Jump to content

8X Erlarge Laser Snv-1!


31 replies to this topic

#1 Arugela

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 419 posts

Posted 27 April 2020 - 10:13 AM

This is designed to fire 8x ER large lasers from 851m in two chain fire groups simultaneously. 86 damage in 4.32 seconds.

https://mwo.smurfy-n...2e4ce4603f70fd4

https://kitlaan.gitl...mor%20Structure <- This can be adjusted as needed.

Seems like it should do pretty well to me. Had to do single heat sinks for heat capacity though.

Has anyone run this build?

Edited by Arugela, 27 April 2020 - 10:33 AM.


#2 CFC Conky

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,738 posts
  • LocationThe PSR basement.

Posted 27 April 2020 - 10:21 AM

My Piranhas, Locusts and Fleas say, 'Go for it!' Posted Image

Good hunting,
CFC Conky

#3 Swamp Ass MkII

    Member

  • PipPipPipPipPipPip
  • 333 posts

Posted 27 April 2020 - 10:31 AM

Something that I may concider, is Put in a MKIV Targeting Computer... It will drastically increase the crit rate hat the lasers crit, and the damage output of them... Not only that, but, will increase there range a decent bit, if your sniping. Downside of this build, is lights...

#4 Arugela

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 419 posts

Posted 27 April 2020 - 10:36 AM

The most it can fit is a TC2 unless you rely on water or cold to fire as far as I can tell. The ams can be swapped out for a TC2 though.

NVM, you can but it at the cost of a lot of speed: https://mwo.smurfy-n...ddb7e33d08ab474

Actually, I think I like this because it gives 900 to 1800 range: https://mwo.smurfy-n...42dca724740749a I have a weird thing about round numbers.

View PostCFC Conky, on 27 April 2020 - 10:21 AM, said:

My Piranhas, Locusts and Fleas say, 'Go for it!' Posted Image

Good hunting,
CFC Conky


If you are refering to the leg armor, I just take it out of the legs for simplicities sake. It can be adjusted to fit the build better.

https://mwo.smurfy-n...02ff6a4d086aa8c

Evened out the leg armor.

I would think even 43 damage at 1800m would be interesting. I added zoom to the skill tree for this to use it at extreme ranges.

Edited by Arugela, 27 April 2020 - 10:57 AM.


#5 CFC Conky

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,738 posts
  • LocationThe PSR basement.

Posted 27 April 2020 - 03:04 PM

View PostArugela, on 27 April 2020 - 10:36 AM, said:

...


What I meant was, if you get pushed by an agressive light mech driver it probably won't end well for you.

Most maps are too small to really use the range you'll have with your build.

Oh, and chain-fire is generally considered a sub-optimal way of using your weapons.

But hey man, you do you, let us know how it works out for you. Posted Image

Good hunting,
CFC Conky

#6 Arugela

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 419 posts

Posted 27 April 2020 - 04:41 PM

It's double chain fire with a weapon that can only fire two to begin with. It's just an automated way to of firing all 4 without ghost heat and hopefully letting you focus on aiming more. It's heat is also optimized to fill exactly before the heat cap maxed after the 4.32 seconds of firing. IE it auto fire two at a time for you so you don't have to think about finding buttons while you drive the 43-86 damage into a mech at whatever range. Unless there is some oddity I'm missing it should be more optimal from the lack of manual fire. Does double chainfire activate the ghost heat? I'm assuming it doesn't.

BTW, max cockpit armor+hull is 40.2 at max bonus. This fires 43 damage at 1800m. So, this could be fun against large cockpit monsters.

Edited by Arugela, 27 April 2020 - 04:47 PM.


#7 Brain Cancer

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,851 posts

Posted 27 April 2020 - 05:09 PM

View PostArugela, on 27 April 2020 - 10:13 AM, said:

This is designed to fire 8x ER large lasers from 851m in two chain fire groups simultaneously. 86 damage in 4.32 seconds.

https://mwo.smurfy-n...2e4ce4603f70fd4

https://kitlaan.gitl...mor%20Structure <- This can be adjusted as needed.

Seems like it should do pretty well to me. Had to do single heat sinks for heat capacity though.

Has anyone run this build?


Chain firing one of the longest burn weapons in the game is not gonna be effective, but it will certainly draw lots of focused fire while you attempt to slowly melt through targets one ERLL at a time and get turned into a slag heap. In FP where you can stay at superlong ranges and do that? OK. In most QP where this will get you cored? Not so OK.

Going big SHS and energy together isn't a bad thing, but give yourself something that'll deliver some frontloaded damage as well. Rather than lots of weapons it's tough to deliver much damage with, maybe even the old twin ERLL/twin ERPPC combo.

#8 justcallme A S H

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2020 Referee
  • CS 2020 Referee
  • 8,987 posts
  • LocationMelbourne, AU

Posted 27 April 2020 - 05:10 PM

View PostArugela, on 27 April 2020 - 10:13 AM, said:

This is designed to fire 8x ER large lasers from 851m in two chain fire groups simultaneously. 86 damage in 4.32 seconds.

https://mwo.smurfy-n...2e4ce4603f70fd4

https://kitlaan.gitl...mor%20Structure <- This can be adjusted as needed.

Seems like it should do pretty well to me. Had to do single heat sinks for heat capacity though.

Has anyone run this build?


As with all the "builds" you post... It's rubbish.
The skill tree is also rubbish. Focusing on the crit-chance nodes? Biggest waste, ever.

8 ERL is far too hot with only 33 SHS and LaserAMS? lol... You would need 45+ SHS to be useful. Also having to sit in the open for 4 seconds to firing off 2+2+2+2 ERL? You're exposing way too long.

A decent build on the SNV is 6 ERL. 8 is plain trash.

#9 Arugela

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 419 posts

Posted 27 April 2020 - 05:22 PM

With max heat nodes that is the exact amount of heat needed to fire all the weapons in two simultaneous chain fires... I ran the numbers to make the build correctly. You have to take into account the dissipation on top of the heat cap. The dissipation is building while the duration is running. That is why it's 4.32 seconds of fire time. Run the math if you don't believe me. If I'm wrong I'd love to know where.

Heat capactiy: 54.75*1.15 = 62.9625
Large laser duration: 1.35*.8(15+5from mech)=1.08*4(double chainfire of 2x4lasergroups.) = 4.32
Dissipation: 4.32*4.62*1.1 = 21.95424
Effective Heat capacity: 62.9625+21.95424 = 84.91674

Weapons heat: 11.8*8*.895 = 84.488

If you can use two chainfires of 4 lasers at the same time you should get exact damage and heat. And it's at 900-1800 damage. It should be able to get some damage while mechs are still far out on the horizons.

Why is this bad compared to 6? It can boat the heat perfectly. Is there something I'm missing?!

Edited by Arugela, 27 April 2020 - 05:34 PM.


#10 Vxheous

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2019 Gold Champ
  • CS 2019 Gold Champ
  • 3,822 posts
  • Location2 Time MWO World Champion

Posted 27 April 2020 - 05:27 PM

View PostArugela, on 27 April 2020 - 05:22 PM, said:

With max heat nodes that is the exact amount of heat needed to fire all the weapons in two simultaneous chain fires... I ran the numbers to make the build correctly. You have to take into account the dissipation on top of the heat cap. The dissipation is building while the duration is running. That is why it's 4.32 seconds of fire time. Run the math if you don't believe me. If I'm wrong I'd love to know where.


4.32 seconds of exposure time will get you cored out and killed by any competent players long range trading against you from the opposing side

#11 FRAGTAST1C

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Fighter
  • The Fighter
  • 2,869 posts
  • LocationIndia

Posted 27 April 2020 - 05:30 PM

View PostArugela, on 27 April 2020 - 05:22 PM, said:

With max heat nodes that is the exact amount of heat needed to fire all the weapons in two simultaneous chain fires... I ran the numbers to make the build correctly. You have to take into account the dissipation on top of the heat cap. The dissipation is building while the duration is running. That is why it's 4.32 seconds of fire time. Run the math if you don't believe me. If I'm wrong I'd love to know where.


A 5 ERLL Anni 1P will eat you up real fast while you're still waving around chain-firing 2 groups of 4 ERLL each, facing the enemy and exposing your barn-door of a mech. GG.

And that skill build... no Coolshots on that thing?

#12 Valdarion Silarius

    Member

  • PipPipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 1,671 posts
  • LocationWubbing and dakkaing everyone in best jellyfish mech

Posted 27 April 2020 - 09:35 PM

Trolling or not, I can't find a way to run cERLL's on a mech that makes them work. I tried really hard making the Novacat prime work with its quirks, and found myself playing more optimal mechs with better long range efficiency. I largely thank the hard nerfs from PGI to clan lasers in general.

#13 thievingmagpi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,577 posts

Posted 27 April 2020 - 09:38 PM

View PostArnold The Governator, on 27 April 2020 - 09:35 PM, said:

Trolling or not, I can't find a way to run cERLL's on a mech that makes them work. I tried really hard making the Novacat prime work with its quirks, and found myself playing more optimal mechs with better long range efficiency. I largely thank the hard nerfs from PGI to clan lasers in general.



Need to use something with good mounts.

Hellbringer, Hunchback etc

#14 Valdarion Silarius

    Member

  • PipPipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 1,671 posts
  • LocationWubbing and dakkaing everyone in best jellyfish mech

Posted 27 April 2020 - 09:43 PM

View Postthievingmagpi, on 27 April 2020 - 09:38 PM, said:



Need to use something with good mounts.

Hellbringer, Hunchback etc

My hellbringer is my dedicated laser vomit alpha strike monster, so I might try out a Hunchback IIC with ERLL's. Know any good builds?

#15 thievingmagpi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,577 posts

Posted 27 April 2020 - 09:45 PM

View PostArnold The Governator, on 27 April 2020 - 09:43 PM, said:

My hellbringer is my dedicated laser vomit alpha strike monster, so I might try out a Hunchback IIC with ERLL's. Know any good builds?


as soon as the LPL nerfs happened, a lot of people simply swapped the LPL for ERLLs and kept everything else mostly the same.

https://mech.nav-alp...11bea_HBK-IIC-A

4 ERLL also works in certain situations

https://mech.nav-alp...ed7de_HBK-IIC-A


HBK IIC was one of my all time fav mechs but PGI butchered it and continued to desecrate its corpse so I don't touch it anymore, but the ERLL/ER-Med at least feels nice weapons wise.

Edited by thievingmagpi, 27 April 2020 - 09:47 PM.


#16 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,563 posts

Posted 27 April 2020 - 10:01 PM

Ah, it would seem a certain someone doesn't get enough attention in the new players subforums... Posted Image

#17 Vxheous

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2019 Gold Champ
  • CS 2019 Gold Champ
  • 3,822 posts
  • Location2 Time MWO World Champion

Posted 27 April 2020 - 10:21 PM

View PostArnold The Governator, on 27 April 2020 - 09:43 PM, said:

My hellbringer is my dedicated laser vomit alpha strike monster, so I might try out a Hunchback IIC with ERLL's. Know any good builds?


Hellbringer Virago is also quirked with +10% range, and -10% heat gen, along with 4 high laser mounts. It's the perfect clan ERLL boat. Fully skilled, you can peek and dump a full 4 ERLL alpha (don't have to 2+2) for ~79% of your heat bar, allowing you to trade more damage than incoming. Can default back to firing 2+2 if opponent isn't looking in your direction.

Edited by Vxheous, 27 April 2020 - 10:23 PM.


#18 Ignatius Audene

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,161 posts

Posted 27 April 2020 - 11:08 PM

Virago is perfect. Or just go for the real deal and play clan erppc. A good jumpsniper can still outtrade everything.

Edited by Ignatius Audene, 27 April 2020 - 11:08 PM.


#19 FRAGTAST1C

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Fighter
  • The Fighter
  • 2,869 posts
  • LocationIndia

Posted 27 April 2020 - 11:20 PM

View PostArnold The Governator, on 27 April 2020 - 09:43 PM, said:

My hellbringer is my dedicated laser vomit alpha strike monster, so I might try out a Hunchback IIC with ERLL's. Know any good builds?


While I have occasionally used this Marauder IIC, it has performed decently albeit not as well as the Hellbringer.

MAD-IIC

The mech can go into zombie mode with 2 ERLLs intact. I think Vxheous or someone might be able to tweak this build better.

Edit: The mech works better in cold maps. For everything else when the need for ERLL arrives, go for the Virago.

Edited by FRAGTAST1C, 27 April 2020 - 11:21 PM.


#20 Arugela

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 419 posts

Posted 28 April 2020 - 07:44 AM

I'm going to go out on a limb and guess this is better as something like an arm/leg stripper. Either long range harassment or taking off the weaker limbs to make stuff less powerful as it comes in to fight your allies. Maybe not kill, but disable. Plus it can be easy to strip arms with the normal turn and run method of avoiding stuff at range. If not you could core some armor bits for others. That or really weird cockpit kills at range to anything with a super large one.

This could also be good at legging things at extreme ranges and running if they are not paying attention and then leave it to others. Sort of a hit and run on things in a battle. Especially against assault mechs.

If you stick to things the 43-86 damage could cause long term harm to it might be useful. You only need to core or kill a leg once on a mech and leave it to die. Last checked(albeit 3 years ago.) leg stripping was not as common as it could be! 8)

If not light mech killing duty. 86 damage to chest of a light mech at range does not require a lot of accuracy to severly expose/disable them or outright kill them.

So, a specialist in attacking certain targets/mech parts and picking your fights well and being sneaky? If the target can't move fast he can't get into cover fast either! ;d (or back into it)

Again, the 1800 max range and 43 damage could mess up a light mechs day. And it could be fun and effective to be a counter to your counter.

I'm assuming you use other mechs as distrations. You only need to get in so much attack time to do harm. If you mitigate damage and then fire between shots you can get in most or all of that 4.32 seconds of fire then move(or only partial fire when needed.). Depending on the CD. Or just bail when needed. I would think most quick match games it's easy to find distracted units though.

BTW, you can forward tank by looking at the enemy and swinging about 45 degress to each side instead of 90 degress to the arm and spread across the CT,RT,LT,RA,LA and it mitigates damage better(particularly on mechs with long forward facing arms that get in the way*wink*wink*). This is faster to return fire and it spreads across more components(Takes less time to move back 45 degrees than 90 degrees). The SNV is good at this. And when you do that it gives a nice long time afterwords to return fire. Good against single targets and most players as they have no ability to straggle damage or counter it inteligently. And it can help mitigate against multiple targets easily if you average out the damage well. I use this tactic with mechs that can quickly kill enemies to remove the incoming damage to tank multiple oponents. But it's also good for long range and this type of weapons build if used correctly. It can give you the fire time by waiting for them to fire at you, focusing on spreading damage properly across all 5 components, then only firing between opponents shots. It's good for long duration stuff as it fits between the CD of a lot of nastier weapons. If not you can can only fire 6 shots when needed and use surprise or other elements to get in all the damage. It's just a matter of being smart about it.

If you use those methods with a mech with a more focused purpose it could be effective. Coring them then running could be better than trying to kill them. Or legging as many people as possible could be better than sticking out fights.

And you don't need all 8 weapons all the time. But it gives you the option.

Edited by Arugela, 28 April 2020 - 08:11 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users