Worst Weapon
#21
Posted 22 January 2018 - 11:28 AM
Number two are flamers. They use to have a nice flame thrower visual but people qq-ing nerfed it. They also only do about .10 damage a second as well as over heat your own mech you might as well just walk up to a dire and shut down in front of it.
#22
Posted 22 January 2018 - 11:56 AM
#23
Posted 22 January 2018 - 12:03 PM
Worst Weapon: Rocket 10s. Better off adding more armor or ammo.
About LRMs: LRM boats can be very effective, IF played correctly. It is a different play style. Map knowledge is more important than normal. It has a steeper learning curve. You must un-learn some things that direct fire weapons taught you. I play 2 LRM boats and statistically they are both in my Top 5 Mechs (out of 90+) for average damage per drop since Skill Tree day. Now, that damage is a bit hollow as it does not often net you kills. But it is still damage to the enemy. I had several Mechs that had 1 LRM10 before the new weapons and just a touch of LRMs was handy in certain situations, but most of these were replaced by MRMs.
#24
Posted 22 January 2018 - 12:04 PM
Er micro
Ssrm2
Atm3
Lrm5
Inner sphere
Small laser
Ssrm2
Lrm5
Rac2
Honorable metions:
Light guass (dont know how much it will improve on the patch)
Heavy machine gun (they weigh more but do less)
Micro pulse (when i use a mech with these i do terrible but when i was 1v1ing with a friend he kicked my @ss with a micro pulse nova)
Edit: rac5. Super disapointed about this weapon i thought it would be awesome.
Edited by Windscape, 22 January 2018 - 12:05 PM.
#25
Posted 22 January 2018 - 12:10 PM
#27
Posted 22 January 2018 - 12:21 PM
#28
Posted 22 January 2018 - 03:41 PM
Edited by Maxxi, 22 January 2018 - 03:41 PM.
#29
Posted 22 January 2018 - 03:45 PM
#30
Posted 22 January 2018 - 04:31 PM
Maxxi, on 22 January 2018 - 03:41 PM, said:
IS LRM and SRM boats require additional equipment and configuration to have a chance at working properly. I have an SSRM4 boat that is my go-to FP Scout Mech, at the moment. Got over 1000 damage in a Scout match once with it, so it can work.
#31
Posted 22 January 2018 - 04:32 PM
Quote
LRMs are fine and most definitely have a place in the game.
Asym's actually someone who physically cannot gitgud, so I wouldn't tinkle in his Wheaties. But as a dedicated missile boater, I'd vote LRMs., closely followed by micro lasers and Clan "standard" AC's. A weapon that has so many situational major debuffs to it's effectiveness means that if we didn't have Polar, people wouldn't really have anywhere lurming is able to perform it's slow, gradual mauling of a target. Because it's the one place where missile warnings, a terrible velocity, and it's need to scatterbomb a target for immense amounts of time aren't major liabilities. I do use them, but these days I greatly prefer ATMs, even with the AMS issues. They at least hurt more getting closer to a target.
#32
Posted 22 January 2018 - 04:48 PM
rac2s and esp. lrms are in a pretty bad spot just got to training grounds an look at the tonnage needed to kill something with lrms
clan ACs
hmm want to say flamers but as a over heating utility they actually work well, I hope they add plasma rifles
#33
Posted 22 January 2018 - 04:53 PM
based on my stats
any weapon I mount on my Mechs
#34
Posted 22 January 2018 - 04:55 PM
LRM 10, whats the point? Go big or go home.
RAC 2, fun but ineffective almost never worth a trade in face time, even with 3 of them.
light gauss, too heavy..
IS PPCs, too hot for IS mechs to dissipate.
Those are my picks anyway.
#35
Posted 22 January 2018 - 07:12 PM
There's just no point.
#36
Posted 22 January 2018 - 11:22 PM
Per-tonnage, they mount the most missiles and DPS, and are also slot-efficient.
Really, missiles in general have many limitations, including the "Missile tube" ones. THey are some of the most ammo-hungry weapons, they get shot down and occupy both heat and weight (inc. ammo), have not got many slots, are generally slow to get to target, have spread, and have many countermeasures (as oppossed to zero for lasers, also zero spread and infinite speed, lower tonnage, more hardpoints and no need for ammo)
#37
Posted 22 January 2018 - 11:37 PM
So those 3 lasers is what I'd say are worse, and it's because of the other options, ERM, ERL, and large pulse.
#38
Posted 23 January 2018 - 12:04 AM
RACs should fire until the magazine empties then go on cooldown to reload the magazine. then the cooldown skills would work for RACs too.
they could get rid of the spoolup time then too
#39
Posted 23 January 2018 - 12:29 AM
Khobai, on 23 January 2018 - 12:04 AM, said:
RACs should fire until the magazine empties then go on cooldown to reload the magazine. then the cooldown skills would work for RACs too.
No, having to reload mid-rampage when you have a previous encounter is just as disconcerting. FPS before already perfected the overheating MG, just use that. No need to reinvent the god damn wheel.
The cooldown quirks should also just affect the ROF -- after all it has fixed amount of shots before reloading, it just delivers the damage faster. And have the LBX spread nodes also affect RAC nodes.
Khobai, on 23 January 2018 - 12:04 AM, said:
The spool-up design is like gauss without charge, it's there to quell the reactivity, it's kind of a defining trait of the "minigun"-esque weapon we have. It's like the M1-Garand without the ping at the last shot of it's en-bloc clip, the MP5 without the slap when it reloads, a flamethrower that shoots ice, the Desert Eagle chambered for .22 WMR -- in short, it's uncharacteristic to what we know to be a "minigun" as it is known in games.
#40
Posted 23 January 2018 - 12:31 AM
Quote
not really because its not completely random. you know when youre going to run out of ammo and have to reload. you can plan accordingly.
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