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Flea: Is It Good?


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#41 Squiggy McPew

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Posted 20 April 2019 - 11:47 AM

View PostBrizna, on 08 March 2019 - 02:25 AM, said:

I am not talking about SPEED I am talking about accel/decel. Once you are running at 140 running faster is not going to be that important, if you are moving in a straight line you are dead the moment you cross a skilled player's cross-hair. What really protects a light is its ability to change speed/direction quickly and this is something at which MASC excels like nothing else. For 1 ton you get larger bonuses than you can achieve with MOBILITY tree without any point investment which you can then put elsewhere such as SENSORS, CONSUMABLES, SURVIVAL which are a whole lot more important than MOBILITY. IMO.


Yes I know exactly what you mean. As to the points in the other areas there isn't any need for firepower at all so that leaves you almost too many points to spend. Again I tried it with both and prefer it without though I can see why some like it if it suites their play style.

#42 John McClintock

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Posted 22 April 2019 - 08:53 PM

I'm still getting used to MASC, I run JJ on almost all my mechs, so I always remap the space bar to MASC with the FLE-20, it's a little strange to get used to, but after reading this thread I better understand how to best use the MASC. (This is my first MASC) and I really dig it. Instant accel/decel is awesome. So is that turning speed. I've found myself starting to be less afraid to brawl too.

Fortunately I've only noted one mech with both JJ and MASC and I don't own it, so that's not a problem.

Since my earlier post I've found myself almost never using stealth and mostly just babysitting with my ECM, so I ditched the stealth (and lord help me, my head armor) just so I can squeeze in that extra laser. Seems to be working pretty good, I get lots of free trades and if anyone so much as looks at me I'm OUT of there!!! :-P

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Stealth just isn't that useful compared to the utility of keeping your buddies protected, besides, soon as you fire they know you are there anyways, and seismic will give you away if nothing else does, and you don't have the alpha to backstab.

#43 Erik Ouzbel

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Posted 04 December 2020 - 10:05 AM

How are the builds these days? I'm using 8 MGs and an ER medium laser, getting 150 damage if I'm lucky before getting killed. How should my skill tree growth look like for the mech? I started out with getting a second artillery strike and am currently working down the sensors path, but think some points in hill climb would be good since I constantly can't get out of the canyon on that desert map with the bridge.

#44 Ignatius Audene

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Posted 05 December 2020 - 01:12 AM

Not much changed (ok nothing). 5 medium ecm flea 10. 2mpl 5 small flea 17 or 6-7 spl in flea 17 (+ one small in cause of 6). MG flea is bad. If u want to boat MG stay with clan.

Edited by Ignatius Audene, 05 December 2020 - 01:13 AM.


#45 AnAnachronismAlive

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Posted 05 December 2020 - 01:48 AM

View PostErik Ouzbel, on 04 December 2020 - 10:05 AM, said:

How are the builds these days? I'm using 8 MGs and an ER medium laser, getting 150 damage if I'm lucky before getting killed. How should my skill tree growth look like for the mech? I started out with getting a second artillery strike and am currently working down the sensors path, but think some points in hill climb would be good since I constantly can't get out of the canyon on that desert map with the bridge.


Hey Erik. Most (or most potent) flea builds you see nowadays - as Ignatius mentioned - are ECM/stealth flea 20s with 4-5 energy weapons attached. Small pulse lasers for speedy close range engagements or (ER)mediums for rinse-and-repeat stealth-poking from afar. Some people prefer 4 energy weapons and masc, some switch the masc for an additional energy weapon slot.

You generally pick 6 points in utility to mount 2 stikes, around 18-20 points in the ecm-tree, since the additional ECM-nodes and radar deprivation are always kinda useful. Furthermore - since energy builds run kinda hot (especially with stealth), ye take 20 points in the heat-tree and unlock the laser-duration nodes in the arms tree (some coolant- and range nodes can be picked too), but do not forget about the mobility tree to strengthen the flee's ability to erraticaly change directions on high speed / max the flee's speed out even more.

See you on the battlefield!

Edited by AnAnachronismAlive, 05 December 2020 - 01:49 AM.


#46 Gagis

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Posted 05 December 2020 - 02:10 AM

FLE-17 with 6SPL+1SL or 2MPL+5SL is massively better than the ECM variant. A light mech needs to have a bite to it.

Edited by Gagis, 05 December 2020 - 02:10 AM.


#47 Tin Roof Rusted

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Posted 23 January 2021 - 03:41 PM

What can be done on the Flea 20. And I am in no way that great with them, but getting better.

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#48 Daniel08

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Posted 25 May 2021 - 08:46 AM

Flea is good, but i have only bought a Locust today so i am not gonna judge the Locust yet.

#49 Tordin

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Posted 25 May 2021 - 09:31 AM

Any idea HOW long I hoped and advocated for the Flea to appear in MWO? Yeah a long time, like since I began playing in what? Late 2014 I think.

I had SO much fun pushing my limits in Mech Warrior 4 with just me piloting a FLea at harder difficulty with a frigging BOMBAST laser. I mena, if you want a challenge Posted Image

As for usefulness in MWO? Pretty good for a 20 tonner. Its like the opposite of the Locust, the other lovely bugger mech.

Flea: On average slower, more firepower, equal durability when hit.
Locust: On average faster ( like its the fastest of any mech with quirks and skill points in speed I think ), less firepower, equal durability when hit.

They also both got great hardpoints locations for how they are shaped and both can be used for distinct roles.

Like, I use Fleas as an light escort for especially Assault mechs. Like a counter-light. Since its slower, I also use it as a sniper since it got more hardpoints.
For Locust? I use it as a lightning scout, extreme harasser and for ultimate adrenaline kick, speeeeeedster!





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