[Guide] Why you should love Zombie Wang! (A C-Bill grinding guide to the Yen Lo Wang)
#41
Posted 30 October 2012 - 08:41 AM
#42
Posted 30 October 2012 - 08:57 AM
Wizard Steve, on 30 October 2012 - 08:41 AM, said:
I understand this. But why not buy (with C-Bills) a Cicada 2A vs buying a Centurion A or AL. Both Cents will require a C-Bill investment of 5 mil with the engine. When you can get a Cicada 2A for only 3.2 mil.
Im just wondering if the 10 fewer tons is the issue, or if its the hitbox size?
#43
Posted 30 October 2012 - 09:44 AM
#44
Posted 30 October 2012 - 09:52 AM
#45
Posted 30 October 2012 - 10:25 AM
Mattressi, on 30 October 2012 - 09:44 AM, said:
Wizard Steve, on 30 October 2012 - 09:52 AM, said:
Yes, the 30% boost is really the whole point in doing this with YLW, but as Vechs mentioned, it is certainly applicable to any chassis with sufficient CT/head hardpoints. Give it a shot with some other ones, you might find something that works very well for you without having to spend MC.
Edited by Volturnus, 30 October 2012 - 10:26 AM.
#46
Posted 30 October 2012 - 11:35 AM
Volturnus, on 30 October 2012 - 10:25 AM, said:
Yes, the 30% boost is really the whole point in doing this with YLW, but as Vechs mentioned, it is certainly applicable to any chassis with sufficient CT/head hardpoints. Give it a shot with some other ones, you might find something that works very well for you without having to spend MC.
Yep yep!
The ideal Zombie mech is going to be a stout medium or light heavy (50 to 60 tons) so it can use it's spare weight for the engine and get nice speeds. It should also have 2 CT energy hardpoints, and 1 Head energy hardpoint, allowing for a build of 3 medium pulse lasers. It should also have favorable hitboxes / shape.
... and now I kinda want to search through Sarna and try to find a mech that could do this...
Honelith, on 30 October 2012 - 06:40 AM, said:
If I was PGI, I'd want to give me a giant hug.
What I just did is make the first Battlemech guide on the guide forums be a giant advertisement for their real-money hero mech. (There was a guide here before this one, but it was deleted. So I think I'm allowed to claim the honor of "first guide for MWO")
#47
Posted 30 October 2012 - 11:38 AM
#48
Posted 30 October 2012 - 11:49 AM
Mattressi, on 30 October 2012 - 11:38 AM, said:
If you have the Jenner with the CT missile bay, you could try 2x LRM5's and then put 4 tons of LRM ammo in your legs, and 1 ton in your head. Again, just repair your CT, and you're a very fast LRM zombie. Try to stay behind a teammate, and when they get into a brawl, spam your missile from around 500 meters away. The reduced flight travel time will help you land more hits, and you have the speed to move into and out of range much easier than a Catapult or Atlas LRM boat.
You get 75% ammo refills for free, so don't bother with paying for ammo.
#49
Posted 30 October 2012 - 01:38 PM
This is gold lol
#50
Posted 30 October 2012 - 01:58 PM
#51
Posted 30 October 2012 - 02:01 PM
Infavol, on 30 October 2012 - 01:58 PM, said:
Well, I'm not going to try and argue internet slang, and what terms you and your friends choose to use.
But when I talk about zombie builds, and when I see others talk about zombie builds, we're talking about mechs that can lose their arms and side torsos, and still keep shooting because of CT or Head weapons.
The only real difference is my "zombie" can still bite.
#52
Posted 30 October 2012 - 02:24 PM
At that point, I proceeded to use my superior heat efficiency to pick them both appart. I would have easily finished both of them off, but my team won via base cap.
I must conclude that 2x MPL in the CT is the superior brawling build.
That right arm just does not have enough protection to warrant putting all your fire power into it.
Edited by Vechs, 30 October 2012 - 02:25 PM.
#53
Posted 30 October 2012 - 02:32 PM
#54
Posted 30 October 2012 - 02:48 PM
This gets back into the theorycrafting and math from the old beta thread about "boating heatsinks".
Heatsinks are cheap, and because MWO uses faster re-fires rates than the tabletop game, you can boat heatsinks and use fewer actual weapons than you would in the tabletop game.
#55
Posted 30 October 2012 - 07:25 PM
Ok, I know this kinda goes against the purpose of this build. Mostly because I have spent about 7 mil to build it. But I feel like I am that much more useful to the team.
#56
Posted 30 October 2012 - 07:51 PM
Vechs, on 30 October 2012 - 02:48 PM, said:
This gets back into the theorycrafting and math from the old beta thread about "boating heatsinks".
I agree - I think this type of build is a very good example of how a "less is more" mindset can really pay off when building a mech. Put a couple of good midrange weapons on there, a good standard engine, max out the armor, fill the rest with heatsinks, and brawl 'till you're the last man standing.
Edited by Volturnus, 30 October 2012 - 07:54 PM.
#57
Posted 30 October 2012 - 08:36 PM
#58
Posted 30 October 2012 - 10:14 PM
#60
Posted 30 October 2012 - 10:19 PM
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users