Imperialus, on 25 January 2018 - 04:28 PM, said:
60% radar derp is totally worth it, as is seismic. The way I run my UAC20 MAD is to move quickly from cover to cover firing while on the move at around the 200 meter mark. You've got some crazy burst damage, but don't facehug, you can't sustain the DPS as you'll either jam or overheat. Just a question of which happens first.
I'd also avoid full torso twists. The MAD spreads damage really well when facing head on, but the side torsos are barn doors from the side. Just wiggle your nose back and forth a bit when you are getting shot at and try to present the left side more than the right.
It's a really tanky mech, but with a 300 engine you're also moving at assault speeds so it's important to time your pushes' well and make sure you're not getting caught out by the entire enemy team. This is where seismic comes in very handy.
I'd also avoid full torso twists. The MAD spreads damage really well when facing head on, but the side torsos are barn doors from the side. Just wiggle your nose back and forth a bit when you are getting shot at and try to present the left side more than the right.
It's a really tanky mech, but with a 300 engine you're also moving at assault speeds so it's important to time your pushes' well and make sure you're not getting caught out by the entire enemy team. This is where seismic comes in very handy.
Horseman, on 25 January 2018 - 11:30 PM, said:
Teamwork and patience. Stick with your team and conserve your armor until the entire team is pushing or countering the enemy push.
Exactly as Imperialus said, the build can pump out a brutal burst of firepower, but not sustain that for prolonged time. You need to be ready to withdraw from the line of fire once your mech starts running too hot - I run it in override most of the time - and have an ally ready to fill that position while you cool down or wait for jams to clear.
Also keep your arms unlocked - the pulse lasers are useful for fighting off faster mechs.
Yes to both. They are the first things to purchase in the Firepower tree for any build that runs UACs.
Not particularly.
Derp yes, seismic no. IMO one point of seismic has too little range and going for full seismic would require stripping too much stuff from firepower and/or survival trees to be worth it. Mileage may vary, of course
Here are the exact Smurfy and Skill Planner links for the build I'm running:
http://mwo.smurfy-ne...66508816662dc30
https://kitlaan.gitl...07fc2#s=Weapons
The armor tree could be redone to get 9 of 10 armor nodes, but at the expense of structure nodes (which kind of help survive overrides)
Exactly as Imperialus said, the build can pump out a brutal burst of firepower, but not sustain that for prolonged time. You need to be ready to withdraw from the line of fire once your mech starts running too hot - I run it in override most of the time - and have an ally ready to fill that position while you cool down or wait for jams to clear.
Also keep your arms unlocked - the pulse lasers are useful for fighting off faster mechs.
Yes to both. They are the first things to purchase in the Firepower tree for any build that runs UACs.
Not particularly.
Derp yes, seismic no. IMO one point of seismic has too little range and going for full seismic would require stripping too much stuff from firepower and/or survival trees to be worth it. Mileage may vary, of course
Here are the exact Smurfy and Skill Planner links for the build I'm running:
http://mwo.smurfy-ne...66508816662dc30
https://kitlaan.gitl...07fc2#s=Weapons
The armor tree could be redone to get 9 of 10 armor nodes, but at the expense of structure nodes (which kind of help survive overrides)
Thanks guys for the advice! I'll try it again.