Stab Wound, on 06 May 2022 - 10:07 PM, said:
Ok, you guys got me..seriously..am I being punked right now.
I look at some of your builds and although I'm extremely impressed by the offense, I am stupefied by the lack of defense!
A back armor of 4?
You're literally playing a different game then me.
If I put together a mech in the mech lab with a back armor of 4 I can guarantee that a stealth light would sneak into my mech lab and assassinate my mech as I tried!!
So what gives? Do you invest all in offense and neglect defense or please tell me what I'm missing here?!?
Point face towards enemy, basically. Investing in at least one rank of seismic sensors (two is better but requires a pretty deep investment in sensors ATM) is also really useful at countering stealth lights. Otherwise, keep your eyes open and move with the team, which as a heavy mech pilot you ought to be doing anyway; you can't anchor a firing line in quite the same way an assault can, but you're still a key piece of one.
For myself I usually run a back armour of 2. Some mechs get a touch more: lights, to put torsos over certain breakpoints e.g. a dual PPC shot, and *really* beefy assaults like an Atlas, who both have the armour to spare and which people like to try to backshot. Or which eat accidental team fire because they're always leading pushes
Getting those twenty extra points of armour on the front side of your mech will make a
huge difference to your survival. You get shot there far, far more commonly than you ever do from behind. It doesn't save you tonnage, per se, because you're always armouring your torsos as much as possible, but it puts your armour where it needs to be, which gives you more time to shoot back. Right now, you're playing heavies with as much frontal armour as your opposing mediums are going to have, which is putting you at a really hefty disadvantage.
For a So8 Night Gyr-H, with the limited hardpoints, the widely accepted best build is 2x Gauss 2x ERLL. The weapons rangematch well, the gauss run really cool so you don't need to carry many sinks for the ERLLs, and long range sniping (and gauss particularly) pair very well with the ECM + JJ combination the Night Gyr H has. The gauss, in particular, can be annoyingly difficult to trace back to source if you shoot & fade without firing the lasers, but if you've got clean shots the pinpoint fire can ruin a 'mech's whole day from 900m.
As for the Grasshopper, I like poke & fade:
https://mwo.nav-alph...fa7cb725_GHR-5J
You can also do a pulseboat build as you currently have, but personally I dislike the short range of Sphere medium pulses.