

I'm Running My A1 Today
#1
Posted 01 February 2013 - 03:04 PM
It's not OP!
If you see an A1, you had better not get in to range of its' SRMs. If you find an A1, tell your team and blow it up. Any kind of direct fire or LRM spam counters A1.
I am reluctant to share my builds which could counter A1, though.
Share your thoughts on A1? I'll show you mine if you show me yours (counters.)
#2
Posted 01 February 2013 - 03:09 PM

#3
Posted 01 February 2013 - 03:14 PM
Zero Neutral, on 01 February 2013 - 03:04 PM, said:
I guess making the thread is one way to make sure you get the "in before..."
Zero Neutral, on 01 February 2013 - 03:04 PM, said:
If you see an A1, you had better not get in to range of its' SRMs. If you find an A1, tell your team and blow it up. Any kind of direct fire or LRM spam counters A1.
I am reluctant to share my builds which could counter A1, though.
Share your thoughts on A1? I'll show you mine if you show me yours (counters.)
I have found that having my entire team fire at a single mech almost always results in the destruction of said mech, so taking your suggestion to its ultimate conclusion: things will be balanced when we have 64 v. 8 matchups.
Edited by Agent 0 Fortune, 01 February 2013 - 03:15 PM.
#5
Posted 01 February 2013 - 03:18 PM
But far more often I see them stripped off their ears - I usually help doing it - and that's it. It's so hilarious. This build effectively balances itself because it is so dependant on a certain situation, where it can pick off lone enemies, that it essentially becomes worthless.
The best situations I've seen are the lowest chance encounter, but imho the best by far: A srm6-cat that survives just to run out of ammo.

The often overlooked truth though is, that it is hardly the fault of the A1 player! Whether they run an all LRM-boat, an all SRM-boat or a mix, they run out if ammo eventually. It was PGI who created a mech with no options for ballistic or energy support weapons. Those evil people.

#6
Posted 01 February 2013 - 03:28 PM
GODzillaGSPB, on 01 February 2013 - 03:18 PM, said:
But far more often I see them stripped off their ears - I usually help doing it - and that's it. It's so hilarious. This build effectively balances itself because it is so dependant on a certain situation, where it can pick off lone enemies, that it essentially becomes worthless.
The best situations I've seen are the lowest chance encounter, but imho the best by far: A srm6-cat that survives just to run out of ammo.

The often overlooked truth though is, that it is hardly the fault of the A1 player! Whether they run an all LRM-boat, an all SRM-boat or a mix, they run out if ammo eventually. It was PGI who created a mech with no options for ballistic or energy support weapons. Those evil people.

I suggest running an A1 build with out Artemis in order to be able to fit an adequate number of ammo tons and double heat sinks.
#7
Posted 01 February 2013 - 03:28 PM
Zero Neutral, on 01 February 2013 - 03:04 PM, said:
It's pretty tasty.

I usually use it on burgers. When I make steak, I usually go for a Worcestershire sauce-based marinade. It is supreme.
#8
Posted 01 February 2013 - 03:34 PM
Zero Neutral, on 01 February 2013 - 03:28 PM, said:
I suggest running an A1 build with out Artemis in order to be able to fit an adequate number of ammo tons and double heat sinks.
The Catapult was never among those mechs I ever wanted to play. As a fire-support mech in my lance in MechWarrior 4 it was good enough, but I wanted to pilot something a bit more...diverse. So the A1 would be the last mech I'd buy in MWO. But thanks for the advice anway.

#9
Posted 01 February 2013 - 03:53 PM
Zero Neutral, on 01 February 2013 - 03:04 PM, said:
That's not much of a tip considering only 1 map isn't littered with cover and the A1's are pushing 80+ kph. Throw in an ECM mech for them to sneak up with and you're pretty much ******.
#10
Posted 01 February 2013 - 03:59 PM
#12
Posted 01 February 2013 - 04:04 PM
Edit: Come to think about it, they should focus the A1 legs with their >250m weapons. Odds are that the ammo is there and regardless, take out a leg and it becomes that much easier to stay outside the 270m range.
Edited by Deamhan, 01 February 2013 - 04:05 PM.
#13
Posted 01 February 2013 - 04:05 PM
When I make a mistake though it usually proves fatal in this build.
The A1 is fun to play. Overall I think I do better with my SP (4xMLs and 2xSRM4s).
But with the A1 I can have incredible and horrible games. With the SP it is more even.
#14
Posted 01 February 2013 - 04:09 PM
Deamhan, on 01 February 2013 - 04:04 PM, said:
If you are running a splat cat and do not have Artemis (With Artemis I have no Idea) then your effective range for putting out any real damage is under 200 meters. Firing at over 200 meters results in a small amount of infective damage.
Whn people are bitching at me because of what my A1 did to them I usually got within 90 meters of them. Probably did not fire till I got to 50.
#15
Posted 01 February 2013 - 06:21 PM
Sug, on 01 February 2013 - 03:53 PM, said:
That's not much of a tip considering only 1 map isn't littered with cover and the A1's are pushing 80+ kph. Throw in an ECM mech for them to sneak up with and you're pretty much ******.
STK-5M can be used to counter CPLT-A1. As can the AS7. Another good counter is a nice hit from a laser boat, possibly an HBK or an AWS.
The most important thing to do is to be aware of the battlefield. Any mech with this kind of fire power will be a great flank mech. Often times I find the nearest AS7 and sit behind it patiently waiting for some pilots to try and engage it, then I pop out from either side of the AS7 to fire my left or right ears. If I need to become fully exposed, I always to try get behind a mech that is already engaging a target.
Watch your flanks

#16
Posted 01 February 2013 - 07:06 PM
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