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What Engine In A Raven 3L?


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#1 Volez

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Posted 18 December 2012 - 03:55 AM

Ive bought the raven 3L as from what ive read it is currently the best light unit ingame. I noticed the standard engine only allows for 97,2 kph, which makes a scout completely useless. (you will be a free kill to enemy scouts with higher movement speeds, so going out to scout would be suicide).
So what engine do i put in? What is considered an "optimal" build for the L3?
Also, do i just have it standing in my garage untill i farmed enough CBills till i can buy the engine? Or can i make myself usefull by hiding behind an allied atlas and doing tiny amounts of support damage?

#2 Flapdrol

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Posted 18 December 2012 - 03:59 AM

I put in a 280xl, endo, ferro, double heatsinks, ecm, 2 streaks, a tag and 2 medium pulse lasers.

#3 Greyrook

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Posted 18 December 2012 - 04:25 AM

my favorite setup after a lot of playing around is actually pretty simple.

280XL engine (129.6KPH)
endo structure, standard armor 238pts (maxed)
10 + 2 double heat sinks (1 in engine, 1 wherever you want it)
3 medium lasers (the one in the right torso can be swapped out for tag if desired, but I like the extra damage)
2 SSRM2s + 2 tons ammo
ECM

I pretty consistently do top damage with this build when I'm PUGing (400-600). I've tried building around medium pulses, but my average damage actually went down when I did, even after quite a few matches. I would recommend against ferro armor in the long run (although I think they're getting rid of repair and rearm for a bit, so you may not see this for a while) as your repair bill is going to be crazy expensive.

#4 Mithos

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Posted 18 December 2012 - 04:26 AM

I'm using 255xl stripped from CTF-4X and fully satisfied with speed.
Anything with ECM is usefull right now, even w/o much piloting skill and pricy upgrades.

#5 Mithos

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Posted 18 December 2012 - 04:32 AM

As far as i concerned, they are not getting rid of rnr - they just making it mandatory. At least, this is how

Quote

NET rewards would be the average CB earned by players after repairing and rearming their mechs in the current version of MWO.

sounds to me.

#6 Stingz

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Posted 18 December 2012 - 04:41 AM

XL 295, x2 M.Las, TAG, x2 Streak-2(1t reload, really efficient).

Only one ton since lock-on removes wild spraying, max XL to get places fast.

#7 Greyrook

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Posted 18 December 2012 - 04:47 AM

View PostMithos, on 18 December 2012 - 04:32 AM, said:

As far as i concerned, they are not getting rid of rnr - they just making it mandatory. At least, this is how

sounds to me.

Repair and Rearm

RNR has been removed from the game to facilitate a better overall user experience and game balance. All BattleMechs and Items will be repaired to 100% health during downtime on Tuesday the 18th.

Edited by Greyrook, 18 December 2012 - 04:47 AM.


#8 Hex Pallett

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Posted 18 December 2012 - 05:04 AM

Whatever brings you above 120 km/h.

#9 Artifex 28

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Posted 18 December 2012 - 06:21 AM

XL295 is the only option.

3x ML
2x SSRM
ECM
Endo
Ferro
DH

Posted Image

Edited by Artifex 28, 18 December 2012 - 06:23 AM.


#10 Mithos

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Posted 18 December 2012 - 09:21 AM

View PostGreyrook, on 18 December 2012 - 04:47 AM, said:

Repair and Rearm

RNR has been removed from the game to facilitate a better overall user experience and game balance. All BattleMechs and Items will be repaired to 100% health during downtime on Tuesday the 18th.

Yup! Read carefuly this, and this:

Quote

Reward Changes

Too help balance out the economy with RNR removed, we have rebalanced the existing C-Bill reward system to reflect the average NET rewards. NET rewards would be the average CB earned by players after repairing and rearming their mechs in the current version of MWO.


So, basicaly, they are not removing rnr - just forcing to pay it. The only thing that will be removed is the player's ability to choose - rnr or not rnr. Your mech wiil be rnr'ed and your reward wiil be reduced.

#11 Greyrook

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Posted 18 December 2012 - 09:25 AM

View PostMithos, on 18 December 2012 - 09:21 AM, said:

So, basicaly, they are not removing rnr - just forcing to pay it. The only thing that will be removed is the player's ability to choose - rnr or not rnr. Your mech wiil be rnr'ed and your reward wiil be reduced.

I think the semantics are interfering with the practical effect of the situation. However they're phrasing it, you won't pay more for ferro fibrous armor. I think...





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