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I Need A Good Supernova Build For A Newbie


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#21 Vellron2005

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Posted 24 January 2018 - 01:28 AM

View PostThe6thMessenger, on 24 January 2018 - 12:52 AM, said:

4x ATM12 + 4x MPL -- kind of LRM80A but is actually better, also does monstrous damage at close range.

It's homing so you just need to lock, get your own lock though. It hits GH so you should fire in partitions of 2.


Can be good, although very very hot, personally found it useful only if no AMS present.. A single Kitfox with 3xAMS makes this build's ATMs nullified.

As opposed to LRM80 build, which eats Irondome Kitfoxes for breakfast.

Edited by Vellron2005, 24 January 2018 - 01:34 AM.


#22 A Headless Chicken

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Posted 24 January 2018 - 01:36 AM

View PostVellron2005, on 24 January 2018 - 01:28 AM, said:


Can be good, although very very hot, personally found it useful only if no AMS present.. A single Kitfox with 3xAMS makes this build's ATMs nullified.

As opposed to LRM80 build, which eats Irondome Kitfoxes for breakfast.


Wait till that Kit Fox walks up to your LRM boat.

#23 Dago Red

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Posted 24 January 2018 - 03:04 AM

View PostVellron2005, on 24 January 2018 - 01:28 AM, said:


Can be good, although very very hot, personally found it useful only if no AMS present.. A single Kitfox with 3xAMS makes this build's ATMs nullified.

As opposed to LRM80 build, which eats Irondome Kitfoxes for breakfast.


I downgraded my ATM's to three 9's and a 12 on that setup then beefed up my lasers to a HLL and and Er med on one arm and two med pulses on the other.

Seems to work a bit better as a generalist that way and frankly when only firing the ATM's the heats enough better that I get off one full extra salvo.

#24 Kroete

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Posted 24 January 2018 - 03:07 AM

View PostVellron2005, on 24 January 2018 - 12:49 AM, said:

3) LRM boat - Only possible on SNV-A, stick either 2xLRM20A+2xLRM15A, or 4 LRM20, 12-13 tons of LRM ammo, and 4xCERSL. Also, largest CXL. NOTE: This build is easily the best LRM boat in the game right now, seconded only by the MadCat II - 4.

4x lrm15a is what i prefer, gets more kills but less damage and the faster locks helps if you go for your own locks. (May depend on your playstyle, but 4x20 does less for me then 4x15a, but if you use mostly others locks, 4x20 are better).

View PostThe6thMessenger, on 24 January 2018 - 12:52 AM, said:

4x ATM12 + 4x MPL -- kind of LRM80A but is actually better, also does monstrous damage at close range.

It's homing so you just need to lock, get your own lock though. It hits GH so you should fire in partitions of 2.

2x atm 12 + 2x alrm 15(sometimes 2xalrm10) is what i use, gives me better options and you can use your lrms to "mask" your atms, if you time it right, ams will eat the lrms and your atms will hit.

4x ATM12 are too vulnerable to the circumstances (min. range, perfect range, lots of time to cool down because big heat)

Edited by Kroete, 24 January 2018 - 03:10 AM.


#25 The6thMessenger

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Posted 24 January 2018 - 03:20 AM

View PostVellron2005, on 24 January 2018 - 01:28 AM, said:

Can be good, although very very hot, personally found it useful only if no AMS present.. A single Kitfox with 3xAMS makes this build's ATMs nullified.

As opposed to LRM80 build, which eats Irondome Kitfoxes for breakfast.


At 270m though, it (ATM48) eats almost anything. I usually alpha all 4 if i have extra heat and an adversary AMS.

Edited by The6thMessenger, 24 January 2018 - 03:21 AM.


#26 justcallme A S H

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Posted 24 January 2018 - 03:39 AM

View PostBrain Cancer, on 23 January 2018 - 10:53 PM, said:

For a little more finesse, you can do this.

http://mwo.smurfy-ne...ebc01ff4536b59b

There's a certain satisfaction in being up close and personal with energy boats or huggy lights who realize all too late that you'd heat spiked them straight into shutdown, followed by deleting the offending opponent with a well placed SRM alpha. This one also gives you some reach with LPLs post-MPL nerf, and packs more ammo for the SRMs.


Bracket builds have no place in my mechlab. Given it's a brawler build, the cMPL nerf means nothing to it anyway. Having "reach" with low-slug weapons is also largely meaningless

I've done 1500dmg in it a few times so it's got plenty of ammo @ 5T for 4 launchers with proper skillmaze

#27 Jack Booted Thug

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Posted 26 January 2018 - 04:59 PM

View PostBrain Cancer, on 23 January 2018 - 10:27 PM, said:


Targeting computers do jack and diddly for missiles. BAP at least cuts through ECM up close.


But I already have 3700 rounds of ammo and bap, can't I have a computer too? On second thought.... more ammo... MORE LURMS.

#28 Trenchbird

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Posted 26 January 2018 - 05:18 PM

The best Supernova build for a Newbie? Well, that's not something you can build on a Supernova.

#29 Enter Callsign Here

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Posted 04 November 2018 - 02:13 PM

I run a snv-a with two lrm20, two srm6 and two heavy medium lasers.
I use to run as a lrm80 but you need anti-personel weapons when it gets thick.
I hit field as a lrm boat and take it from there.

Liked it enough I just bought a snv-3 and am toying with the laser vomit thing myself.
I have artic wolf, shadow cat and timberwolf and the supernova fits best with me so far. Good luck.
Also had cyclops and nightstar and sold em both back.

#30 Dee Eight

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Posted 04 November 2018 - 05:08 PM

I figured out that high alpha supernova a year ago... its just better now with the better than truedubs as to how often you can do it. You can avoid the ghost heat by running three fire groups, mouse buttons 1 and 2 are a HLL and LPL on chain fire, mouse button 3 are the ERMLs on group fire. Press all together. The HLL is 1.55 second duration and the LPL is 1.09 seconds... the 0.5 seconds of the chain fire puts the difference in duration to only 0.04 seconds for the large lasers. The ERML's will actually finish first if you use the SNV-1 since it has an ER laser duration quirk. Its not really a single delete button unless you use a programmable mouse button to trigger the key sequences to run 5 fire groups, one for each large laser and one for all the mediums together, with a delay between the heavy and pulse larges.

A simpler and probably safer one to build around is the the SNV-B which has one energy hardpoint CT and another in the head. Run 6 MPLs in the arms and a single ER LL in the head, 300 standard engine, standard structure and fill every available space with DHS. You should be able to run 23 extras (33 total) and fire the 6 MPL continuously and never shutdown regardless of the map you're using it on except perhaps terra therma. Just use the high mounted large laser to plink with until you can close to MPL range. Alternatively carry all MPL (including head and ct), drop one DHS and add a TC1 for a minor laser range boost.

#31 GeminiWolf

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Posted 04 November 2018 - 05:13 PM

Well mine is 3 ER Large Laser and the Rest Medium Pulse. Does really well damage wise with Alpha's and you have range if its a Snipefest. Of course its full of Heatsinks.

#32 bbusa0413

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Posted 07 April 2019 - 12:04 PM

SNV-A very damaging missile boat with full armor but requires a lot of c-bills.



https://mech.nav-alp...#b810987d_SNV-A



If you would rather have more ammo and go faster you can use this build

https://mech.nav-alp...#025dea7a_SNV-A

Edited by bbusa0413, 07 April 2019 - 12:16 PM.


#33 Captain Caveman DE

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Posted 07 April 2019 - 12:18 PM

Posted Image

threadomancy at it's best.

also: driving a supernova-a is a cryout for help. best supernova you can have, and I'm serious
is a MadCatIIC-b or a Cyclops with SRMs / AC-spam.

#34 Anjian

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Posted 08 April 2019 - 02:15 AM

My personal Supernova is the blue hero one --- forgot the name for it at the moment, maybe my advancing age --- with two ER PPCs and two LBX-10s.





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