What Am I To Do With My Phoenix Hawks?
#1
Posted 15 April 2018 - 08:14 AM
All with old builds from before the new tech dropped, which in all honesty was rather lacklustre even then.
I have no idea what to do with them. I love the speed and agility of the mech. But the lack of hard points and fragility turns it into a slower oversized spider.
I tried putting a heavy PPC in the shoulder mount of the PXH-1B but even with a 15 points alpha it makes for a mediocre sniper.
So any suggestions what to do with them? As I said I like the mech so I would like to be able to play them.
#2
Posted 15 April 2018 - 03:01 PM
#3
Posted 15 April 2018 - 03:28 PM
#4
Posted 16 April 2018 - 12:58 AM
Horseman, on 15 April 2018 - 03:01 PM, said:
I've noticed. Except for the engine cap and the actually physical model they could be carbon copies of each other.
Which means that both can have identical builds.
PXH-1K
BJ-1X
Ofc, if you're like me and like to have some variation between your mechs that's just boring. Plus, if feel the BJ somehow is always the better alternative for any build.
Yet, the PXH-1K is the one Phoenix Hawk that feels even remotely viable.
Edited by Chryckan, 16 April 2018 - 01:00 AM.
#5
Posted 16 April 2018 - 02:27 AM
It is rather slow with just 100 kph, but it's usually enough to get in position. There you get to use an ECM poptart that hurles energy balls with ~2500 mps at an optimal range of 923m. And with 6 JJs the sky is the limit in terms of positioning.
Depending on map and mode (Faction Alpine!) you can pull 500 to 1k damage (the latter in rare cases) before they get to you.
P.S.: Admittedly, you could drop 2 jets for an additional heat sink... but where's the fun in that?
Edited by Brethren, 16 April 2018 - 02:34 AM.
#6
Posted 16 April 2018 - 03:18 AM
Brethren, on 16 April 2018 - 02:27 AM, said:
It is rather slow with just 100 kph, but it's usually enough to get in position. There you get to use an ECM poptart that hurles energy balls with ~2500 mps at an optimal range of 923m. And with 6 JJs the sky is the limit in terms of positioning.
Depending on map and mode (Faction Alpine!) you can pull 500 to 1k damage (the latter in rare cases) before they get to you.
P.S.: Admittedly, you could drop 2 jets for an additional heat sink... but where's the fun in that?
If i can pull out JJ,s. I do so . You want to win a match , extra armour and weapons and even AMS are far more important than jump jets .
If one wants to improve his Phoenix Hawks ,a good place to start is toss the jump jets . Locust the weakest mech you can possibly pilot and it has no jump jets and it is fine without them .
There is plenty of Clan mechs that wont let you pull out jump jets . Play with those is you enjoy jumping .
But for IS mechs you have a choice .
#7
Posted 16 April 2018 - 04:07 AM
DarkFhoenix, on 16 April 2018 - 03:18 AM, said:
But for IS mechs you have a choice .
Since I'm with the pink parrots right now I don't have the choice of playing jumpy clan mechs in faction play.
Edited by Brethren, 16 April 2018 - 04:07 AM.
#8
Posted 16 April 2018 - 05:30 AM
But as been pointed out the JJs doesn't really fill any fuction in mwo combat.
If they had been as fast as in the fluff allowing you to actually jump out of the way of an attack then they would have been great but now JJs are only there to help you get over troublesome terrain.
Which doesn't help with the PXH conundrum.
#9
Posted 16 April 2018 - 10:13 AM
In my builds the 1B has ECM, Ultra AC5, and Medium Lasers. The ROC has 2 MRM10s, 2 AMS, and Meduim Pulse Lasers.
#10
Posted 16 April 2018 - 10:35 AM
#11
Posted 16 April 2018 - 04:29 PM
#12
Posted 17 April 2018 - 11:01 AM
It is basically a heavy-light that is used for scouting and back-stabbing, making the most of the ECM. In a brawl you jump around a lot, behind and over obstacles so that non flying mechs cannot follow you and those without arm mounted weapons (or using arm lock) have trouble aiming up at you at high angles, while you can shoot down with 6 arm lasers - "death from above!". You pick up speed, take off, fly over them/terrain, turn the legs in the air, so when you land you immediately start accelerating in a new direction.
The arms have good armor quirks, so it is tankier than expected, even though it is big for its weight. It has very good torso speeds, so twist like a mofo and spread the damage. The arms can take it better than the side torsos thanks to the quirks - never shave armor from arms or torsos in PHX!
After a long and frustrating learning period, I love my PHX-2.
#13
Posted 17 April 2018 - 12:31 PM
Fast, jumpy PXH with 6xlaservomit. Yes please.
Fast, jumpy PXH with a turbo. Very nice.
PXH with 3-4 lasers and 2-3xMGs that you barely can afford the weight of the ammo if you want them fast and jumpy. Not so much.
The trouble with with the PXH-1 and PXH-1B is that they have neither energy hard points for laservomit nor the ballistic hardpoints for MG vomit.
The PXH-1k is just a BJ-1X but with a larger silhouette.
You go for speed and jumpyness you can't afford the weight for decent weapons. You get decent weapons instead you're playing a 45 ton Atlas.
The only build you can do with them is poptarting snipers which the BJ-3 already excels at because it has better hard point locations.
The Pxh-1B have the exact hardpoint layout as a Pirates Bane. But lack the speed and size to get away with a locust loadout.
Sorry for the whine but all viable build I can think of is either or types. You either get speed and agility or you get a decent punch and then there are plenty othe mech chassis that does it so much better.
#14
Posted 21 April 2018 - 07:03 PM
I do like the PXH-1K in Solaris. The 8 SPL build is quite effective. So much so it will get nerfed soon enough.
I run the PXH-1 like this and the PXH-1B like this if that helps at all. I recently switched to that PXH-1B build and find it to be a lot of fun.
#15
Posted 21 April 2018 - 11:47 PM
PeeWrinkle, on 21 April 2018 - 07:03 PM, said:
I do like the PXH-1K in Solaris. The 8 SPL build is quite effective. So much so it will get nerfed soon enough.
I run the PXH-1 like this and the PXH-1B like this if that helps at all. I recently switched to that PXH-1B build and find it to be a lot of fun.
4 ERMLs with no extra HS seems very hot to me, unless you completely rely on the lbx10 and fire the ERMLs situationally. I would down grade to MLs, or even to the very efficient ERSLs which will net you 2 more tons to play with, less heat, while not much lower dps than ML (lower alpha though). You can use the extra tons for HSs and almost unlimited fire, more ammo for the lbx, lots if JJs, or whatever.
It is important to note that the -1B has lower arm armor quirks: only +14 vs +21 on all other PHXs. In the others the arm is actualy better armored than the ST. In the -1B you are more likely to lose arms before the ST, and an XL engine is indeed better justified. I dont feel this way reguarding some of the others.
#16
Posted 03 August 2018 - 12:36 PM
When I try to use the AMS and Missile hardpoints, the best I could get to work was
3x ERML, 2x SRM6, 2x LAMS, 6x JJ and 3DHS with a XL280 or so.
But it feels too weak to use the loadout as it can't really brawl or snipe.
Using 2x ERLL means i need to remove the missiles, but this is the only difference to the other variants...
Any tips?
#17
Posted 04 August 2018 - 07:56 AM
The only other thing that it can do is poptart, but given how heavy PPCs are (limiting their effective use to heavier mechs), its really not worth it when you can get a better quirked mech with better hardpoints to do that job.
#18
Posted 04 August 2018 - 10:37 AM
Reno Blade, on 03 August 2018 - 12:36 PM, said:
When I try to use the AMS and Missile hardpoints, the best I could get to work was
3x ERML, 2x SRM6, 2x LAMS, 6x JJ and 3DHS with a XL280 or so.
But it feels too weak to use the loadout as it can't really brawl or snipe.
Using 2x ERLL means i need to remove the missiles, but this is the only difference to the other variants...
Any tips?
I do not own Roc, but I have the -2 and -3. The above build looks pretty bad.
ERML are a bad weapon, they are only good supplementing other heavier weapons - too low dps and too high heat per damage. SRM6 without artemis are point blank weapon and are a poor match to ERML. On top of that, 2LAMS will overheat you all on their own...
With XL280, you can go 3MPL and 2 SRM6+Artemis, 4JJ. This is the skirmisher/poptart variant that relies more on the SRMs. It is a bit hot though, so pick up all the heat related skill nodes.
If you want more range and less SRM, you can take 2LL+1ML and 2SRM2. This is a case where swithing ML with ERML makes sense. ERML has longer cooldown than the LL, but will sync better in range. ML sync better in time with the LL. SRMs in this case add some punch when the ranges are close. The have very short cool down and light mechs dont like them.
With the XL280 you will go 100 kph before skills. Switching to LFE will take you down to 90 kph with the above builds. Take all the speed tweaks always in the PHXs.
#19
Posted 08 August 2018 - 03:49 AM
3LLs + 3LMGs on an XL280 is what works best for me.
It's a mobile harasser, ideal for flanking maneuvers and ready for all ranges of engagement.
The offensive quirks of +10% LL range and +10% MG RoF help to engage from safer distances and shredding internals once in range. All weapons are arm-mounted and heavily armor-quirked, which help me to keep LL burns an MGs on single components, even when in motion.
On average I score 436 dmg and 1.43 kills per match in Tier 1. Stats below:
Quote
Edited by Shinichi Yamamoto, 08 August 2018 - 04:02 AM.
#20
Posted 08 August 2018 - 04:22 AM
I hate it so much. Too big, but with not enough firepower to fight or enough speed to run.
I wish PGI would allow us to sell or even simply delete Heros/Specials etc. I'd rather have the mech bays.
And while I'm there, how about a way to trash the trash like "Christmas lights" and other crap I never want to use.
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