Top 3 Prize Mechs
#81
Posted 25 July 2022 - 03:03 PM
The standard 8 x something AC2s seems to work as well as advertised.
The only hero left I'm after is the jade kite... and since that was to do the 6x2s build, there's no real need for it. I'm sure the Crael will get nerfed before it hits the store too.
#82
Posted 26 July 2022 - 06:09 PM
Mark Yore, on 25 July 2022 - 06:03 AM, said:
Okay, I have a confession.
I feel quite ashamed to admit that I turned my Rancor into ... a Lurm Monster. 6 LRM15s, a TAG and TC3 all chain-firing a rain of death and regret.
But it feels so gooood...
ok first off you are clanner trash
ok all joking aside the one thing you are missing in the build is some kind of energy back-up (ok not sure if it even has energy hardpoints) some might be against it but someone gets under your min range and you are screwed. even a single pair of MLs will be something, hell might even save your but against a damaged light or if you run dry of ammo
got nothing against LRM, hell i am an LRM enthusiast though Clan LRM are just not as good as IS LRM. (my Corsair just munches up Clan LRM like candy)
#83
Posted 27 July 2022 - 08:34 AM
i did a little finegalin and got the MRM launcher to use the lower hard point (essentially you pull the one PPC out of the L-torso put in an MRM-10 first (it goes to the uppermost) then put in the 30 (it will go to the lowest). after that you just take the MRM-10 off the mech and put the PPC back in.
been doing rather well with the mech now that i got the feel or it (bit of extra info with my skills the way i have them each snub does about the same damage as a L-PPC out to about 500m or so. so can still do mid range fighting well when combined with the MRM (over 600m range on those after skills)
#84
Posted 27 July 2022 - 07:20 PM
Aidan Crenshaw, on 25 July 2022 - 10:56 AM, said:
Targeting gain time boost is 42.5%, Projectile speed is 15% and crit chance goes up as well. I have a CAP for an additional 25% targeting boost, plus skills.
At the moment I'm right on the fine line for ammo - I haven't run out yet but I've had a few matches where I've had to slow down towards the end. So far the heat management is just about right.
The only weakness is that I have no defence against lights and sometimes my team moves away while I'm happily firing multiple salvos. I'm trying to keep the range down to 500 m and in the middle of a group.
#86
Posted 27 July 2022 - 09:18 PM
Mark Yore, on 27 July 2022 - 07:20 PM, said:
At the moment I'm right on the fine line for ammo - I haven't run out yet but I've had a few matches where I've had to slow down towards the end. So far the heat management is just about right.
The only weakness is that I have no defence against lights and sometimes my team moves away while I'm happily firing multiple salvos. I'm trying to keep the range down to 500 m and in the middle of a group.
Targeting time boost is likely not what you think it is. This boosts the time until you get the enemy's paperdoll information. Missile lock time is unaffected by this boost. Projectile speed only affects PPCs and ACs, crit chance only affects PPC, AC (no LBX) and lasers. It even says exactly that in the equipment tooltip.
Sensor range indirectly affects missile lock time, but only on indirect fire locks. Missile locks within Line of Sight are as fast as they get, while IDF lock depend on your distance to the target compared to your sensor range.
Active Probes also only affect missile locks via sensor range boosts. Targeting gain time boost again is for the enemy loadout/paperdoll information.
The same goes for skills vice versa.
You see, you gain very little from that 3-ton equipment for your LRM build.
#87
Posted 28 July 2022 - 02:56 AM
Aidan Crenshaw, on 27 July 2022 - 09:18 PM, said:
Targeting time boost is likely not what you think it is. This boosts the time until you get the enemy's paperdoll information. Missile lock time is unaffected by this boost. Projectile speed only affects PPCs and ACs, crit chance only affects PPC, AC (no LBX) and lasers. It even says exactly that in the equipment tooltip.
Sensor range indirectly affects missile lock time, but only on indirect fire locks. Missile locks within Line of Sight are as fast as they get, while IDF lock depend on your distance to the target compared to your sensor range.
Active Probes also only affect missile locks via sensor range boosts. Targeting gain time boost again is for the enemy loadout/paperdoll information.
The same goes for skills vice versa.
You see, you gain very little from that 3-ton equipment for your LRM build.
I will need to rethink my build!
Just goes to show you learn something new every day.
#88
Posted 28 July 2022 - 07:05 AM
Aidan Crenshaw, on 27 July 2022 - 09:18 PM, said:
Targeting time boost is likely not what you think it is. This boosts the time until you get the enemy's paperdoll information. Missile lock time is unaffected by this boost. Projectile speed only affects PPCs and ACs, crit chance only affects PPC, AC (no LBX) and lasers. It even says exactly that in the equipment tooltip.
You see, you gain very little from that 3-ton equipment for your LRM build.
Thank you again. I'm not really an LRM (or Gauss) player.
However I've changed out the LRMs for ATMs and dropped the redundant parts. The Rancor is chunky enough anyway so I can afford to get a little closer and get the extra damage.
#89
Posted 28 July 2022 - 10:50 PM
Edited by VeeOt Dragon, 28 July 2022 - 10:51 PM.
#90
Posted 29 July 2022 - 02:49 AM
Mark Yore, on 28 July 2022 - 07:05 AM, said:
However I've changed out the LRMs for ATMs and dropped the redundant parts. The Rancor is chunky enough anyway so I can afford to get a little closer and get the extra damage.
I think that you should rethink the use of ATMs on your "Rancor". ATMs work best on mobile 'Mechs that can stay in the optimal range of ATMs to get the most of them. I would say that in this particular case you should stick with Clan LRMs.
#91
Posted 29 July 2022 - 03:28 AM
And all my missile boats have been converted to LRM (stopped using ATM, ever since ATM lost its IDF [indirect flight] mode aka shoot over the hill)...
#92
Posted 30 July 2022 - 01:04 AM
Rancor is easily the most meta of the three, but also the worst variant between blood asps.
The unique omnipods ain't really that great too.
Still - it's a Blood Asp.
Cherbi has the usual Executioner issues yet his torso pods offer something, and the Chassis is generally very fun imo.
But it also does not play very assault like, and I actually wanted a assault hero...
UV has overall the best pods of the 3 since all of them are truly unique.
I'm just generally not very convinced by extremely slow mechs any longer, since the average speed has risen because of skill changes.
It's so hard. Pls stop giving such amazing prizes lol
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