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Blood Asp And Gargoyle


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#1 FRAGTAST1C

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Posted 22 October 2019 - 08:19 PM

On GrimMech's, I see only 1 Blood Asp variant listed and that's a dakka build with 3x UAC5 and 1 UAC10, all ST mounted. I get that it has ECM but the agility is really bad and it can't shoot down properly as well. But I see this one more often in FW than the dakka Mad Cat. Is the ECM the primary reason for this or am I missing something here? I don't have a Blood Asp but I have the Mad Cat and as far as I can see, the Mad Cat is clearly the better mech to dish out damage. So, given that now is a good time to pick up a Blood Asp, I thought I'd ask what makes the Blood Asp better than a dakka Mad Cat.

I don't see any Gargoyles listed on that site. I've asked a few streamers and they love the Gargoyle and they seem to use the variant that has CT energy hardpoints. Are the other variants with armour quirks in the CT not that useful?

#2 Prototelis

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Posted 22 October 2019 - 08:21 PM

Simply put;

It carries more **** than II-B, and although vulnerable the BASP STs still have more health than Madcat arms.
Also has ECM and really good hill hump profile.

Edited by Prototelis, 22 October 2019 - 08:21 PM.


#3 MTier Slayed Up

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Posted 22 October 2019 - 08:27 PM

Bloody Assps have higher mounts, and a bit more armor than the MKs due to it being torso mounted rather than arm mounted. Theres obvious draw backs with the BASPS but they're generally better for Dakka.

As for the Gurgles...I love them but they're meme mechs. Grab 16 micro pulses and then go find something to brawl. They're stupid fun, especially when you outdamage everyone in that crappy amazing build.

#4 Rosh87

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Posted 22 October 2019 - 08:41 PM

For an unexpectedly impressive Blood Asp setup, consider the combination of Omnipods that gives you 5 LB-2X 'shotguns' (as they are in this game)...with the 3-Energy Hardpoint arm carrying 3 Flamers.. Load up with tons of ammo and of course the Center Torso ECM (pick one of the variants that has this) and you are kind of set for any map you come across.

With all 15% Range boosting nodes, you can send LB-2 fire downrange around 1000 meters...and if you get Solaris or another close range map, you have the ability to humiliate enemy laser mechs that try to close with you (or that you ambush around a corner, etc) - as you can continually fire your 5 LB's, at very minimal heat buildup, while flaming them nonstop, into a potential shut-down, if they don't stop firing back !

I was able to score my second-highest damage-in-a-round score, some months back, using this setup on a Solaris battle. I'll double-check my pics on phone to see if I can find the details (I took a screen-shot, as I was kind of blown away), but I think it was something silly like 1550 dmg, 6 Killing Blows, 12 or 15 components blown off, etc... - really satisfying !

(as Dirty mentioned, the fact you have amazing Hill fire with the high-mounted dakka hardpoints is a really nice feature of the Blood Asp's. Only the lonely Left Arm is below cockpit, in this setup, and you can always set that to Mouse-2, to avoid wasting shots into a wall or something, while you are hitting a foe with your high mounts. In the setup I've outlined, you could do the 4 LB's on Torso as "Mouse-1".. the right Arm as "Mouse-2" - good for muscle memory as you are "clicking the right side of the mouse to produce a shot with the Right Side of the mech", so to speak... and then have button 3 (usually side of most gaming Mice), as your Flamers for the occasions you'll have to torch something.

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#5 FRAGTAST1C

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Posted 22 October 2019 - 09:43 PM

I'll go buy the Blood Asp and try it out. I've tried it in the Testing Ground and found that not being able to use the arms severely restricts me but it's a different kind of mech to pilot and learn.

As for the Gargs, so the CT armour quirk isn't as useful as it sounds then? Just pack some MPLs in the all the torsos and the smaller, quicker firing lasers in the arms to trace and brawl up close?

#6 Valdarion Silarius

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Posted 22 October 2019 - 09:49 PM

I wouldn't rely on Grimmechs too much for the most up to date information, since they still haven't updated certain mech information like the Rifleman IIC after the CT hitbox fixes. Some of it's information on mechs can be misleading since whoever is updating the site is doing a piss poor job of keeping everything up to date as of the latest balancing patch of MW:O, which was awhile ago if I may add.

I can't speak for the Blood Asp, but I can recommend the Gargoyle Kin Wolf if it ever goes on sale again if you have enough MC. It's a niche hero, but don't let the unpopularity deter you from getting it. I'm running a simple 4xHLL build with alot of DHS. I love it since it runs super cool and dishes out mean DPS in QP, while being overall tanky enough to lead pushes from the front. If you want something that isn't laser vomit you can look at SRM builds that utilize some hard points in the arms. I'm not the biggest fan of SRM brawling but if that's your thing then go for it. There are plenty of build guides out there.

View PostFRAGTAST1C, on 22 October 2019 - 09:43 PM, said:

As for the Gargs, so the CT armour quirk isn't as useful as it sounds then? Just pack some MPLs in the all the torsos and the smaller, quicker firing lasers in the arms to trace and brawl up close?

I think the armor quirks are great on the Kin Wolf. I'm not even maxed out on the skill tree and it performs exceptionally well every time I take it out. Since all of my weapon groups are torso mounted, I rely on my arms for shielding and torso twisting but I personally never found anything wrong with the armor in the CT. I'd still would throw in a few spare points from the skill tree in survival, but out of the box it does fine as well.

Edited by Arnold The Governator, 22 October 2019 - 09:55 PM.


#7 FRAGTAST1C

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Posted 23 October 2019 - 12:12 AM

Why I'm talking about CT armour vs energy hardpoints is that the people I've seen, use the Gargoyles with CT energy slots to mount more weapons and use the mech like a Piranha and I'm cool with that but wouldn't the extra armour be better than say, 12 damage that you pump out from there? I mean, sure that 12 damage adds up everytime you fire and 20 armour doesn't seem like much but still....

#8 Paul Meyers DEST

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Posted 23 October 2019 - 12:18 AM

The BloodAsp with the standart loadout is the best battlebuddy for the madcat cause you can shoot over it. 5UAC5 and 3 UAC10 in a small spot.

#9 Valdarion Silarius

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Posted 23 October 2019 - 08:02 AM

View PostFRAGTAST1C, on 23 October 2019 - 12:12 AM, said:

Why I'm talking about CT armour vs energy hardpoints is that the people I've seen, use the Gargoyles with CT energy slots to mount more weapons and use the mech like a Piranha and I'm cool with that but wouldn't the extra armour be better than say, 12 damage that you pump out from there? I mean, sure that 12 damage adds up everytime you fire and 20 armour doesn't seem like much but still....

I'm only using 4 energy hardpoints with nearly max armor. If people want to field their gargles like a piranha then they can go for it. I'm personally not a big fan of turning my kin wolf into an upscaled piranha. I already own a laser vomit piranha and it seems seems rather redundant to have an assault mech with a pirahna loadout to me imo.

I guess it boils down to your play style with brawling assault mechs. If you want to spam micro pulse lasers, SPL, or small lasers then go for it. If you like to SRM brawl then great, the mech excels in SRM brawling. If you want to try something a little more unorthodox but straight forwards with a gargle kin wolf then try my 4xHLL loadout.

#10 thievingmagpi

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Posted 23 October 2019 - 08:31 AM

View PostArnold The Governator, on 22 October 2019 - 09:49 PM, said:

I wouldn't rely on Grimmechs too much for the most up to date information, since they still haven't updated certain mech information like the Rifleman IIC after the CT hitbox fixes. Some of it's information on mechs can be misleading since whoever is updating the site is doing a piss poor job of keeping everything up to date as of the latest balancing patch of MW:O, which was awhile ago if I may add.



There have been no significant changes to any weapon systems or mechs since the last grim update. AFAIK there were no numerical changes to the RFL-IIC, only hitbox adjustments and thus grimmechs builds using MechDB would show no change.

so no, grimmechs is fine and you just sound bitter and clueless.

#11 InfinityBall

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Posted 23 October 2019 - 09:13 AM

View PostArnold The Governator, on 22 October 2019 - 09:49 PM, said:

I can't speak for the Blood Asp, but I can recommend the Gargoyle Kin Wolf if it ever goes on sale again if you have enough MC. It's a niche hero, but don't let the unpopularity deter you from getting it. I'm running a simple 4xHLL build with alot of DHS. I love it since it runs super cool and dishes out mean DPS in QP, while being overall tanky enough to lead pushes from the front. If you want something that isn't laser vomit you can look at SRM builds that utilize some hard points in the arms. I'm not the biggest fan of SRM brawling but if that's your thing then go for it. There are plenty of build guides out there.


I think the armor quirks are great on the Kin Wolf. I'm not even maxed out on the skill tree and it performs exceptionally well every time I take it out. Since all of my weapon groups are torso mounted, I rely on my arms for shielding and torso twisting but I personally never found anything wrong with the armor in the CT. I'd still would throw in a few spare points from the skill tree in survival, but out of the box it does fine as well.

Went on sale yesterday, as did the Blood Asp, which I assume is why this thread was created in the first place.

#12 Jackal Noble

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Posted 23 October 2019 - 09:23 AM

View PostFRAGTAST1C, on 22 October 2019 - 08:19 PM, said:

On GrimMech's, I see only 1 Blood Asp variant listed and that's a dakka build with 3x UAC5 and 1 UAC10, all ST mounted. I get that it has ECM but the agility is really bad and it can't shoot down properly as well. But I see this one more often in FW than the dakka Mad Cat. Is the ECM the primary reason for this or am I missing something here? I don't have a Blood Asp but I have the Mad Cat and as far as I can see, the Mad Cat is clearly the better mech to dish out damage. So, given that now is a good time to pick up a Blood Asp, I thought I'd ask what makes the Blood Asp better than a dakka Mad Cat.

I don't see any Gargoyles listed on that site. I've asked a few streamers and they love the Gargoyle and they seem to use the variant that has CT energy hardpoints. Are the other variants with armour quirks in the CT not that useful?


Why do you seek others’ approval or validation on such things? Isn’t half of the experience figuring something out for yourself and or honing your ability to make judgements?

I ask that because you make a post like this one every week or several days, when by now you should be versed enough in the game to be able to look at a mech or build and decide based on your preference/playstyle.

It’s that or you really feel bad for how dead the forums are and try to give it some semblance of life.

#13 Lars Laser

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Posted 23 October 2019 - 02:26 PM

View PostJackal Noble, on 23 October 2019 - 09:23 AM, said:

Why do you seek others’ approval or validation on such things? Isn’t half of the experience figuring something out for yourself and or honing your ability to make judgements?

I ask that because you make a post like this one every week or several days, when by now you should be versed enough in the game to be able to look at a mech or build and decide based on your preference/playstyle.

It’s that or you really feel bad for how dead the forums are and try to give it some semblance of life.

Or it's just fun to talk about mechs.

#14 thievingmagpi

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Posted 23 October 2019 - 02:49 PM

Dakka BASP is one of the best assaults and probably the best at its role.

What you have to remember when playing it (and all mechs for that matter) is to continually ask yourself "am I using this correctly"?

High mounts and ecm are things you should be using to your advantage as much as possible. You have to play to a mech's strengths, not its weaknesses.

Yes, not having arm weapons and really high torso mounts is a detriment when try to fight face hugging mechs. It's never not going to be. Good players with much better aim than I have fallen to a light rush and series of bad jams. That's how MWO works.But, if you get some rng luck and are able to abuse its great mounts to control some firing lanes, you'll rake in the damage.

The dakka madcat mean can be crippled by taking out its arms much faster than you can take off an ST. You also have to expose more of the madcat to be able to shoot meaning once you start taking damage it's going to take longer to get back into cover, furthering the gap between the basp andmadcat.

Madcat is still an excellent mech, no two ways about it, and it's very good in QP. So, if you're confident in your positioning and arent too concerned about be able to shoot down, the Basp is definitely the winner.


#15 Prototelis

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Posted 23 October 2019 - 02:59 PM

View PostJackal Noble, on 23 October 2019 - 09:23 AM, said:

Why do you seek others’ approval or validation on such things?


Why are you shaming someone for asking legitimate questions?

#16 Jackal Noble

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Posted 23 October 2019 - 03:08 PM

View PostPrototelis, on 23 October 2019 - 02:59 PM, said:


Why are you shaming someone for asking legitimate questions?


No shaming, it was a legitimate question.

#17 Prototelis

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Posted 23 October 2019 - 03:33 PM

Only if your intent was to be a douche.

#18 Jackal Noble

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Posted 23 October 2019 - 04:10 PM

How dare you!

The peoples’ champion has struck a mortal blow!!

#19 Vxheous

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Posted 23 October 2019 - 06:46 PM

View Postthievingmagpi, on 23 October 2019 - 02:49 PM, said:

Dakka BASP is one of the best assaults and probably the best at its role.

What you have to remember when playing it (and all mechs for that matter) is to continually ask yourself "am I using this correctly"?

High mounts and ecm are things you should be using to your advantage as much as possible. You have to play to a mech's strengths, not its weaknesses.

Yes, not having arm weapons and really high torso mounts is a detriment when try to fight face hugging mechs. It's never not going to be. Good players with much better aim than I have fallen to a light rush and series of bad jams. That's how MWO works.But, if you get some rng luck and are able to abuse its great mounts to control some firing lanes, you'll rake in the damage.

The dakka madcat mean can be crippled by taking out its arms much faster than you can take off an ST. You also have to expose more of the madcat to be able to shoot meaning once you start taking damage it's going to take longer to get back into cover, furthering the gap between the basp andmadcat.

Madcat is still an excellent mech, no two ways about it, and it's very good in QP. So, if you're confident in your positioning and arent too concerned about be able to shoot down, the Basp is definitely the winner.


Strangely enough, more often than not I perform better with a Mad Cat MKII-B than a Dakka Blood Asp (I have multiples of both). While the Blood Asp Torsos are higher armoured vs the Mad Cat arms they are also MASSIVE and can be shot from pretty much any angle. I find anyone experienced will blast the right torso first, and once that's gone, you're left with a single CUAC-10. While both mechs can JJ feather for shed damage, I actually tend to live longer in a Mad Cat MK II.

Both are good, the Blood Asp hill pokes better but torsos can get wrecked faster, the Mad Cat MK II has to expose more overall, but tends to JJ twist off damage easier (apart from potentially losing arms)

#20 FRAGTAST1C

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Posted 23 October 2019 - 06:55 PM

View PostJackal Noble, on 23 October 2019 - 09:23 AM, said:

Why do you seek others’ approval or validation on such things? Isn’t half of the experience figuring something out for yourself and or honing your ability to make judgements?

I ask that because you make a post like this one every week or several days, when by now you should be versed enough in the game to be able to look at a mech or build and decide based on your preference/playstyle.

It’s that or you really feel bad for how dead the forums are and try to give it some semblance of life.


'Cause no matter how knowledgeable you think I may be, I'd like to get all the information possible. Also 'cause I haven't played all the mechs and know their strengths and weaknesses accurately even though I have been around for a year.

My question about the Blood Asp was mainly 'cause I tend to shoot at the ST and cripple them quickly and yet I see more Blood Asps than Madcats in FW. I wanted to know if the ECM is the only thing that's going for it that makes it preferable. As for the Gargoyles, I don't see them often at all, both in FW and QP and yet they're spoken highly of.





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