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How Are You Building Your Flame And/or Fang?
#201
Posted 31 December 2012 - 12:57 PM
#202
Posted 31 December 2012 - 01:03 PM
#203
Posted 31 December 2012 - 01:20 PM
I always use 19 DHS and, after the first four alphas, my DPS drops a *lot*. Enough that I often want to run out of battle for for a good 12 seconds so I can jump back in and fire four more times without delay.
For this build, there really isn't a target value you should be aiming for. You reach your maximum heat very quickly (less than 20 seconds) so any additional DHS is a plus.
#204
Posted 31 December 2012 - 01:52 PM
Ideally you want to take advantage of the range of LLs and find the sweet spot for your engagements. You want to out range medium lasers, AC/20s and SRMs as much as possible but be close enough to put pressure on PPC and Gauss Riflers. Dropping a heatsink and 0.5 tonnes of armor and getting AMS is what I would recommend over SRMs. And only rushing into the fray when it is time for a killing blow.
With your speed you should be able to try and maintain a ~400m engagement range, and circle wide to get the angle on exposed parts or rear torso shots and to hunt down fleeing mechs
Edited by Ryebear, 31 December 2012 - 01:55 PM.
#205
Posted 31 December 2012 - 02:26 PM
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The SSRMs were laughed at by my lancemates, until they tried it out and found them useful in many more situations then they realized. I view it as a tool I rather have and not need than need and not have. With the current netcode, having one guaranteed hitting weapon is a godsend and enough of a psychological deterrent to make light mechs without ecm in effect think twice about strafing me. I run the mech as a medium to close range fighter and rear line infiltrator, either polishing off damaged machines, burning through singular opponents, or functioning as a scary anti-light. God help the enemy if I get behind them. My playstyle is not your playstyle, so I should not do as you say.
Plus, the only real loss I took was to leg armor, of which surprisingly few people even try to leg me. Yes, that is 2.5 tons that I could have allocated to heat sinks, but I have no issues maintaining sustained fire on an enemy, even when I cannot alpha all four lasers - though I can still alpha 3 times back to back (which is ample to burn through the center torso armor and internals combined on a Cataphract) before I need to moderate my weapon fire, and the added flexibility it gives me is invaluable to me.
And the thing is, I am accurate enough to make those three alphas count. And fast enough to redeploy while cooling off if I need to.
Edited by Pariah Devalis, 31 December 2012 - 02:39 PM.
#206
Posted 31 December 2012 - 02:56 PM
#207
Posted 31 December 2012 - 03:49 PM
That said, I've found I run a lot lower heat efficiency than most, because I don't like to stand and fight. Keep moving - fast - all the time. Heat up high? Get some space, redeploy, make use of that gauss rifle and range.
Edited by Wintersdark, 31 December 2012 - 03:49 PM.
#208
Posted 31 December 2012 - 05:36 PM
The encounter turned into some terrible brawl. Among other things, my teammates fought some Altases and a Stalker while I sniped what I could (Stalker, a Hunchie, and a Commando).
At some point I killed the Commando and, right after that, all my teammates died. All of them. Four opponents still up: Swayback, Catapult, Cataphract, Atlas.
I immediately finished an Atlas I knew was badly damaged and still had all its weapons, then blew the side torso off the Cataphract and finished it off soon after.
I'd sniped the Swayback earlier so I knew it was damaged... however it was very resilient and kept turning to avoid the worst of the damage. Took quite a while to finish it off, and I had to use a rock as cover and turn my back on them (my back still had armor, front didn't).
I was dismayed to see that the Catapult was practically intact... by then I was pretty seriously damaged and, with an arm blown off, I only had half my firepower left, with the other armed also stripped of armor. However it only had a few SRM6s left and shot most of them in a huge volley that missed me. Then it started going at me with what I assume was one or two Medium Laser(s).
Couldn't aim all that well while being attacked, but I noticed one of its legs got damage rather quickly compared to the rest of it. I focused on that and, once it was immobilized, I ran away... beyond the ML's range. Then I just spammed it from long range until it died.
1,191 damage
5 kills
3 assists
1,203 XP
Good stuff.
#209
Posted 09 January 2013 - 09:31 PM
DRG-Flame
LB-10X, 2t
4 ML
SMR6, 1t
350XL
http://mwo.smurfy-ne...566efe2832625b1
Had some nice PUG matches, lots of fun running and gunning. My tactics consisted mainly of waiting for engagement and then taking advantage of flanking maneuvers. If the target didn't notice, I slowed down and alpha'ed a few times into their rear, otherwise I kept moving at full speed. The 350XL provided the speed to move around, help out teammates that were 1 on 1, and quickly move back to the main assault group. Heat wasn't much of an issue, except in the Caldera but not too bad even there.
I put 2 ML on WG1, 2 ML on WG2, and both LBX and SRM6 on WG3. Took a bit of time to get the ballistics delay/lag figured out, but once done it's a fun build. Be sure to keep moving and spread incoming damage, do NOT get target fixation! I did get legged once, but that was on Caldera running amongst the bumps at the rim. I'm pretty sure it was lag-shooting that got my legs. Most times the damage was spread pretty evenly across the mech, and even losing an arm isn't much of a problem.
I also ran out of ammo a few times, so a downgrade to and SRM4 might not be a bad idea. There are no free slots left to sacrifice a heatsink, so if you want more you'll have to lose a ML laser.
Here's results of last three matches I played so far tonight, nothing spectacular, but lots of fun getting it done.
#210
Posted 11 January 2013 - 09:13 PM
#211
Posted 11 January 2013 - 11:53 PM
For my money I'd swap the UAC/5 and the SRM6 out for a Gauss Rifle or an AC10 though. Lower heat plays nice with the 4XML and a higher alpha damage means less spread.
Edited by Mahws, 11 January 2013 - 11:53 PM.
#212
Posted 12 January 2013 - 07:57 AM
TheNoobLord, on 11 January 2013 - 09:13 PM, said:
You will have issues with heat management, I run with 4 mediums and 14 DHS and risk over heating fairly often. The missile launcher for the flame only has 5 tubes so you will shoot 5+1 missile every time you launch your SRM 6. While its nice to have the extra 2.9 kph from the 360 XL you will have more flexibility with a 350 XL. I recommend downgrading the engine and SRMs and putting in some heatsinks.
Try this as a load out, I left 1.5t to add AMS, more SRM ammo or whatever
#213
Posted 12 January 2013 - 08:30 AM
Edited by TheNoobLord, 12 January 2013 - 08:30 AM.
#214
Posted 19 January 2013 - 05:02 AM
I'll want to make a Grand Dragon
I'll have so far
1 ERPPC + 1 ML in the right arm
2 ML in the Left Arm
1 LRM10 in the Torso
2 Tons or LRM Ammo + Chase in the Left Torso ?
4 Double Heatsinks Total so (14 Total) and a STD 300 ..i know i have to go for a xl360 but i need more Money for that...
336 Armour as now...
Edited by Typhus79, 19 January 2013 - 05:03 AM.
#215
Posted 20 January 2013 - 11:28 AM
Maxed armor, save 1 point from each leg
Endo
Standard armor
DHS (16)
XL 300
4Mlas
LB 10-X AC +3 tons ammo
SRM4+Arti +2 tons ammo
I have the srm and the shotgun linked
Been playing with this set, and it is the best I have ever done.
Thought about AC/10 instead, but I feel like I need the extra few shots...
#216
Posted 20 January 2013 - 03:50 PM
#217
Posted 20 January 2013 - 10:32 PM
http://mwo.smurfy-ne...e6ebe0b5657afd2
It's basically a 10 ton heavier hunchback, or a small atlas.
It's a brawler through and through. It's got punch assaults have to respect and the speed and maneuverability to generate good firing opportunities and flanking maneuvers. Heat can become an issue in a prolonged engagement, though the AC20 and SRM6 are continuously fireable by backing off on the 4x MLAS.
#218
Posted 20 January 2013 - 10:51 PM
lordkentar, on 20 January 2013 - 11:28 AM, said:
Maxed armor, save 1 point from each leg
Endo
Standard armor
DHS (16)
XL 300
4Mlas
LB 10-X AC +3 tons ammo
SRM4+Arti +2 tons ammo
I have the srm and the shotgun linked
Been playing with this set, and it is the best I have ever done.
Thought about AC/10 instead, but I feel like I need the extra few shots...
That's very similar to my current build, but I use an XL350 and sacrifice ammo. MLs take up the slack when ammo runs out in a those few matches that go on forever. Works very well, I usually get top of the charts in my matches with this build. I've stopped trying other builds with my Flame, this is it for me (until the next patch, haha!). However, I've recently substituted SSRMs in place of SRMs until they get the SRM damage fixed.
#219
Posted 21 January 2013 - 03:25 AM
#220
Posted 13 February 2013 - 07:12 AM
I usually put it on the majority of my mechs (I figure that I am spending 1.5 tons to last longer in matches with lots of LRMS), but I am recognizing that the 1.5 tons could be quite useful in upgrading the weapons a bit. Your thoughts on this matter please.
Edited by Redwo1f, 13 February 2013 - 07:14 AM.
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