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Is Ghost Heat Really What Holds The Night Gyr Back?


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#41 The6thMessenger

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Posted 08 February 2018 - 11:44 PM

View PostVxheous, on 08 February 2018 - 11:39 PM, said:


2xGauss 2xERLL 2xERML works best as the gauss vomit version. I have one that's 6UAC2 still which works fine. What mildy annoys me is the D variant so much better than the other variants due to having the CT energy mount, which didn't matter as much when it was 2xGauss+ ERPPC + 2 (or 3 on D) ERML, or 2xGauss 2xERPPC. Now my A and B variants sit gathering dust, while my Prime is the dakka boat.


Yeah well, bottom line the chassis is more than Gauss PPC.

#42 Hit the Deck

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Posted 08 February 2018 - 11:50 PM

View PostThe6thMessenger, on 08 February 2018 - 11:44 PM, said:

Yeah well, bottom line the chassis is more than Gauss PPC.

Not wanting to argue but in order to fully utilize the 4 JJs it comes with, Gauss+ERPPC is just the loadout for NTG.

Before GH link it was cool enough so you can pack additional 3 ERMLs and use them too so the 'mech in a good hand was really stronk.

#43 Snazzy Dragon

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Posted 08 February 2018 - 11:52 PM

It's the agility. It can still be an effective robot, but IMO the mobility the summoner offers is just significantly better and lets you use the cERPPCs more effectively.

#44 Y E O N N E

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Posted 09 February 2018 - 10:05 AM

View PostSnazzy Dragon, on 08 February 2018 - 11:52 PM, said:

It's the agility. It can still be an effective robot, but IMO the mobility the summoner offers is just significantly better and lets you use the cERPPCs more effectively.


Even before the agility nerf, the Summoner was the better overall poptart. It's just that the NTG was much more dangerous to Assaults and other slow targets.

If you remove the agility nerf, then the NTG becomes the undisputed king of dakka and gauss-vomit in the Heavy class. If you also reduce the PPC+Gauss penalty, it also becomes a reasonable side-grade from the Summoner for poptarting. The only thing it wouldn't be good at at that point is brawl.

#45 Kubernetes

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Posted 09 February 2018 - 10:26 AM

It’s great for niche applications like Hellebore defense. It is works well on Terra Therma too. Otherwise its limited mobility makes it less than ideal.

#46 process

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Posted 09 February 2018 - 10:33 AM

It's a decent pogo-turret, and probably the best Clan heavy for dual Gaussing. For QP I prefer my dual Gauss Orion IIC, and any other heavy for non-Gauss applications.

#47 Steve Pryde

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Posted 09 February 2018 - 12:58 PM

It has worse agility than most assaults, ofcourse it's bulls.hit.

#48 Jay Leon Hart

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Posted 09 February 2018 - 01:47 PM

At the risk of repeating myself...

GH of 3 for PPC/SNPPC/ERPPC (both)

Allows for 2 Gauss + 1 PPC / 1 Gauss + 2 PPC again

I do miss my 1 Gauss, 2 ERPPC, 3 ERML NTG-Prime.

#49 Vxheous

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Posted 09 February 2018 - 01:47 PM

View PostSteve Pryde, on 09 February 2018 - 12:58 PM, said:

It has worse agility than most assaults, ofcourse it's bulls.hit.


That's not true, Night Gyrs have pretty much same agility as the other popular clan assaults. I'm all for the Night Gyr getting some agility restored, but I hate how there's the misconception that the Night Gyr is "worse agility" than most assaults.

Screenshots taken of agility numbers (no mobility tree on any of these mechs):
Posted ImagePosted ImagePosted ImagePosted Image

Notice they all have 10.79 kph/s accel, 34.95 d/s turn rate, 63 d/s torso rate, and the Night Gyr has the "best" decel of the bunch at 16.66 kph/s

Edited by Vxheous, 09 February 2018 - 01:51 PM.


#50 Nema Nabojiv

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Posted 09 February 2018 - 01:51 PM

View PostVxheous, on 09 February 2018 - 01:47 PM, said:

That's not true, Night Gyrs have pretty much same agility as the other popular clan assaults. I'm all for the Night Gyr getting some agility restored, but I hate how there's the misconception that the Night Gyr is "worse agility" than most assaults.

well its worse than IS assaults. #isassaultsmatter

#51 Vxheous

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Posted 09 February 2018 - 01:54 PM

View PostNema Nabojiv, on 09 February 2018 - 01:51 PM, said:

well its worse than IS assaults. #isassaultsmatter


Night Gyr's pack more pinpoint firepower than most IS Assaults that have better agility (again, I'm all for Night Gyr's getting more agility being a 75 tonner). Only the Cyclops Sleipnir with Heavy Gauss + lasers can match the firepower and be more agile, all other IS assaults are either more agile with less pinpoint firepower (Battlemasters, Awesome, Zeus, Stalkers. Banshee, Highlander), same agility (Maulers), or worse agility (Atlas, Annihilator). The loyalty Victor is an odd one because it can pack Dual heavy Gauss and more agile, but suffers the lower range of dual heavy Gauss.

Edited by Vxheous, 09 February 2018 - 02:03 PM.


#52 Gas Guzzler

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Posted 09 February 2018 - 02:00 PM

View PostVxheous, on 08 February 2018 - 11:39 PM, said:


2xGauss 2xERLL 2xERML works best as the gauss vomit version. I have one that's 6UAC2 still which works fine. What mildy annoys me is the D variant so much better than the other variants due to having the CT energy mount, which didn't matter as much when it was 2xGauss+ ERPPC + 2 (or 3 on D) ERML, or 2xGauss 2xERPPC. Now my A and B variants sit gathering dust, while my Prime is the dakka boat.


Have you tried 1HLL and 3 ERMLs? More alpha and DHS.

#53 Nema Nabojiv

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Posted 09 February 2018 - 02:14 PM

good idea

#54 Vxheous

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Posted 09 February 2018 - 02:18 PM

View PostGas Guzzler, on 09 February 2018 - 02:00 PM, said:


Have you tried 1HLL and 3 ERMLs? More alpha and DHS.


I have but I like having the poke of the 2 ERLL. Same reason I prefer 2xgauss 2xERLL 4xERML on Deathstrike vs 2xgauss 6xERML

#55 panzer1b

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Posted 09 February 2018 - 05:53 PM

The ONE and only huge problem with teh night gyr is the ATROICOUS agility/mobility. Its not the lack of speed, but the fact that it handles like a tractor and is virtually unable to do ANYTHING but act as a turret. On defense in siege mode, they are extremely effective (no other 75t mech can bring 2 UAC10s and a UAC5 and enuff ammo to take down 2 lances on its own), but on attack or when rushed they are basically free kills, and have severely limited ability to spread damage.

The poptart role is still a thing, but honestly id rather be in a summoner for that, since it can move, shield, and is a far deadlier opponent in anything but extreme range static shootouts which arent exactly useful. Also, its byfar not the only mech that can run dual gauss, so its not like that is gonna be a super important thing. Defense in faction, not half bad, anything else, id rather be in a friggin timber (and that mech is trash too right now)...

#56 Mole

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Posted 09 February 2018 - 06:36 PM

My Night Gyr does disgusting things with dual GR and 3 MPLs. Anyone who says it's not a good 'mech anymore is sorely mistaken.

#57 El Bandito

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Posted 13 February 2018 - 07:39 AM

I'm just waiting for the Sun Spider so that I can get a mobile dual Gauss carrier that is not EBJ.

#58 Sjorpha

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Posted 13 February 2018 - 08:03 AM

For the dual gauss one ppc build specifcally it is definitely the ghost heat that invalidates it, the mere possibilty to manage and work around the heat isnt enough return on the investment in dual gauss. The fact that it ran cool as a cucumber and could keep freely poptarting full alphas on cooldown for ages or spike its damage with 3 extra ermeds was one of the main strengths. The meme about its agility is also quite hyperbolic. Its quite manageable and still a potent mech with other builds, especially in defensive positional strategies.

#59 Asym

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Posted 13 February 2018 - 11:50 AM

The Gyr mech pack was what I started with a year ago... Intentionally bought them for the team I was on. The were agile and capable of keeping up and could carry a cast array of weapons to meet mission needs....

Then, the skill tree destroyed them agility wise and nerf after nefer, as said earlier ate anything that was left. Ruined MWO for me because, pre-skill tree, they were a blast to play....... AND, they were fragile, XL engine, so you didn't want the facetime of heavy mech brawls.....get on a flank of one of them murderball brawls and, oh my, they could make a damage mess of things...

So sad.

#60 Humpday

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Posted 13 February 2018 - 01:49 PM

Night Gyr is pretty much just a turret now.
Kinda just post up in a spot and don't move since...it takes like 5minutes to do anything.
God forbid a rock comes along or a teammate steps in front of you...

I still play it in dual gauss form, I play it a lot actually but not in my main account in my T3 account... but I see many people primarily take it with Dakka now which makes sense since all the lead flying down range makes people back the eff up.

I do think its a mindfuk though since it has about the same ability of clan 90tonners...of which...I don't feel as slow in those and don't have problems scooting around in them.

But for some reason the Gyr feels like a freaking turtle...see my brain knows its a 75ton mech and shouldn't be so sluggish and refuses to accept it. Where as when in the 90ton class, its expected to be sluggish. Its just all in the head I thinks.

EDIT: Wait I had no idea the D variant had an extra E hardpoint in its CT dangit! I've always run it with HLL, 2-erml and 2 gauss.

Edited by Humpday, 13 February 2018 - 01:55 PM.






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