassin would have been a better pick anyway.
I honestly wouldn't mind doing a lot of 1v1 matches using the Bushwacker against various strategies that a Clan 50 tonner may employ. We could use it to refine our strats against great competition.
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As for the 8 points to 10 points thing. Its a percentage increase, so I often look for mechs that have higher armor values than just 8, except for the Bushwacker mostly, though I've been eyeing the Kintaro after my tests with missile bay doors and looking at its defensive quirks. Take the Dragon for example, 16 armor on each torso as a bonus along with other quirks. If I'm getting the 18% armor bonus of a 60 tonner then I get nearly 19 points of armor per torso section for that mech. So in the end I have 19 more armor per torso section (not to mention legs and arms) than a Clan mech of equal weight on a mech that also happens to be exceptional at deadsiding.
Another example would be the Roughneck with its 10 armor and 20 structure bonus for the CT, there's an 17% increase in armor for 65 tonners and a massive 32% increase in structure, this means that large structure quirks are actually somewhat viable compared to armor quirks, especially in places such as the CT that are void of weapons. So I get a total of 38.1 durability on my CT compared to something like a Hellbringer. Hellbringer's at 152 health on the CT after skill tree while the Roughneck has a bit over 190. This means the Roughneck is a massive 25% tankier than a Hellbringer. This means that the Hellbringer will require an extra alpha strike with its super high damage build to kill the Roughneck. This doesn't seem like much, but when the Hellbringer is critically overheating after the first 2 alphas in a row and has to recharge for ~7 seconds then cool down a bit so it can get off the third alpha strike to win, all the while the Roughneck is throwing some serious DPS at it for those 7 seconds and the time before that it starts looking bad for the Hellbringer. Trading builds work due to super high burst DPS through limiting exposure through killing the enemy quickly, but if they can't do that then their effective DPS plummets as time goes up while their damage per second gets closer to their sustained DPS. So best bet is that the Hellbringer kills that thing in 3 alphas if he has great accuracy and the Roughneck is a spud who can't twist a bit of damage to those shield arms or side torsos. If it can do that spreading and cause the Hellbringer to require a 4th alpha the Hellbringer's just going to die of overheat if its not already beat to death.
TLDR: I just look at armor quirks in terms of how many more alphas they will let me survive, small time quirks like 8 points to CT and the other quirks on those overrated Marauders I just find nearly worthless when we have behemoths in that class such as the Roughneck, Dragon, and Grasshopper. In this world of super high alphas and high heat builds, forcing someone to pop both their coolshots and you're still standing if you twist a little is a powerful trade.
Grus, on 26 December 2017 - 06:35 PM, said:
I've tried a few builds of nova and just fell in a groove with the 12spl. Was that what he was useing?
12 ERSL with 4 machine guns if I remember correctly, maybe with or without the machine guns. His initial plan was to be able to get some free damage in on me using the range past effective on the ERSLs, though there's just not enough damage there out past 300m on those things to really put a dent on my mech so its just wasted heat.