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#61 Koniving

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Posted 30 March 2018 - 11:49 AM

Of the Clan mediums, I think the Huntsman allows for the most variety.
My own.
Posted Image

Line Backer makes a good in betweener. Super fast 90+ kph on a 60 ton Heavy Mech (Dragon weight) with plenty of weapon slots. Also on sale. Mine aren't super pretty but it is a pretty solid mech.

Py, Did you get a chance to watch the 3 vids I gave you last night with 2 of the mechs on sale? (The IS Orion isn't among the sale packages but it is a very easy mech to acquire by cbills).

#62 Koniving

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Posted 30 March 2018 - 12:07 PM

View PostEisenhorne, on 30 March 2018 - 09:36 AM, said:

You guys having trouble with bushwackers, have you tried running any of them with double large ballistics? The double LBX 4 ML P2 build that Horseman mentioned is amazing. You can make a very good 2 UAC 10 build as well. 2 AC10's is also decent, and I've had some fun with a 2 LBX10 / Snub nose PPC build as well. If you want longer range fire, you can even do things like 3 AC5's on the X1, 2 light gauss rifles, or 3 UAC2 builds. The BSW is great as an SRM brawler, but also very powerful as a medium ballistics boat.


I think part of the issue is there are "So many hardpoints" and I try to use a lot of them.

Also I notice most of the recommendations are for PGI's made up variants, the P1 and P2.
I own the S2, X1 and X2. Perhaps this has a lot to do with it. These didn't come with the base variants of the Bushwacker pack.

#63 Eisenhorne

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Posted 30 March 2018 - 12:11 PM

The x1 and x2 are great for ballistics, the only one I listed that needs the p2 is the 2 lbx10 4 ml one. Give them a shot, they're pretty good.

#64 Pylorous

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Posted 30 March 2018 - 12:21 PM

View PostKoniving, on 30 March 2018 - 11:49 AM, said:

Py, Did you get a chance to watch the 3 vids I gave you last night with 2 of the mechs on sale? (The IS Orion isn't among the sale packages but it is a very easy mech to acquire by cbills).



Just finished watching them. You might have me sold on getting an Archer, eventually. Probably not as one of the first two chassis, but its on the list now.

#65 Koniving

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Posted 30 March 2018 - 01:00 PM

Keep in mind that was a bit of an experimental build (Just twin SRM-2s for close defense is really ....slim, but well aimed as I'm sure you saw, you'd want more of a defense up close. Note the Seismic Sensor [minimap] use which really helped with the edge I had in predicting enemy movements).

This said..
Posted Image

The Archers: (Left to right, top then bottom)
2R (twin LRM-5, 1 LRM 10, 6 ML, AMS).
2R(Special) (2 LRM-20, 1 NARC, 4 ML, 2 SL).
5S (Twin Heavy PPC, 1 Snub PPC, AMS)-- Note: not the best use of it but I wanted something different.
Second row:
5W (This is the one used in the video). (The exact same build still.)
Tempest (2 LRM-15, 1 Streak SRM-6, 4 ML, ECM and AMS.)

And Linebacker Prime. Twin ER PPC. Twin SRM-4.
(My other Linebacker has a lot more weapons, but heavy weapons and a huge engine is hard to combine).

Edited by Koniving, 30 March 2018 - 01:14 PM.


#66 Horseman

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Posted 30 March 2018 - 02:50 PM

View PostKoniving, on 30 March 2018 - 12:07 PM, said:

Also I notice most of the recommendations are for PGI's made up variants, the P1 and P2.
I own the S2, X1 and X2. Perhaps this has a lot to do with it. These didn't come with the base variants of the Bushwacker pack.
The X2 actually has better acceleration, turn rate and torso tracking speed than any other BSW. That's why I used it for that 2xUAC10 build.

#67 Exilyth

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Posted 30 March 2018 - 03:31 PM

Quote

Archer

Do beware the low & wide arm mounts (especially on the variants with Energy hardpoints in the arms) and the low cockpit - enemies can shoot you before you can see them over ridges.


Quote

Bushwacker

A nice collection of builds can be found here:
https://mwomercs.com...r-lover-builds/

Edited by Exilyth, 30 March 2018 - 03:32 PM.


#68 Pylorous

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Posted 30 March 2018 - 03:45 PM

T^!$&($^!@T&$*(

The sale ended literally as I was checking out with my warhammer package in cart. &^&&&&

#69 Eisenhorne

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Posted 30 March 2018 - 04:20 PM

Ouch... :(

#70 Koniving

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Posted 30 March 2018 - 04:52 PM

That sucks in another few minutes I would have had a Jenner IIC with ballistic mounts.

But now I won't.

We'll just have to net it with cbills then.

Also unusual for a sale to end at a time that is NOT around their usual 1 PM EST tidbit, and not on a Monday...
But the sale went from Friday to Friday, so it was unusually long.

Edited by Koniving, 30 March 2018 - 05:03 PM.


#71 Koniving

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Posted 30 March 2018 - 05:06 PM

Though it will not come your way until the 17th, there's the Solaris pack of heroes. I wouldn't say they are phenomenal in terms of possibilities, but at least three of the seven got me a bit excited and it is 7 noteworthy mechs from Battletech tabletop's "Solaris VII".

(Despite what the name might suggest, they're just like any other hero mech. But rather than either made up as a mixture of two existing variants or taken from a TRO, they're taken from one of the Solaris VII rulebooks/novels.)

Despite my suspicions of it being a limited time thing, they say it will remain available indefinitely, so hey... 7 relatively usable hero mechs for what you could (now) get 3 Warhammers for.

Just a thought for the future.

Was gonna get the Flea AND the Jenner IIC hero, but guess I'll just get the Flea (personal reasons; been begging for this guy for a long while).

Edited by Koniving, 30 March 2018 - 05:08 PM.


#72 Koniving

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Posted 30 March 2018 - 05:12 PM

View PostExilyth, on 30 March 2018 - 03:31 PM, said:

Do beware the low & wide arm mounts (especially on the variants with Energy hardpoints in the arms) and the low cockpit - enemies can shoot you before you can see them over ridges.


A good thing to note. But if you're fire support with indirect fire, this is pretty much not an issue. And no one aims so low for the headshot. (Come to think of it I don't think I have ever had anyone try for my cockpit in an Archer.)
Leg humping from lights is pretty much non-existing for the very same reason; you can SEE them! O_O! Hi there!

Posted Image

Anyway don't fret the sale. There's a decent sale about once a month, and often enough cbill sales too.
(Quick note, on the Solaris thingy...
https://mwomercs.com...t=201803luckyfp
The faction play loot bag thingydingy... having it gets you 25 free pulls. Some MC [more than enough to make the decal I bought earlier to slap on my Nova Cat free], minor bits of cbills, yet more junk to put into my cockpits, couple of days of premium time)

Edited by Koniving, 30 March 2018 - 05:27 PM.


#73 Pylorous

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Posted 30 March 2018 - 07:04 PM

So I ended up getting a standard Warhammer pack, and grabbed the Black Widow Hero while I was at it. Combing through build ideas right now. What are your faves? I'll probably pick up another chassis soon, but need to start grinding out c-bill and XP in the WHM for now...

#74 Tesunie

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Posted 30 March 2018 - 07:11 PM

View PostKoniving, on 30 March 2018 - 11:49 AM, said:

Of the Clan mediums, I think the Huntsman allows for the most variety.
My own.


Ah yes... The Huntsmen...

I have seven of them myself. Each with a different build on it. My favorites are:
- Two LRM15s with four ERMLs
- Four MPLs and a LPL
- Two HLLs and two ERMLs with a single LRM10

Lots of ways to make them. Plus... I mean... Just LOOK at it! It's just so awesome and sleek looking... Posted Image

#75 Zergling

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Posted 30 March 2018 - 07:28 PM

View PostRogue Jedi, on 30 March 2018 - 01:32 AM, said:

it is true it can be easy to counter indirectly fired LRMs however if someone is firing them with their own lock it can be much harder to evade them (especialy because they are likely to be closer thus you get less reaction time)


If they are closer and firing directly, then they can be countered by shooting them back, because LRMs are heavily underpowered in direct fire exchanges.



View PostRogue Jedi, on 30 March 2018 - 01:32 AM, said:

also this thread is in the New Player Help forum, new players are likely to take a while to figure out and get competant at breaking locks, so newer players (especialy those on their first 25 matches who are by far the most likely to be using Champion Mechs) will get far more benefit from AMS than someone who has been playing for a while.


I'm of the opinion that AMS use discourages novice players from learning better LRM counters.

Sure AMS counters LRMs, but learning how to break locks is by far the superior counter.



View PostRogue Jedi, on 30 March 2018 - 01:32 AM, said:

I suspect Zergling's advice was based upon having Radar Deprivation unlocked when the enemy does not have Target Decay, which is not something a new player in trial Mechs can control.


Nope; I stopped using Radar Deprivation shortly after the Skill Tree was released, and I'm still not having much trouble with LRMs.

Radar Deprivation just makes it even easier to counter LRMs. I'd probably suggest novice players use it at first to learn how to break locks, then take it off later on once they've gotten the hang of it.



View PostKoniving, on 30 March 2018 - 05:59 AM, said:

You're describing a situation using a relatively fast mech. Not every mech is fast. Not every mech has maxed the mobility tree. This is in addition to full on radar deprivation and assuming the enemy doesn't have target decay (which if they don't, they shouldn't be running LRMs OR long-range use of ATMS to begin with).

In fact many mechs haven't even touched the mobility tree, they spam firepower and survival, and thus cannot quickly pop in and out of cover.

This agility is the exception, not the norm.


I don't put any points in the mobility tree, nor do I run radar deprivation.

And I still don't have any problems avoiding LRMs, even in slow 100 tonners.



View PostKoniving, on 30 March 2018 - 06:23 AM, said:

Another high end player has pumped out a plethora of suggestions of UACs, but while that works for many players, it didn't work for a different new player due to the designs being too hot, requiring some strict conditions to be met in order to be guaranteed success without shutting down next to enemies, etc


UAC's generally aren't hot, unless boated in large numbers. If a UAC build is shutting down all the time, then either it is ghost heating or built badly.



View PostKoniving, on 30 March 2018 - 06:23 AM, said:

and being forbidden the XL engine in favor of an LFE ended up putting the player in situations where they can't escape, drastically slaughtering that poor player's stats.


A novice player with an isXL is basically a free kill.

You cannot give a new player worse advice than instructing them to use an isXL in a mech heavier than 35-40 tons.



View PostKoniving, on 30 March 2018 - 06:23 AM, said:

Why did that high end player's suggestion flop so bad? That player plays team matches, in group play, with HELP from other players. The one he advised? A solo player in pugs, with uncooperative team mates, as such there's no one to protect him when he shuts down. Getting so close to make the most out of the UACs brought him into situations where he couldn't get out of. Sure, he never jammed to the point of not being able to fight, but... if he did survive more than two encounters, he was out of ammo in addition to the lack of speed. This doesn't matter if you have an organized team behind you. But if you don't... it matters.

And a lot of these "high end" players don't seem to realize this.


Given I have no problem using UACs in the solo queue, your criticism is undeserved.



View PostKoniving, on 30 March 2018 - 06:12 AM, said:

Beyond that, not really. Metamechs was run by competition players, and once competitions began having money involved, they stopped sharing any of their top builds and any recent updates, despite saying that they are high end mechs, are pretty easily countered. This is because if you want to be at the top of a competition, you give away the less than stellar but still better than most builds... This ensures people will A) use them, and B ) be built exactly as you want them to be built so that C ) you can easily dissect them by exploiting the weaknesses you had built into them, so that D ) you can reap the rewards and the cash.

Many "low level" contributions are genuine, some, particularly by the highest end players, are cleverly described death traps.


Sorry, but that's on the level of flat earth conspiracy theories.



View PostKoniving, on 30 March 2018 - 06:12 AM, said:

Figure this to be true: SRMs, good. Multiple ACs, generally good-ish (fast kills for a bit of spammery). Laser vomit...unfortunately,king. There's few builds that beat it, one of them is apparently twin LBX-20 with lots of SRM-6s + Artemis. Encountered that once, never had a more humiliating one shot against an Annihilator.

.....To mention, the Annihilator is one of the IS's most heavily armored 100 ton mechs.
....One shotted.
By CT.
Holy.
****.

That was in a one versus one match, too.


2x cLBX20 + 4x cSRM6 top out at just 88 damage, well short of what the Annihilator can fit to its CT.

Even with no survival tree nodes and a ridiculous 20 rear armor, it would still have 104 front CT armor.

So either that wasn't a one shot like you claim, or the Annihilator was stupidly underarmored (probably a stock build, which only has 50 front CT armor).

Edited by Zergling, 30 March 2018 - 11:22 PM.


#76 Koniving

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Posted 30 March 2018 - 09:02 PM

141 front CT armor, 22 rear CT armor.
Standard 300 engine.
Died in a single shot. I'm aware that it is statistically impossible in terms of straight damage, however when you factor in bonus damage to structure...
You have the maximum possible 38 + 38 + 17.4 + 17.4 + 17.4 + 17.4 = 145.6 maximum possible damage under the luckiest strike, but that still requires slipping past armor with something before one could pull that off.
Unfortunately I can't recall if it counted as front or rear, though if it counted as rear it would at least explain it, but the Mad Cat MK II ran up, I was expecting laser vomit and ready for it and...boom, dead. My RAC/5s spun up but barely got to shoot, my lasers were still in their first firing, HMGs flaring... and a single volley I toppled over. First thing I checked was my head, no damage there. Death by engine destruction.

Were those AC/20s or UAC/20s (single volley), the max potential would only have been 127.6, and quite a bit less likely to have happened (though a full stream of triple crits turning into 15% bonus damages per projectile is extremely unlikely in the first place).

#77 Tesunie

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Posted 30 March 2018 - 09:18 PM

View PostZergling, on 30 March 2018 - 07:28 PM, said:

UAC's are not 'hot'. If a UAC build is shutting down all the time, then either it is ghost heating or built badly.


A novice player with an isXL is basically a free kill.
You cannot give a new player worse advice than instructing them to use an isXL in a mech heavier than 35-40 tons.


I've seen and run hot UAC builds. Normally it takes a little time to get hot, but they can depending upon the build. It may have been during the time where UAC10s where getting ghost heat with only two equipped (which wasn't suppose to happen). I also know that the dual UAC10 Hunchback IIC build (typically with two lasers) can get hot and overheat (especially if it uses it's lasers too).



As far as IS XL engines... I'd just like to remind you that it was the comminuty, as well as some of the more competitive players, who voiced strongly for the XL engine triple LPL Crab to be the champion (and thus trial) mech... a large side torso IS medium mech... I too warned about the XL engine and new players, but "more experienced players" (their almost exact words to me) "knew better". They explained to me that the Crab gained faster speed with similar cooling and weapons as it's standard engine possible counterpart, and that it was "vital" to the Crab in any build... (do sense my eye roll as it was later revealed to be a poor mech for new players... told to me by several new players I was helping when it was in rotation.)

Now, a "not new" player can get away with an XL in a Crab rather well. It can do it if you know what you are doing. But that is the key.

(I will note that there are some mechs that are XL safe, even if they are heavier. Even for new players. One example is the Grasshopper.)

#78 Zergling

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Posted 30 March 2018 - 09:26 PM

View PostKoniving, on 30 March 2018 - 09:02 PM, said:

141 front CT armor, 22 rear CT armor.
Standard 300 engine.
Died in a single shot. I'm aware that it is statistically impossible in terms of straight damage, however when you factor in bonus damage to structure...
You have the maximum possible 38 + 38 + 17.4 + 17.4 + 17.4 + 17.4 = 145.6 maximum possible damage under the luckiest strike, but that still requires slipping past armor with something before one could pull that off.
Unfortunately I can't recall if it counted as front or rear, though if it counted as rear it would at least explain it, but the Mad Cat MK II ran up, I was expecting laser vomit and ready for it and...boom, dead. My RAC/5s spun up but barely got to shoot, my lasers were still in their first firing, HMGs flaring... and a single volley I toppled over. First thing I checked was my head, no damage there. Death by engine destruction.

Were those AC/20s or UAC/20s (single volley), the max potential would only have been 127.6, and quite a bit less likely to have happened (though a full stream of triple crits turning into 15% bonus damages per projectile is extremely unlikely in the first place).


LBX can't do bonus damage from crits unless they hit structure, so that sort of one shot kill is only possible if the "rear torso takes damage while shooting front torso" glitch/feature happened.



View PostTesunie, on 30 March 2018 - 09:18 PM, said:

I've seen and run hot UAC builds. Normally it takes a little time to get hot, but they can depending upon the build. It may have been during the time where UAC10s where getting ghost heat with only two equipped (which wasn't suppose to happen). I also know that the dual UAC10 Hunchback IIC build (typically with two lasers) can get hot and overheat (especially if it uses it's lasers too).


The UACs themselves aren't particularly hot. Yeah they generate heat, but compared to lasers or even SRMs the heat is manageable.

And heat management is an important thing for players to learn. Eg, if the situation calls for sustained DPS output, they need to know to stop firing their lasers and only use their UACs.



View PostTesunie, on 30 March 2018 - 09:18 PM, said:

As far as IS XL engines... I'd just like to remind you that it was the comminuty, as well as some of the more competitive players, who voiced strongly for the XL engine triple LPL Crab to be the champion (and thus trial) mech... a large side torso IS medium mech... I too warned about the XL engine and new players, but "more experienced players" (their almost exact words to me) "knew better". They explained to me that the Crab gained faster speed with similar cooling and weapons as it's standard engine possible counterpart, and that it was "vital" to the Crab in any build... (do sense my eye roll as it was later revealed to be a poor mech for new players... told to me by several new players I was helping when it was in rotation.)

Now, a "not new" player can get away with an XL in a Crab rather well. It can do it if you know what you are doing. But that is the key.

(I will note that there are some mechs that are XL safe, even if they are heavier. Even for new players. One example is the Grasshopper.)


To be fair, an experienced player can run a Crab with an XL engine without much issue, due to how well the mech spreads damage.
Gimme a few minutes to dig up a video of where I went last man standing in an XL Crab with massive torso damage.

But I totally would not recommend an XL Crab for a novice player. Knowing how to spread damage is required to make that work.

And yeah, the Trial mech voting was totally daft; people were voting for what they thought was the best build, not best for novice players.


EDIT: here we go, video of that Crab battle:


Note that I didn't actually do that much torso twisting in the final dual there; due to how the enemy mech was trying to avoid damage as much as deal it, keeping my nose pointed at him resulted in damage being spread fairly evenly due to the Crab's torso profile.
A couple torso twists to the right did mitigate damage to the deep red RT though.

Edited by Zergling, 30 March 2018 - 10:17 PM.


#79 Tesunie

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Posted 30 March 2018 - 10:14 PM

View PostZergling, on 30 March 2018 - 09:26 PM, said:

The UACs themselves aren't particularly hot. Yeah they generate heat, but compared to lasers or even SRMs the heat is manageable.

And heat management is an important thing for players to learn. Eg, if the situation calls for sustained DPS output, they need to know to stop firing their lasers and only use their UACs.





To be fair, an experienced player can run a Crab with an XL engine without much issue, due to how well the mech spreads damage.
Gimme a few minutes to dig up a video of where I went last man standing in an XL Crab with massive torso damage.

But I totally would not recommend an XL Crab for a novice player. Knowing how to spread damage is required to make that work.

And yeah, the Trial mech voting was totally daft; people were voting for what they thought was the best build, not best for novice players.



UACs: Agreed. Just saying that the UAC builds can run a little hot sometimes, depending upon the build. I recall when I was on a comp team (it didn't last long as i was trying to be a filler for them, I don't consider myself a comp player), the leader had to remind one of our players to use his ERMLs on his Hunchback IIC only if he had to. If he wasn't paying attention, he was overheating himself often. If I recall right, even the UAC10s was pushing his heat at times.

I personally have only had moderate luck with UACs, but I think it's more due to HSR and hit reg not seeming to like me. Can't tell you how many SRM volleys I have shot, visually hit on my side and... and... no damage. Not even a red crosshair... For some reason though, as of late it's been getting better. Sometimes it works for me, other times it just seems to go into the aether...



Yeah... People seem to keep voting for bland builds that "are new player friendly" but actually aren't. I mean, how many 4-5 ERML/ML mechs do we need as Champion loadouts? (For an example.) We have the Adder, Wolfhound*, Locust, Firestarter (MPLs), Jenner... and that's just the light mechs!

Then we have the Panther with normal PPCs, which have a minimum range... And the Jenner IIC has all SRMs and can incur ghost heat... At least they are different, but I would have preferred a Panther with some SRMs if it's going to have a normal PPC, or even LPL or something. Jenner IIC is... well Jenner IIC. It's a reasonable build, so long as the new player is aware of ghost heat limits and how to work around it...?

(And yes, I know lasers are fairly easy to use. I just wonder why we can't have effective trial builds that may have some other type of weapons with complimentary lasers to help new players. Sure, it isn't "maximum effectiveness" of build, but new players don't always need maximum effectiveness, and sometimes need a bit more balanced build designs.)

* I will note that the Wolfhound actually incorporates a LPL, so it has honorable mention for that.

In relation to "more experienced players" comment, it was them telling me to shut up and that the build was great for new players because "it will teach them to twist to redirect and spread damage". I wasn't stating that it couldn't be done. (Just realized how I worded it and how it sounded, which wasn't what I intended to say at all...Posted Image )



Speaking of weapon combos, I've really been enjoying AC10s mixed with (L)(H)PPCs. A rather enjoyable mix, which my Uziel kinda needed.


Edit: Sorry about the rant... It's a bit of a touchy subject since the last two champion build votes... The most recent one did seem to have new player friendliness in consideration, but I still don't think it was considered enough... (and I really wanted to have a build of mine as a champion... dual UAC2 Adder is fun!)

Edited by Tesunie, 30 March 2018 - 10:16 PM.


#80 Zergling

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Posted 30 March 2018 - 10:23 PM

View PostTesunie, on 30 March 2018 - 10:14 PM, said:

UACs: Agreed. Just saying that the UAC builds can run a little hot sometimes, depending upon the build. I recall when I was on a comp team (it didn't last long as i was trying to be a filler for them, I don't consider myself a comp player), the leader had to remind one of our players to use his ERMLs on his Hunchback IIC only if he had to. If he wasn't paying attention, he was overheating himself often. If I recall right, even the UAC10s was pushing his heat at times.


Some UAC builds can run up a fair bit of heat, but in general they aren't considered particularly hot, or at least not unmanageably hot.

Eg, 8x UAC2 on a Dire Wolf would be considered fairly hot, because even without double-tapping that is 8.88 heat per second/HPS, which is hotter than 3x cERPPC (at 8.70 HPS) on a build that doesn't have many heatsinks.

A single UAC20, twin UAC10 or triple UAC5 though? Perfectly manageable; it is only other weapons that tend to bring the heat up.



View PostTesunie, on 30 March 2018 - 10:14 PM, said:

Speaking of weapon combos, I've really been enjoying AC10s mixed with (L)(H)PPCs. A rather enjoyable mix, which my Uziel kinda needed.


When I was playing my Uziel 2S a heap about 2 months ago, one of the builds I found to work reasonably well (or at least, less crappily than other Uziel 2S builds) was 1x UAC10 combined with 2x Light PPC.

It gave me a good amount of flexibility with range, I kinda liked the build.

Edited by Zergling, 30 March 2018 - 10:24 PM.




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