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Hints For A New Nova Pilot


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#1 Bivoca

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Posted 14 August 2018 - 06:36 PM

Hello guys.

I have been playing the shadowcat lately and i have been having a blast. The chassis is super sturdy, can pack quite a punch and I can get in and out of almost any sityation with my MASC.

So I've decided to give a shot with another medium mech - and bought a nova.

However, I noticed that the Nova is even more squishy than the SHC. And much slower.

I am running a build with 12 SML and 2 MG. And any heavy, light or even medium can rip away my arms with a single shot. Sneaking behind the enemy seems to be out of question with that sluggish chassis.

With the SHC this doesnt happen. In fact, I can take even an assault mech with not much trouble.

I am clearly doing something wrong.

Does anyone have any tips on how to pilot the nova? I mean, maybe I am missing the role of this mech entirely.

Thanks!

#2 Ruccus

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Posted 14 August 2018 - 07:59 PM

The 12 ERSL Nova can be a beast up close but its lack of range makes it a mech that can be taken out reasonably easily if you spot it at a distance. To use a 12 ERSL Nova build effectively you need to be within 200m before they know you're there and you need to be firing first, so you really have to know the maps and how to get into range without being seen. Don't even bother peeking during the sniping phase of the match; you're just going to take unnecessary damage well before the enemy is within range.

The NVA-S arms have 3 energy hardpoints each and structure quirks, giving builds like 6 ERMLs or 6 MPLs a bit more durability and a longer range punch:
NVA-S
NVA-S (note the NVA-D torsos for armour and structure quirks)
NVA-S(C) (Larsh's Triple AMS Nova, the stock champion build, is a good team-oriented build)

While a bit unorthodox, you can also go full ballistics on the Nova:
NVA-S(C) (the NVA-D and NVA-B have structure and/or armour quirks, as well as ballistic quirks)

Heck, you can even go nuts with a missile Nova: NVA-S(C) You have to protect the left arm, but the rest of the mech has durability quirks to help.

The above are just ideas of creating durability through quirks and changing up the build to fit your play styles.

The 12 ERSL Nova is great for faction play scouting against medium or lighter mechs that favour DPS over high alpha strikes, but against heavier mechs running meta alpha builds it can lose its arms quickly (as would any medium). It's the classic glass cannon build so you have to keep with your team and avoid being the center of attention. When your heavy and assault teammates make their push be right there with them but don't lead the charge and don't go out on your own.

#3 Pak Hammond

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Posted 14 August 2018 - 08:30 PM

Nova is a patient hunter with that build. You need to stay with the team and wait for the opportunity to strike.

Early game you stay in cover as much as possible and be patient. This is a mech that screams 'Patience is a virtue'

Mid game when both sides start to come together, you look for damaged mechs and rip off their torsos, legs, arms, whatever is damaged.

12 small lasers can very easily take down Assaults if you pick your moment. Otherwise people know the Nova's greatest weakness is the arms, so they will shoot them off and Nova is next to useless after that.

#4 General Solo

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Posted 14 August 2018 - 08:47 PM

The Nova makes a decent Dual ER PPC poptart.
That way you can keep your distance
Less risky than some of the closer ranged builds

#5 Leone

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Posted 14 August 2018 - 08:48 PM

The vaunted Nova is an ambush predator. You have jumpjets. Use them to engage and disengage where others cannot follow.

But like any good ambush predator, you need to seek out the sick and the weak. Find and winnow out the stragglers, and engage the enemy when they are distracted. Be vicious, mean and underhanded.

~Leone

Edited by Leone, 14 August 2018 - 08:49 PM.


#6 Bivoca

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Posted 15 August 2018 - 03:32 AM

View PostLeone, on 14 August 2018 - 08:48 PM, said:

The vaunted Nova is an ambush predator. You have jumpjets. Use them to engage and disengage where others cannot follow.

But like any good ambush predator, you need to seek out the sick and the weak. Find and winnow out the stragglers, and engage the enemy when they are distracted. Be vicious, mean and underhanded.

~Leone


So, this is the problem actually. I manage to engage one straggler or two. They just turn arround and eat my face. =[

#7 Tier5ForLife

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Posted 15 August 2018 - 04:28 AM

This one is my sneaky pleasure.

Posted Image

Here is my AMS version.

Posted Image

#8 Ruccus

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Posted 15 August 2018 - 11:51 AM

View PostBivoca, on 15 August 2018 - 03:32 AM, said:

So, this is the problem actually. I manage to engage one straggler or two. They just turn arround and eat my face. =[


If you're first to engage inside 200m and they can turn around and kill you, they're neither sick nor weak. Are you trying to kill fresh heavy or assault mechs solo? If you see something 50 tons or less out on their own or if you see a smoking mech and wait for its paper doll to find out what's damaged then that's fine, you've got a reasonable chance if you have the element of surprise. If you see a fresh Mad Cat Mk2 or even something like a laserboat Hellbringer (anything that has a high enough alpha to take out an arm in one shot) don't try to solo brawl with it because they'll turn around and take off an arm to half your damage.

Also, if you have to ambush a heavier mech you might not want to backstab unless you think you can kill it before it turns around; the better bet with the element of surprise may be to go after a leg - when the mech turns around you can still target that leg and remove it quickly then decide whether to continue the attack or break off leaving a disabled enemy. For a back shot your previous shots are protected once he turns around and you might have to do a more risky charge and jump-over to try to get another hit at the back.

The 12ERSL Nova is great at legging light mechs that stray close, so it's a good mech to help protect your team's assault mechs from light mechs. Try to spend a few matches escorting your team's Charlie Lance, and during the sniping phase turn around to cover the ground behind and beside your team's location from enemy light mechs trying to spot or backstab. If you see an enemy light mech inside 250m then sweep the legs.

The Nova isn't a hit-and-run skirmisher like the Shadowcat so you can't pilot it that way.

#9 Bivoca

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Posted 15 August 2018 - 12:09 PM

View PostRuccus, on 15 August 2018 - 11:51 AM, said:

If you're first to engage inside 200m and they can turn around and kill you, they're neither sick nor weak. Are you trying to kill fresh heavy or assault mechs solo? If you see something 50 tons or less out on their own or if you see a smoking mech and wait for its paper doll to find out what's damaged then that's fine, you've got a reasonable chance if you have the element of surprise. If you see a fresh Mad Cat Mk2 or even something like a laserboat Hellbringer (anything that has a high enough alpha to take out an arm in one shot) don't try to solo brawl with it because they'll turn around and take off an arm to half your damage.

Also, if you have to ambush a heavier mech you might not want to backstab unless you think you can kill it before it turns around; the better bet with the element of surprise may be to go after a leg - when the mech turns around you can still target that leg and remove it quickly then decide whether to continue the attack or break off leaving a disabled enemy. For a back shot your previous shots are protected once he turns around and you might have to do a more risky charge and jump-over to try to get another hit at the back.

The 12ERSL Nova is great at legging light mechs that stray close, so it's a good mech to help protect your team's assault mechs from light mechs. Try to spend a few matches escorting your team's Charlie Lance, and during the sniping phase turn around to cover the ground behind and beside your team's location from enemy light mechs trying to spot or backstab. If you see an enemy light mech inside 250m then sweep the legs.

The Nova isn't a hit-and-run skirmisher like the Shadowcat so you can't pilot it that way.


Thanks for the tips. One last question though:

When playing solo in QP, I noticed that the mid and short range portions of battle usually start when the outcome of the match is already decided (unless you have a short range map like the city). From what I have seen so far, the fight goes: snipping/LRMS untill 2 or 3 are down, and then the team with the advantage moves in.

In these scenarios i always get overwhelmed. How should I handle a short range mech in these cases?

#10 Kubernetes

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Posted 15 August 2018 - 01:08 PM

Dump the MGs. Your loadout dictates how you play, and with MGs you will be awfully tempted to stare down enemies.

Use your JJs to full effect, meaning do unexpected pop-tarts and feather your jets when getting shot.

Get your mouse sensitivity perfect. The Nova can be a surgeon when it comes to putting down precise damage, but you've got to be able to control it. Usually people have their mouse sensitivity too high and end up smearing their lasers all over the enemy. You should be able to hold a beam on a Locust's leg. 1

When poking, shoot, then twist and jump back to avoid incoming fire. When you wade into a brawl you should be dancing and juking every moment you're not shooting.



#11 Ruccus

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Posted 15 August 2018 - 02:41 PM

View PostBivoca, on 15 August 2018 - 12:09 PM, said:

Thanks for the tips. One last question though:

When playing solo in QP, I noticed that the mid and short range portions of battle usually start when the outcome of the match is already decided (unless you have a short range map like the city). From what I have seen so far, the fight goes: snipping/LRMS untill 2 or 3 are down, and then the team with the advantage moves in.

In these scenarios i always get overwhelmed. How should I handle a short range mech in these cases?


Being down 2 or 3 mechs is not already decided, especially when you're down 2 or 3 because the enemy is heavy on snipers and/or LRM boats and your team has fewer of those and more mid to close range DPS builds.

The sniping mechs and LRM boats will fold when pressed; you have to recognize what's happening and preserve your mech for when you get an opportunity to counter rather than playing right into the enemy's wheelhouse. Sniper builds can't sustain their damage output and the LRM boats can be underrun. The kill count doesn't matter until it starts getting up in the 0-5 to 0-6 range where two sniping mechs can effectively tag-team a brawling mech. I've been down as many as 4 mechs early and still come back to win with multiple mechs left on our team. I don't pay too much attention to mech count early so long as I feel our team is trading well; being down 3 might just mean the enemy has 3 really hurt mechs hiding in the back and their advantage is a bit of an illusion.

When the enemy advances because they believe they have enough of an advantage to push, key is to try to get one enemy mech killed quick - when the first mech drops it starts to cause doubt in the enemy and emboldens your team. Ignore the lightest mechs unless you've got a really good shot at them (they overheated and shut down, or stood still, or found their way behind a friendly assault and stopped to backstab); go for a squishy medium or a smoking mech (smoking mech means internal components are showing so it's hurt). Also learn how to 'slice the pie' by using a building or terrain to shield yourself from all but one enemy, and use the closest enemy to block enemies behind him from getting line of sight on you.

If and when the kill count gets closer there will be a point where you're going to have to make a counter-push. This is why I say to stay near your team's assaults - a reasonably healthy 12 ERSL Nova alongside a powerful assault (Mad Cat Mk2, Annie, quad LB10X Sleipnir, etc.) can cause an enemy push to stall just by the damage they can output without overheating. Focus your fire on whatever your assault is shooting at - he's in charge of deciding who gets killed first - unless you see a light trying to get behind him. Then it's your job to get that light so your assault teammate can keep up his DPS on the other mechs.

If there are more snipers and LRM boats on the enemy team, being able to stall the push then counter-push on them when they're hot and close plays right into your hands and you can easily make up a 3 mech deficit if you've brought better brawling builds and have preserved them through the sniping phase.

#12 mailin

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Posted 21 August 2018 - 05:09 AM

I completely agree with what Ruccus and Homer said previously. I still have small pulse and mgs on my Nova and it is still a beast, but you have to be very patient and very smart about when to engage. Stay with your assaults and stay under cover. Move toward the enemy if you can, but only if you can under cover.

#13 Brethren

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Posted 22 August 2018 - 05:33 AM

Odd, I always thought the NVA one of the tankier medium mechs... definately one of the most tanky clan medium mechs. But yes, with mediums, like with lights, you need to know when to engage and when not.
Being back on kills is not always bad. Sometimes it baits the reds into a push. If you've managed to stay fresh until then, you might find yourself facing several heavily damaged opponents. That's your time to shine. Posted Image

Well, I think the other writers covered all the relevant areas, so I will just leave you with some build ideas. I personally stopped using 12 ERSL, because... well, I found more crazy stuff to play around with.
  • NVA-S as a standard, triple AMS support mech with a bit of punch on the side. This is a team supporter that adds its oomph at medium to short range. (Which means you can contribute to your team while holding your head down until then.)
  • NVA-S as a PPC poptart... with triple LAMS. I wanted to give the LAMS a try and sort of kept it. You can only PPC or LAMS due to the high heat and sometimes even use a coolshot just to keep LAMS running. Definately not a solid build, but somehow it still works for me.
  • This NVA replaced the 12 ERSL. It has even less range and lots of face time, but it is my first go to mech on scouting matches. DPS and DPH wise this thing is a beast that is able to chew legs off griffins and bushwackers alarmingly quick.
  • NVA-PRIME nostalgia! Slightly tweaked stock loadout! You think your mech runs hot? This contributes to global warming! Posted Image


    Still, you can fire a full volley (no alpha please) once, without shutting down. Later you more often fire just one arm to manage your heat. But trueborn, the game "hey, assault catch 84 damage at 400m!" never gets old.Posted Image
edit: I almost forgot! The thing that sets the NVA off from the HMN and HBK-IIC (besides energy hardpoints) is structure quirks. So I'd recommend going full survival tree to amplify. This may very well be the reason I see the NVA as tanky. ;)

Edited by Brethren, 22 August 2018 - 06:25 AM.


#14 Dragonporn

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Posted 22 August 2018 - 04:17 PM

"I have been playing the shadowcat lately and i have been having a blast. The chassis is super sturdy"
"However, I noticed that the Nova is even more squishy than the SHC"
ROFL* yeah, right, super sturdy... SHC is actually the MOST fragile mech in the game I have ever piloted, and I piloted decent amount of mechs by now. But I know what you mean. On paper Nova is a bit sturdier than SHC, but its profile, pathetic speed, nonexistent agility and most importantly, gigantic side torsos which are virtually impossible to miss makes it seem even less durable than SHC. You'll find yourself unarmed very-very often, without even diving in a thick of it.

Best advice I can give you regarding Nova is just DON'T. Save yourself suffering and get something better. IMO, pretty much any other Medium chassis is better. People are complaining about Black Lanner f.e., but it's absolutely craps all over Nova in terms of performance, sturdiness, agility and especially speed. Get it instead.

But if you really hell bent on sticking with Nova, that's literally one of few things that packs some punch, is mid-range and somewhat reliable without big tradeoffs and risks involved:
NVA-S
The problem is face time, but then again, it's irrelevant, since anything that shoots your way will take out one of your ST anyway no matter if you twist, run, fly or whatever. Nice support with x2 AMS, since 3 is overkill. You'll have to give up DHS, which is bad, and with quirks it kills missiles pretty well anyway. In any case, there's nothing that can save you or anyone else on your team under the rain of 5+ lurmboats or so.

Have fun.





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