Which Piranha?
#1
Posted 13 November 2018 - 10:34 PM
#2
Posted 13 November 2018 - 11:04 PM
#3
Posted 13 November 2018 - 11:08 PM
I would get either the 1 or the 2, depending on whether you want to boat MGs, or boat micro lasers/SPL.
Edited by Vxheous, 13 November 2018 - 11:09 PM.
#4
Posted 13 November 2018 - 11:08 PM
Also Spheroid you can do 8 MG+ 3x H,ERSL, since quad ams is just a gimmick and a side option at best.
#5
Posted 13 November 2018 - 11:11 PM
The -2 is a bit harder for me. I'm not as good at putting in an alpha then scramming. If you stay engaged you have to pay close attention to heat and it feels like most other mechs can handle you if that first alpha doesn't cripple them.
I also picked up the Cipher, figuring that would be a good balance between the MG and laser extremes. I find that by not boating one or the other, I just end up annoying other mechs rather than truly threatening them. I have to really be on my game to do well in this one.
#6
Posted 14 November 2018 - 12:02 AM
4ams isn't any good because you dont have weight for ammo.
Edited by Monkey Lover, 14 November 2018 - 12:05 AM.
#7
Posted 14 November 2018 - 04:10 AM
Edited by Merlin Kell, 14 November 2018 - 04:10 AM.
#8
Posted 14 November 2018 - 04:13 AM
Merlin Kell, on 14 November 2018 - 04:10 AM, said:
You're doing it wrong, you should try 10 ER micro + 4 small pulse gives you 40 alpha with no ghost heat, ~35% of your heat bar, and cycles really fast. It also kills PIR-1's since you can 1 shot their legs off before they can MG your legs off.
Edited by Vxheous, 14 November 2018 - 04:24 AM.
#9
Posted 14 November 2018 - 05:02 AM
#10
Posted 14 November 2018 - 05:12 AM
The PIR-1 is still very good too, but it just isn't as fun as the PIR-2.
#11
Posted 14 November 2018 - 05:30 AM
#12
Posted 14 November 2018 - 06:49 AM
Vxheous, on 14 November 2018 - 04:13 AM, said:
You're doing it wrong, you should try 10 ER micro + 4 small pulse gives you 40 alpha with no ghost heat, ~35% of your heat bar, and cycles really fast. It also kills PIR-1's since you can 1 shot their legs off before they can MG your legs off.
On paper trading what seems like infinite firing for an extra 6.4 alpha doesn't seem worth it but i will give it a shot.
#13
Posted 14 November 2018 - 07:00 AM
Merlin Kell, on 14 November 2018 - 06:49 AM, said:
On paper trading what seems like infinite firing for an extra 6.4 alpha doesn't seem worth it but i will give it a shot.
Biggest difference is you can alpha strike it. 14 er micros will trigger ghost heat and be hot. 10 er micros + small pulse, er small, or heavy small is zero ghost heat.
#14
Posted 14 November 2018 - 07:05 AM
Merlin Kell, on 14 November 2018 - 06:49 AM, said:
On paper trading what seems like infinite firing for an extra 6.4 alpha doesn't seem worth it but i will give it a shot.
You want to show up behind a big mech and dump a 40 alpha into his back CT then duck before they realise what's happened. Having a higher alpha lets you do that more effectively, it's what makes the PIR-2/3 different than the PIR-1. If they don't turn, the 2nd 40 alpha will kill most mechs outright while 2 30 alphas might not.
#15
Posted 14 November 2018 - 08:06 AM
Vxheous, on 14 November 2018 - 07:05 AM, said:
Your reasoning sounds the best. So your saying the pir3?
#16
Posted 14 November 2018 - 08:11 AM
Vxheous, on 14 November 2018 - 07:05 AM, said:
Appreciate the advice !
#17
Posted 14 November 2018 - 10:23 AM
eishiba, on 14 November 2018 - 08:06 AM, said:
Your reasoning sounds the best. So your saying the pir3?
Keep in mind that that 40 point alpha has the stipulation that you actually strike your target. If you miss you have dumped a fair bit of heat into your 'Mech. The PIR 1 doesn't overheat as easily, so your performance there will be more consistent. Although you can certainly run out of ammo. I tend to eat laser PIRs in my 1, as that theoretically deadly 40 point hit to my legs more often than not, materialises mostly across the ground or into thin air. The machine guns though will just keep on truckin'.
#18
Posted 14 November 2018 - 10:47 AM
HOwever, I run with 12 MG and 2 HML. I think it's important to have lasers to help strip armor and not sunk cost your heat capacity. All MG builds are simply weaker. I went with HML because I like to poke (I play Pirate's bane a lot, it's natural for me), but HSL or ERSL are fine too.
#19
Posted 14 November 2018 - 11:15 AM
Pir 2 and 3 have just about identical play. It's all about stacking the maximum amount of er micros with your choice of small class pulse, heavy, or er lasers. Personally think they are best used for beating the brakes off of the PIR 1. If you're playing with the er smalls one leg them, if isolated move out beyond max mg range and begin farming because scissors beat paper.
Edited by Prototelis, 14 November 2018 - 11:16 AM.
#20
Posted 14 November 2018 - 12:21 PM
Battlemaster56, on 13 November 2018 - 11:08 PM, said:
Yeah but I can still fit three energy weapons on the 1 and still get more dps than your build. I would only consider that build if I was having ammo problems with the 10 mg build, which I generally don't. I run 2x erslas + 1 hslas vs. your 3x hslas.
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