

So The Clan Laser Vomit Is Scary, Isn't It?
#1
Posted 19 December 2018 - 12:31 AM
I was poking around the mechlab trying different loadouts with laser vomit in mind. I came up with that. 70 potential damage followed by crit seeking poke. Who doesn't think it's scary?
#2
Posted 19 December 2018 - 01:03 AM

#3
Posted 19 December 2018 - 01:43 AM
C-Bill piñata.
#4
Posted 19 December 2018 - 01:50 AM
There is about a second and a half of twisting to spread the damage among the arms, CT, and side torsos then around five an a half seconds to return fire and get out of the line of fire. When you get into the higher tiers you'll likely face more opponents who can better spread incoming damage by twisting to show parts of their mech intended to catch incoming damage, or just spread the damage to multiple components to reduce the effectiveness of an alpha strike.
To use an example, I could be piloting something like this Bounty Hunter II which only has a 40 point alpha strike but in an engagement with a Heavy Laser Vomit mech it works well. It has a 'dead side' that is used to catch the incoming damage while protecting the weapons for the late game.
If both mechs fire at each other the Marauder will do 40 damage to likely one component then torso twist to spread the Hellbringer's damage between the CT, left torso, and left arm. In 4 seconds it can fire again for 80 damage total (hopefully on the same component as the first hit) and still have 3 seconds to get out of the line of fire of a second laser vomit.
If you can get into a spot where you can unleash an alpha without being noticed you can do some serious damage, but there are exploitable weaknesses in that build. Swapping out the Heavy Mediums with ER Mediums would increase your optimum range to 400m and reduce the huge 7 second cycle time of the weapons.
#5
Posted 19 December 2018 - 02:27 AM
FRAGTAST1C, on 19 December 2018 - 12:31 AM, said:
I was poking around the mechlab trying different loadouts with laser vomit in mind. I came up with that. 70 potential damage followed by crit seeking poke. Who doesn't think it's scary?
HBR-F(C) HLL ERML I would run it with ERML not HML. Not sure if it works with current heatcap thou, haven't really played heavy vomit mechs in a while.
#6
Posted 19 December 2018 - 03:52 AM
Edited by LordNothing, 19 December 2018 - 03:53 AM.
#7
Posted 19 December 2018 - 04:54 AM
I'd rather prefer to maximize the DPS of my main weapons with additional DHS. It also makes a HUGE difference if you can hillpeek with the classic HLL+ERML combo or if you are forced to expose your whole mech to bring your firepower on target.
Edited by Daggett, 19 December 2018 - 05:44 AM.
#8
Posted 19 December 2018 - 05:19 AM
#9
Posted 19 December 2018 - 05:49 AM
Can alpha 3 times without overheating, also single arm laser is good for UAV killing.
#10
Posted 19 December 2018 - 05:57 AM
Edited by Daurock, 19 December 2018 - 05:58 AM.
#11
Posted 19 December 2018 - 06:19 AM
Ruccus, on 19 December 2018 - 01:50 AM, said:
That build is not as good as before post ST destruction change. You are gonna have even more heat issue once the dead side is gone.
#12
Posted 19 December 2018 - 07:17 AM
FRAGTAST1C, on 19 December 2018 - 12:31 AM, said:
I was poking around the mechlab trying different loadouts with laser vomit in mind. I came up with that. 70 potential damage followed by crit seeking poke. Who doesn't think it's scary?
That alpha looks so good on paper, until you find out that you can get exactly 2 of those alphas off in basically brawl range before your hellbringer gets torn apart.
#13
Posted 19 December 2018 - 07:27 AM
FRAGTAST1C, on 19 December 2018 - 12:31 AM, said:
I was poking around the mechlab trying different loadouts with laser vomit in mind. I came up with that. 70 potential damage followed by crit seeking poke. Who doesn't think it's scary?
BL-6-KNT
Better weapon synergy,better DPS in optimal range,shorter burn times on laser for more accuracy,good management and double AMS too boot. Heavy's do a lot of damage but there burn time it so long you miss a lot of damage and shots because of it. Just the other day I picked off a light that was not that damaged trying to jump down of the top on HPG to go below. I hit them midair with my alpha in back and killed them. If I had bin using heavys the burn would have bin too long. Clan pulse laser make better vomit.
Edited by SirSmokes, 19 December 2018 - 07:50 AM.
#14
Posted 19 December 2018 - 08:08 AM
#16
Posted 19 December 2018 - 01:24 PM
#17
Posted 19 December 2018 - 02:01 PM
SirSmokes, on 19 December 2018 - 07:27 AM, said:
Better weapon synergy.
How has that got better synergy when you are using LL and ML who's ranges are some 250-300m different... Just like the OP HLL/HML build have totally differing ranges?
The build you have posted has no more 'synergy' than the OP. Actual synergy would be using ERML which shares a similar range and burn time is very close to LL.
Edited by justcallme A S H, 19 December 2018 - 02:01 PM.
#18
Posted 19 December 2018 - 02:23 PM
justcallme A S H, on 19 December 2018 - 02:01 PM, said:
The build you have posted has no more 'synergy' than the OP. Actual synergy would be using ERML which shares a similar range and burn time is very close to LL.
Not range synergy cooldown synergy. Because shorter burn time std meds and shorter cooldown on std large they sync up perfectly. When I do my alpha I want all my laser firing at same time its how you get good pinpoint damage. I can get two pin point alpha's with out shutting down that are synced up. I am betting there no way he getting two synced yup alpha's out of that with out shutting down.
Edited by SirSmokes, 19 December 2018 - 02:28 PM.
#19
Posted 19 December 2018 - 03:09 PM
OP, look at the stats on your build when in MechDB. What's the point when you can literally fire once, and you are at ~270M? The opponent will eat your 70 then rip you apart.
Edited by LT. HARDCASE, 19 December 2018 - 03:15 PM.
#20
Posted 19 December 2018 - 05:07 PM
SirSmokes, on 19 December 2018 - 02:23 PM, said:
Not range synergy cooldown synergy. Because shorter burn time std meds and shorter cooldown on std large they sync up perfectly. When I do my alpha I want all my laser firing at same time its how you get good pinpoint damage. I can get two pin point alpha's with out shutting down that are synced up. I am betting there no way he getting two synced yup alpha's out of that with out shutting down.
Quite literally - cooldown synergy is the least important attribute to be concerning yourself with when building a mech and loadout.
To not know this shows a fairly sizeable lack of understanding of MWO, it's Mechlab and what is actually important vs what is not. And before the invitable attempt to justify bad advice comes in... Cooldown does not matter because:
- You do not move out of cover until all cooldowns are reset
- If in a brawl you continue shielding until cooldowns are reset while absorbing damage.
If I had a choice between the two bad builds (and make no mistake, neither is optimised)... I'd take the HBR over the BLKNT. The HLL does more damage per tick than any other weapon in the game so if the BLK stares @ the HBR in a "trade stare war" before twisting the HBR has still done more damage.
Edited by justcallme A S H, 19 December 2018 - 05:08 PM.
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