Slap Around Some Ecm Lights With This Jr7-D Build
#1
Posted 23 December 2012 - 03:22 AM
Rip out your jump jets. You will need the space.
4 Small Lasers; Choose the right lasers for you, this thread is very handy: http://mwomercs.com/...-melt-properly/
I highly recommend the smalls though. Have them fire one after the other.
2 SRM4's: You won't need the Artimis at the close ranges you will be fighting in.
3 tons of SRM Ammo: You will be able to fit a 4th if you take out BAP.
XL Engine 280: Not the fastest but the best IMO because of the space it saves compared to the XL 300, slap on BAP or max out your armor.
Armor is at 232.
Double Heat-Sink.
Ferro-Fibrous.
Endo-Steel.
Mechlab says my heat efficiency is 1.27 but its something else because I have the heat threshold and dissipation XP unlocks doubled.
A LOT of structure slots taken but you will have a few left to spare.
Then practice your aim, the small lasers are to keep a constant stream of damage on your opponent until you can get a good shot with the missiles.
Some math: Streaks, although they always hit do less damage than your launchers. A commando-2D will at best be able to do 15 damage per volley, you on the other hand will do 20 if you fire both your launchers at once.
#2
Posted 23 December 2012 - 03:52 AM
As for me, I can't play it. I tried slapping the 280XL on my Jenner but due to my 300 ms connection, I just end up rubberbanding all over the place.
It's a pity. I would love to give those ECM lights a try using my Jenner.
Edited by Elizander, 23 December 2012 - 03:52 AM.
#3
Posted 23 December 2012 - 05:01 AM
#4
Posted 23 December 2012 - 05:19 AM
Spiketail Drake, on 23 December 2012 - 05:01 AM, said:
I slapped on BAP. Not sure how effective it is.
#5
Posted 23 December 2012 - 05:27 AM
#6
Posted 23 December 2012 - 06:46 AM
PiemasterXL, on 23 December 2012 - 03:22 AM, said:
20 all over the place, disregarding missed shots that will happen. Streaks hit 100% so it's always 15 per volley, and they lock.
#8
Posted 23 December 2012 - 02:59 PM
Your opponent, a Commando or Raven, will have the following armament:
3 SSRM2 (and maybe 1 med) for the Commando, 2 SSRM2s and 3Meds for the Raven.
That's in a Light vs. Light fight way better than 2 SRM4s, arguments already given in this thread. In addition they have the advantage of manouvering because of the ECM-effect.
The fact that users try to create new builds just to counter a 1,5 ton, 2 slot piece of equipement shows what is wrong with ECM. Can't believe that PGI really delayed the introduction because it was op...
#9
Posted 23 December 2012 - 03:11 PM
Comguard, on 23 December 2012 - 02:59 PM, said:
I like how ECM changed the game tactically. Gives more reason to use things like TAG and teamwork. The problem is the netcode that makes lights super durable to anything other than streaks. If you could melt a Raven with lasers like you should be able to, half these complaints would evaporate. ECM itself though adds a nice dimension of stealth and formation play, and keeps the game from being MissileBoatOnline.
#10
Posted 23 December 2012 - 03:16 PM
#11
Posted 24 December 2012 - 09:42 AM
This build actually seems like it could be pretty effective. I love SRM's I use them in almost all my builds, and I can aim. I don't use streaks for this very reason.
The reason he has SRMS over streaks is because your going up against ECM lights, Which if he had streaks he wouldnt be able to lock on and thus they would be useless.
SRMS are just fine so long as you can aim. If you suck at precision aiming and timing in this game, which it seems the vast majority does, then this is not a build for you.
If I had another mechbay slot I would totally try this out.
Edited by Unstruck Fury, 24 December 2012 - 09:42 AM.
#12
Posted 24 December 2012 - 09:57 AM
Raven-3L wECM
1SRM-6 (with artemis if you want), 1SRM-2 (ditto) will fire 7 and 1 rather than 4 and 4 and can be tighter. If you aren't running a 300 in the Jenner, then you'd be better off with the Raven anyway, and the Raven's only disadvantage is that it has only 3 small lasers (personally I'd use medium lasers first anyway), but had ECM, and artemis.
Oh yes, and in this case, Jenner has the advantage of JJ's, which are 100% worthless right now, and weigh too much to be effective.
Edited by ICEFANG13, 24 December 2012 - 09:58 AM.
#13
Posted 24 December 2012 - 04:04 PM
Unstruck Fury, on 24 December 2012 - 09:42 AM, said:
The problem I have with SRMs is the spread AFTER being fired. You need to get really close for SRMs to clump.
#14
Posted 24 December 2012 - 04:50 PM
#15
Posted 24 December 2012 - 05:37 PM
It happend that i fired with my cat at a overheated commando and hit it twice with 3 large lasers in the chest without killing it... so im pritty shure the netcode has a problem with ecm. Ecm is like superman underwear
But to be honnest i like this more than it before... missleboat online
#17
Posted 24 December 2012 - 07:22 PM
Edited by PiemasterXL, 24 December 2012 - 07:22 PM.
#18
Posted 24 December 2012 - 08:07 PM
#19
Posted 24 December 2012 - 08:28 PM
ICEFANG13, on 24 December 2012 - 08:07 PM, said:
Hee hee, remember back when everyone said the Raven was useless and would yell at anyone who had the gall to drop with one? And the game spins on.
#20
Posted 24 December 2012 - 08:34 PM
Raven-2X, now there is a completely worthless mech.
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