What Constitutes A Sniper Build?
#1
Posted 24 December 2018 - 07:58 AM
The Sniper Assaults are something I personally am not too keen on as I'd like to be amongst the front line but what if you've done massive damage and secured some kills come the end of the game? Or would an ECM heavy mech with constant dps from triple UAC2 be better for the team? Can the Dual Heavy Gauss affect the team more positively than the other two builds?
I'm just collecting data for the next mech and playstyle. I know, I know.... I just have to play and experiment, but I'm a numbers guy. So, I'd like to see what your experience has been. What is a good DPS number and acceptable burst damage number in a sniper mech?
#2
Posted 24 December 2018 - 08:43 AM
As such it generally means ac2/lb2/uac2, erppcs, ERLLs
Lrms, ermls and heavy gauss are not sniper weapons
If you're looking at assaults specifically these come to mind: battlemaster 1g 5ERLL, supernova 6ERLL, warhawk 4 ppc, dwf uv 8ac2s, anni/mauler/kcrab with some combination of 6 ac2/uac2
#3
Posted 24 December 2018 - 08:47 AM
#4
Posted 24 December 2018 - 09:44 AM
Hazeclaw, on 24 December 2018 - 08:43 AM, said:
Lrms, ermls and heavy gauss are not sniper weapons
They are in things with stealth armor / ecm and the speed to shoot and reposition quickly. You take a bunch of artemis and stealth tag'ed LRM10s to the back... you're gonna notice it and most people don't look behind them when the missile warning message goes off.
#5
Posted 24 December 2018 - 09:50 AM
#6
Posted 24 December 2018 - 09:58 AM
#7
Posted 24 December 2018 - 10:02 AM
A sniper should have a hard punch (in MWO) of around 30 damage or greater in a single volley. Ideally enough to do an instant kill against an enemy via headshot or in some cases a backshot. Then it should be able to slink out of sight and relocate within a reasonable amount of time (in an ideal world).
A sniper build typically gets high kills, usually with less than 200 damage (ideally 100 damage) per kill, meaning each kill is extremely efficient.
A sniper build.
Source video at beginning of exchange of fire
Long range fire support is a machine that can provide weak but sustainable DPS over a length of time which can suppress or weaken enemies at long range as well as deliver finishing blows on retreating stragglers. It needs to be able to tank enough to sustain this fire even while under fire, and either have an escort or its own means of close range offense should it either run out of ammo or be ambushed. In an ideal world, this DPS could be upheld for as close to a minute as possible without letting up for more than a couple of seconds.
Here's some examples from yesterday of a long range fire support build.
Edited by Koniving, 24 December 2018 - 10:10 AM.
#8
Posted 24 December 2018 - 10:04 AM
#9
Posted 24 December 2018 - 10:18 AM
1. HBR-F(C) (or I could swap the ERLLs for triple UAC2 and 3 ERML for end-game close-quarters fighting)
2. MAL-MX90(C)
3. KDK-3(C)
Also, would AC be better than UAC for sniping?
#10
Posted 24 December 2018 - 10:21 AM
FRAGTAST1C, on 24 December 2018 - 10:18 AM, said:
1. HBR-F(C) (or I could swap the ERLLs for triple UAC2 and 3 ERML for end-game close-quarters fighting)
2. MAL-MX90(C)
3. KDK-3(C)
Also, would AC be better than UAC for sniping?
if you want to better optimize those mechs as "snipers" use 4ERLL on the HBR, 6 AC2s on MX90, KDK isn't really a sniper mech, I guess you could do quad gauss
#11
Posted 24 December 2018 - 10:23 AM
#12
Posted 24 December 2018 - 10:30 AM
Koniving, on 24 December 2018 - 10:02 AM, said:
A sniper should have a hard punch (in MWO) of around 30 damage or greater in a single volley. Ideally enough to do an instant kill against an enemy via headshot or in some cases a backshot. Then it should be able to slink out of sight and relocate within a reasonable amount of time (in an ideal world).
A sniper build typically gets high kills, usually with less than 200 damage (ideally 100 damage) per kill, meaning each kill is extremely efficient.
The thing is, I'm currently piloting the Kraken (AC20 + 2 MRM30) and getting solo kills is easy and the burst damage is great. I've tried other type of mechs like Javelin 11F (backstabbing scout), Ares (light brawler with 2 SRM6+A), Bounty Hunter (heavy brawler with ERPPC, 6 ML + AC20) and Revenant (fire support with LRMs and MPL). I'm now looking for either laser vomit or sniper builds but I'm kind of unsure if I want to have sustained high DPS or burst damage.
Yeonne Greene, on 24 December 2018 - 10:23 AM, said:
Yep, I checked that out and I just put the LRM there to hit indirectly, in some occasions, just as an option. Not really serious with LRM.
Hazeclaw, on 24 December 2018 - 10:21 AM, said:
if you want to better optimize those mechs as "snipers" use 4ERLL on the HBR, 6 AC2s on MX90, KDK isn't really a sniper mech, I guess you could do quad gauss
Hmm... I had initially thought of laser vomit for Hellbringer. The nice with this mech is I can change the loadout entirely, including the hardpoints if need be. I'll check the ERLL build.
#13
Posted 24 December 2018 - 10:53 AM
FRAGTAST1C, on 24 December 2018 - 10:30 AM, said:
The thing is, I'm currently piloting the Kraken (AC20 + 2 MRM30) and getting solo kills is easy and the burst damage is great. I've tried other type of mechs like Javelin 11F (backstabbing scout), Ares (light brawler with 2 SRM6+A), Bounty Hunter (heavy brawler with ERPPC, 6 ML + AC20) and Revenant (fire support with LRMs and MPL). I'm now looking for either laser vomit or sniper builds but I'm kind of unsure if I want to have sustained high DPS or burst damage.
It was unsaid but we're also factoring in long range, say 700 to 2000 meters for "sniper" and "long range fire support"
Many of what you've listed are pumping out their best damage and/or DPS at significantly shorter ranges.
As for that, it depends on if you're better off at holding targets or getting in that one good shot and going back into cover. Given the assaults you described I'd say you might be better off with DPS as they can't get into cover easily.
(can't get back into cover easily^)
#14
Posted 24 December 2018 - 12:04 PM
#15
Posted 24 December 2018 - 07:25 PM
Edited by The6thMessenger, 24 December 2018 - 07:31 PM.
#17
Posted 24 December 2018 - 08:14 PM
Kubernetes, on 24 December 2018 - 07:44 PM, said:
You humor me with your ignorance.
But here's another two for you from an even earlier match.
Unfortunately about 10 of my matches have had issues even leaving the spawn point and if you're tracking what I do as thoroughly as you claim, you might even be aware of the time I've self-destructed before even leaving the dropship.
It apparently baffled everyone.
Including myself. Literally exploding during the countdown sequence as a suicide.
#18
Posted 24 December 2018 - 08:16 PM
Stealth capability (ECM and difficult to track projectiles like gauss rounds)
A primary weapon loadout designed to engage at ranges in the area of 700m+
Something like a MAD-IIC-D with ECM and gauss.
#20
Posted 24 December 2018 - 08:34 PM
Kubernetes, on 24 December 2018 - 08:26 PM, said:
Javelin with Light Gauss help explain it?
10 matches of not getting out of the spawn point before dying. (Fatherhood. 7.7)
That leaves 13 kills in 7 remaining matches.
These issues also come up occasionally.
But what does any of this and your personal attacks have to do with the difference between a sniper or fire support build? Did you have any disagreement with my definitions or were you just seeking to make an attack for the sake of antagonizing someone?
Edited by Koniving, 24 December 2018 - 08:40 PM.
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