Posted 02 March 2018 - 11:54 AM
Thanks for the tip on Probe, I'll stick with it. On TAG however, I tried it already and it doesn't seem as effective because energy hardpoint is pretty low, and since SNV isn't exactly mobile, I can't make better use of it. On my MAD-5D, I have TAG up on the right side torso, which allows me to stay in cover, shoot missiles and re-position while keeping enemy tagged/locked. Plus 5 extra damage proved a bit more efficient so far whenever I'm forced go face to face. In either case, I'll have to test more, see how it goes, might swap it eventually.
Now with KGC, it's rather tricky topic. This mech is by no means easy to handle, and I tried real hard for the long time to make it work with dual AC/20, but it just doesn't work for me. To make it work, you need to be extremely accurate where you put each rounds, and be able to reliably hit every fast moving target on the field in vulnerable spots, which doesn't seem realistic with not-so-good range, very slow projectile travel speed (even skilled up) and rather brutal bullet drop. On top of it, even though I've been shooting them one by one, heat spike if each shot is quite significant, and forces me to make long pauses. The only situations I could make it work are whenever I went into closed quarters intentionally where enemy cannot maneuver, places like Crimson Strait tunnel or lower area of HPG Manifold. There I was able to destroy enemy mechs of pretty much any tonnage and build by shooting off their legs with AC/20 real quick. In other scenarios, I was just sitting duck wasting ammo.
I didn't try UACs on my KGC, but I run very successful dual UAC/10 build on my Timby. Problem I see with KGC (or pretty much any Assault) is that when you commit to push, you go all-in, there's little chance and opportunity to pull back and shuffle, and when you expose yourself, you rely mostly on your own armor, and need to put as much hurt on your enemy as you can and as reliably as you can. So, situation when you commit for the face-off and then your UACs jam, well... doesn't seem fancy, despite huge UAC damage potential. It's a non-issue with my Timby, because it is generally more mobile, so I can safely disengage, shuffle or pull back most of the times for these weapons to un-jam and then go back in the fight. With KGC I don't think I can have such opportunities.
Now, my time with x2 RAC/5s and x2 PPCs was the most successful of all other builds I tried, and that's why:
In early stages of the match, dual PPCs allow me to stay in range, deal good chunk of damage to enemy and stay in cover (thanks to very comfortable energy hardpoints), spread dmg better since at range we get less damage in general and twist helps more since many projectile weapons have travel time. In the midfight when I have to push and go face to face, RACs proved solid because general DPS is very good, and another more important thing: I always try to aim at either side torso near cabin or to the head if center is more damaged. This allows me to effectively blind opponent and take it out of combat. It can only try to twist and retreat, it cannot reliably shoot back and if it takes wrong turn, they eat hardcore damage in the backside, which equals lost component or death. Leading targets with RACs is pretty easy, and this particular setup I have allows me to sustain fire with both RACs from minimal heat level up to ~99% to the point when both RACs are about to jam, so it gives me very clear indication when I need to stop firing and try to shield/pull back to cool off. Plus it works better against pesky lights. From several situations I experienced, f.e. I can ideally lead Urbie which makes circle around me at close range by turning legs-torso and keeping full fire onto it. Best part is again, it is blinded by fire and can't reliably fight back or see well where its going. Several times I had luck killing off some lights making dive inside our groups by shooting off legs or either back side, because again, leading target is very easy with RACs.
There's another thing however, immersive one: firing both RACs at the enemy from giant mech feels just incredible... That's just my personal experience I laid out, so whenever I'm wrong, please, correct me.
Although this ^ suggestion about adding LMGs sounds sexy, thank you, and if I figure out where to shove them (in terms of weight distribution) I'll definitely try that out. But going back to the original question: how much my build with RACs and PPCs benefit from TC at all? I know about weapon projectile speed, and it's nice, but more interested in crit chance for RAC.