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Feedback On Predator Booster Pack


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#21 w0qj

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Posted 04 February 2022 - 11:35 AM

Good news: Predator Booster Pack Challenge Event extended until around 20-Feb-2022 @ 23:59pm UTC !!
https://mwomercs.com/events/433
https://mwomercs.com/predator
https://mwomercs.com...0-18january2022

Please keep your Standard Variant mechs from the Predator Booster Pack to complete this Challenge Event !!

Thank you for listening, MWO/PGI !!

#22 panzer1b

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Posted 05 February 2022 - 03:34 AM

I dont have them, but based on what ive seen and theorycrafting they both bring something genuinely useful to the table.

The shadowcat has for a very long time been hardpoint limited to 3 energy, and because of that has more or less been forced into pretty much 3 builds that dont absolutely suck, 2ERPPC+ECM, 2LPL, and 2HLL+MGs. Even just having 1 more hardpoint in the left arm opens the door to something like 2HLL+2ERML, not insane, but its got ECM. Then ofc foregoing the ECM, 6 energy is perfect, you can run 5ERML1HLL, 6MPL, 1LPL5ERML, 2ERLL4ERML, 2HLL4ERML (albeit this one is a bit too hot), lots of choices all of which are vastly more lethal then previously possible.

The blood asp's main selling point is the 2RT energy, which allow it to run viable 100% pure energy loadouts. 6ERLL all in the torsos, 2ERPPC without loosing everything when the LT goes, 4LPL high mounts with some ERML backups, ect. Its not in my opinion xactly superior to what could have been done before on the mech, but it gives you options to run pure energy without any major issues besides all the locked slots making it hard to carry more then 25-26 DHS regardless of build. The JJ legs are also really nice to see as those can be used on other variants potentially making a 2JJ BAS B with all the perks of ECM and decent loadout options. 2 JJs open some more possibilities then just 1, but dont eat too much tonnage (and being a leg JJ it doesnt remove any hardpoints up top). While 7 JJs is a potential troll build, i just dont see that as viable since noone can afford to spend 14t on JJs in any serious config. Still, its an option for those inclined (and ive seen a few of them around ofc with firepower inferior to the stormcrow)...

#23 Horseman

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Posted 05 February 2022 - 10:07 AM

... and the 2xM arms allow you to build a Blood Asp with 2xLB20+4xSRM6 loadout (essentially Scorch), potentially with ECM on top of that.

#24 JudauAshta

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Posted 08 February 2022 - 12:02 AM

thanks blood asp e i can do full lrm 130 build on assault.

lurm god is here mortals.

#25 w0qj

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Posted 08 February 2022 - 05:57 AM

Blood Asp BAS-E also has +10% Weapon Velocity in its CT, gasp ;)


View PostJudauAshta, on 08 February 2022 - 12:02 AM, said:

thanks blood asp e i can do full lrm 130 build on assault. ...


#26 Mark Yore

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Posted 09 February 2022 - 02:53 AM

Does anyone have an alternate loadout for the BAS-E other than 2 LBX-20s and a stack of SRMs?

I'm using that on the BAS-E(S) and so far it just kills anything else head-to-head.

The weirder the better... Posted Image

#27 w0qj

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Posted 09 February 2022 - 04:21 AM

I had lots and lots of fun with this Predator Pack, even more fun than the Warden pack for me!

I have the BAS-E, works for me (and I could not find anything for S08 on BAS-E).

a) without S08: UAC20 + 2xUAC10; works well for short range brawling (this build also on BAS-C & BAS-D by the way). Obviously you can also try other premutations like UAC10 + 3xUAC2.

b ) without S08: DATA has RT 3xUAC5 + LT 2xLPL longer range sniper build, on his Youtube channel.
Also without S08: DATA Youtube suggested 3xUAC2 + 2xERPPC, and this was before the BAS-E was announced.

c) without S08: TTB has 4xLPL + 8xERML mech deleting build that melt faces, also on Youtube Posted Image
Comment: Overall, MAD-IIC is still slighter better than BAS-D laser vomit, because MAD-IIC holds more DHS and is more durable, even after factoring in BAS-D with -5% Heat CT quirk, and BAS-D high above-shoulder LT/RT laser mounts.

d) without S08: I personally prefer 2xLPL + 6xMPL which runs cooler; more sustained damage output.

e) without S08: Baradul has BAS-E (+10% Velocity CT) with 4xLRM20 + 2xLRM15, or 6xLRM15 with extended ammo.

f) Other mechs does SRM better than Blood Asp; even the 40ton Arctic Wolf ACW-1 carries more SRM than 90ton Blood Asp!

g) As an aside, also tried the BAS-Prime with the new SO8 +10% Ballistic Cooldown quirk only slightly improves on my 2x LBX20 + 4-6 arm laser build; agree with you that it's still a little anemic due to loooonng LBX20 cooldown.

Do have fun exploring the pregnant possibilities with both BAS-E, and the new chassis-wide Blood Asp mech quirks!!


View PostMark Yore, on 09 February 2022 - 02:53 AM, said:

Does anyone have an alternate loadout for the BAS-E other than 2 LBX-20s and a stack of SRMs?

I'm using that on the BAS-E(S) and so far it just kills anything else head-to-head.

The weirder the better... Posted Image

Edited by w0qj, 10 February 2022 - 03:52 AM.


#28 C337Skymaster

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Posted 09 February 2022 - 09:58 PM

View PostMark Yore, on 09 February 2022 - 02:53 AM, said:

Does anyone have an alternate loadout for the BAS-E other than 2 LBX-20s and a stack of SRMs?

I'm using that on the BAS-E(S) and so far it just kills anything else head-to-head.

The weirder the better... Posted Image


While I've been running mine stock, I have a few teammates who've been running theirs with 4x ALRM15, and 4x ERML, with lots of ammo, and have been getting semi-consistent 1000 dmg matches (at least when there's not an AMS challenge going on, anyway, and possibly even during).

#29 C337Skymaster

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Posted 10 February 2022 - 03:55 PM

View PostMark Yore, on 09 February 2022 - 02:53 AM, said:

Does anyone have an alternate loadout for the BAS-E other than 2 LBX-20s and a stack of SRMs?

I'm using that on the BAS-E(S) and so far it just kills anything else head-to-head.

The weirder the better... Posted Image


Actually, I've got a weird one for you, that I put on my 2nd copy (and then forgot about). 6x JJ, 2 LPL, 4 MPL. Simple and silly, and technically against the rules to have that many JJ unless they're of the "improved" variety (which weigh double and take double crits, and aren't in MWO).

#30 Mark Yore

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Posted 12 February 2022 - 05:08 AM

Working my way through the suggestions on my BAS-E.

In the meantime here's a fun build - the BAS-B (the one with the ECM centre torso), add the BAS-C left and right torsos for the LBX-20s and the BAS-C right arm with the BAS-B left arm for extra armour and a choice of energy or missile hardpoint. I use the ERPPC with two heat sinks, a CAP and TC1.

If you get both ECM skills most missile boats will choose an easier target. The ERPPC strips away any ECM protection and the shotguns will one-shot most lights. An alpha of 50 means you can sneak up behind just about any mech and kill them instantly.

While the alpha isn't as good as the BAS-E, the heat is almost non-existent and your missile and energy skill points can go into sensors instead.

#31 w0qj

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Posted 17 February 2022 - 09:22 AM

The Blood Asp mech quirks (and the Predator Booster Pack) are even more fun than the Warden Booster Pack! Have been playing with all Blood Asp variants for weeks now, to the point of maxing out all 239 Skill Points for a number of these!

After this Jan 2022 patch, Blood Asp is now a very intriguing mech chassis to play with.
All variants are desirable, depending on your playstyle and what you want to do with this mech.
Even the SO8 (Set-of-8) bonus is playable (previously Blood Asp literally had no mech quirks)!

Each of the Blood Asp CT (Center Torso) have good standalone quirks; no need for SO8 bonus to gain these!
Notable ones:
CT of BAS-C: +10% Weapons Velocity (and SO8 grants an additional +10% Weapons velocity too!)
CT of BAS-D: -5% Heat Dissipation (I personally prefer this one, and coupled with its SO8 bonus--see below)
CT of BAS-E: +10% Weapons Velocity
CT of BAS-A: ECM + JumpJet
CT of BAS-B: ECM
JumpJets in Legs of BAS-E: equip on any Blood Asp variant for JJ ability!
+25% Radar Deprivation in CT for BAS-C / BAS-D / BAS-E / BAS-Prime / BAS-Rancor ! No Skill Nodes needed.

Notable Omnimech torso parts that grant bonuses to mech:
RT of BAS-B: -5% Gauss Cooldown (SO8 bonus grants additional -15% Ballistic Weapon Cooldown)
RT of BAS-C: -5% LBX Autocanon Cooldown (SO8 bonus grants additional -7.5% Ballistic Weapon Cooldown)

Notable SO8 bonuses that are very viable (even desirable!):
BAS-C: notable SO8 bonus:
-7.5% Ballistic Weapon Cooldown (RT of BAS-C grants additional -5% LBX Autocanon Cooldown)
-15% Energy Weapon Cooldown
-10% LBX Autocanon spread
+10% additional Weapons Velocity (this is on top of CT bonus +10% Weapons Velocity. And you can add additional +15% Velocity via 5x Skill Nodes, for total +35% Velocity! *faints*)

BAS-D: notable SO8 bonus: excellent ballistic builds!
-5% Heat Generation (this is on top of CT bonus +5% Heat Dissipation)
+5% Range
+10% Acceleration/Deceleration

BAS-Prime: notable SO8 bonus: excellent ballistic build if you prefer big LT/RT ballistic guns! 6x Lasers in arms!
-10% Ballistic Cooldown (SO8 bonus), and
-5% Gauss Cooldown (RT bonus)

BAS-RA (Rancor Hero Mech): great energy build with SO8
-5% Heat Gen (SO8)

- - - - - - - - - - - - - - - - - - - -
Jan 2022 Patch Notes, for Blood Asp new mech quirks:
https://mwomercs.com...0-18january2022
https://mwomercs.com...auldron-changes

Edited by w0qj, 17 February 2022 - 09:41 AM.


#32 w0qj

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Posted 19 February 2022 - 08:19 AM

Thank you for listening, MWO/PGI !
BAS-A(C) available; would be buying shortly! ;)
https://mwomercs.com...-22february2022

It would be brilliant if all Champion mechs to have: +20% CBills bonus, and +30% XP bonus
https://mwomercs.com...uses-xp-bonuses
==>MWO/PGI gets recurring source of income
==>Players may be willing to pay for these also!





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