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Incubus

BattleMechs

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#81 Lykaon

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Posted 20 September 2018 - 10:05 AM

View PostShanrak, on 13 September 2018 - 06:55 AM, said:


ehhhh... so a maximum damage output of 540 assuming you don't miss anything, not even a pellet. No thanks.



Didn't say it was good just that it's possible.

I would probably go with an INC-1 build with 4 medium pulse 4 MGs 1.5 tons ammo with a 250XL engine.

#82 WrathOfDeadguy

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Posted 20 September 2018 - 11:21 AM

The point of running huge ballistics on lights isn't for it to be good. It's to see how good you are with it- as a challenge, both for the bragging rights of posting solid scores in an objectively bad build, and also to improve your skills by running said bad build (especially against good players in good builds). Big gun lights make you think on your feet, and make the most out of limited resources with better positioning, tactics, and gunnery. They're absolutely merciless when you make stupid mistakes. You screw up, even once, you die, or else you run out of ammo before you've done anything useful- so you learn how to not let that happen, and in the process you're forced to get better at the game.

...and when you pull down a score that would've been an unusually good game for a pulseboat or SRM bomber light? Pure 'Mech Nirvana.

#83 Battlemaster56

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Posted 20 September 2018 - 12:04 PM

View PostLykaon, on 20 September 2018 - 10:05 AM, said:

I would probably go with an INC-1 build with 4 medium pulse 4 MGs 1.5 tons ammo with a 250XL engine.

I doing this build right now and I'm doing real well with the 1 so far I just have 1 ton of mg ammo and invest the last ton for a single DHS.

#84 Lykaon

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Posted 21 September 2018 - 07:08 AM

View PostBattlemaster56, on 20 September 2018 - 12:04 PM, said:

I doing this build right now and I'm doing real well with the 1 so far I just have 1 ton of mg ammo and invest the last ton for a single DHS.



I found the single ton of ammo was enough 90% of the time for the LMGs so I put in a Light Active Probe.

I swapped over to LMGs for the reach so I can tag targets in the back and make them turn from my team mates I call that tactic the "Piranha scare"

Edited by Lykaon, 21 September 2018 - 07:10 AM.


#85 Jackal Noble

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Posted 21 September 2018 - 04:54 PM

The arms are extremely fragile. the RA where usually half your laser/missile firepower draws a lot of fire.

#86 Jonathan8883

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Posted 21 September 2018 - 07:02 PM

I don't have the Incubus, but it seems to carry a good weapons load, well placed.

After watching it run around for a while, it definitely looks very anime-like, which is probably correct for the source material. I remember some of the older art with the triangular chest, so it doesn't look "right," but it does look "good."

#87 Y E O N N E

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Posted 21 September 2018 - 08:15 PM

View PostJackal Noble, on 21 September 2018 - 04:54 PM, said:

The arms are extremely fragile. the RA where usually half your laser/missile firepower draws a lot of fire.


Wut. Most of them have most of any of their firepower in the torsos.

#88 Jackal Noble

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Posted 21 September 2018 - 11:15 PM

View PostYeonne Greene, on 21 September 2018 - 08:15 PM, said:


Wut. Most of them have most of any of their firepower in the torsos.

The Inc-1 has 2/4 energy points in it's RA, the the INC-2 has 1/3 energy points in it's RA, the INC-3 has 2/2 missile points in it's RA, the INC-4 is the exception to the rule having 1/7 energy points in it's RA, the INC-5 has 1/1 missile points in it's RA, the INC hero has 2/3 missile points in it's RA.

Of the missile variants, 5/6 are located in the RA.
Of the primarily energy variants 4/20ish are located in the RA (the 4 throws that off, most just have 2 energy points, 1 in each ST)

Edited by Jackal Noble, 21 September 2018 - 11:28 PM.


#89 Jackal Noble

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Posted 21 September 2018 - 11:26 PM

The point is that it is fairly pointless to put anything in the RA as it is extremely vulnerable due to it's geometry (it's large, relative) and having a whopping 20 points (24 ST). For the vars that have missiles, that leaves you with the 3 that has 2 energy and 4 ballistic then, the 5 again with 2 energy-4 ballistic, and finally the hero with 2 energy and 3 ballistic.
Basically strip the arms, and every variant is either 2ERLLs, or 2 HLLs.

Edited by Jackal Noble, 21 September 2018 - 11:40 PM.


#90 Y E O N N E

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Posted 22 September 2018 - 12:58 AM

View PostJackal Noble, on 21 September 2018 - 11:15 PM, said:

The Inc-1 has 2/4 energy points in it's RA, the the INC-2 has 1/3 energy points in it's RA, the INC-3 has 2/2 missile points in it's RA, the INC-4 is the exception to the rule having 1/7 energy points in it's RA, the INC-5 has 1/1 missile points in it's RA, the INC hero has 2/3 missile points in it's RA.

Of the missile variants, 5/6 are located in the RA.
Of the primarily energy variants 4/20ish are located in the RA (the 4 throws that off, most just have 2 energy points, 1 in each ST)


Other than the Hero, none of them have more than half of their anti-armor capabilities in that arm. I mean, point taken about that arm being useless but, like I said earlier...miniature Battlemaster. Similar problem, slightly different causes.

#91 Battlemaster56

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Posted 22 September 2018 - 01:25 AM

I see the problem mostly for the 3 and 5 as they're to similar and not mych difference, even then you could easily twist to your left arm and let it take a brunt of the damage, before evently starting to torso twist normally.

#92 Abaddun

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Posted 22 September 2018 - 04:22 AM

Aside from the 3, I'm starting to mount only paltry weapons in the RA and focussing my ordnance the STs. If I'm going to be honest I'm getting legged way more frequently in an incubus. Probably the chunky legs, but more often then not I lose both legs before I lose a ST. I've started to err away from brawling builds and lean towards poke builds, just so I can hide my legs.

#93 Battlemaster56

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Posted 22 September 2018 - 06:09 AM

Pretty much the same ERML, MPL, are nice poke weapons for me and just add MG's just to go critting some open components insides.

#94 Bowelhacker

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Posted 23 September 2018 - 05:41 PM

It might just be me but I've been finding that the legs on these things seem to get blown off really quickly.

#95 Tonberry Knife

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Posted 23 September 2018 - 11:14 PM

View PostBowelhacker, on 23 September 2018 - 05:41 PM, said:

It might just be me but I've been finding that the legs on these things seem to get blown off really quickly.


It's not just you. They're really thick and easy to hit. Armor leg quirks anyone? D: At least they aren't aiming for your torso?

Edited by Tonberry Knife, 23 September 2018 - 11:14 PM.


#96 Battlemaster56

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Posted 24 September 2018 - 03:06 AM

No reason to give it leg armor quirks, unless you try to brawl it better as a striker or a poker like a battlemaster.

#97 Abaddun

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Posted 24 September 2018 - 04:48 AM

I think a little structure quirk in the legs won't hurt. Armour quirks might be pushing it.

#98 CygnusX7

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Posted 24 September 2018 - 07:27 AM

View PostWrathOfDeadguy, on 12 September 2018 - 02:33 PM, said:

Can you say "shoulder-mounted LB20X"? I can say "shoulder-mounted LB20X". Finally, a Clan light other than the Fury that can carry a high-mounted 20 and enough ammo to actually use it! I know I shouldn't be this excited, but... this is the dream, man! This is the dream!


Sounds great but no tonnage for ammo.
Well not much anyway. CXL180 and 3dhs gives you 4 tons of ammo with no arm armor.

Edited by CygnusX7, 24 September 2018 - 07:29 AM.


#99 Abaddun

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Posted 24 September 2018 - 08:33 AM

View PostCygnusX7, on 24 September 2018 - 07:27 AM, said:


Sounds great but no tonnage for ammo.
Well not much anyway. CXL180 and 3dhs gives you 4 tons of ammo with no arm armor.


That sounds like enough for me, though I'd want to sacrifice a ton for some backup weapons.

#100 Bunny Wigglesworth

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Posted 24 September 2018 - 10:52 AM

Okay, I have been playing with this since it came out. And I am still really new to the game, so understand my point of view on this is going to be very noobish. I think that the Incubus is fun. but it seems like they did everything they could to really keep it from being a great mech to play. It lacks either jump jets or ECM, either of which would have made it a lot easier to get in, do damage, and get back out without being obliterated. Its hardpoints seem to be deliberately positioned to limit its potential, and make sure that the biggest weapons you would probably like to carry will be on the right arm. And the limited number of quirks seem to be hampered by the number and type of hardpoints. The one with the best missile quirks had 2 missile hardpoints, but had that reduced to a single one, again placed on the right arm. The Incubus with the most missile hardpoints has no missile quirks. It is like they were trying to keep the versions with the ability to take advantage of the quirks from being able to maximize it.

As for playing the mech itself, I have found it takes a lot more damage than I would have expected. Yes, it has big hit boxes for the torsos. But it does seem to spread the damage well. The speed is nice. And it is small enough and fast enough that hit and run tactics against larger mechs are viable a good part of the time. On the other hand, I seem to have a lot more trouble dealing with light mechs in it. Where I would normally dance around and do reasonably well in Javelin in the same situation, I usually end up losing in direct confrontations with light mechs in the Incubus. I have found that it is usually far better for me to run from the other lights than to try to take them on directly.

If I had my druthers, I would make jump jets an option. And I would align the quirks so they matched the hardpoints a bit better. I mean, I would LOVE an ECM and jump jet capable version with a few missile hardpoints to do hit and run with SRMs, but I am a noob, so what do I know?





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