Currently, I have enough weight left over for 2 tons of AC2 armor (leg) and 1 ton of SRM ammo (other leg) with an extra HS tossed into the engine slot. I have some heat issues (which I'll fix once I can afford DHS) and it does reasonable damage, but I tend to try and brawl in it, and that usually doesn't end well.
I know I've seen posts w/ similar builds that say to play hit-n-run, but it just doesn't feel ... spry enough to do that. Especially since you need to stand still for a bit to get full effect of the dual AC2s. Should I be looking at a bigger engine after I plop in DHS?
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grouch993Both a man and a numberRegistered Userregular
You can stay in motion and play the AC/2s over them. Just have to get used to adjusting the aim as you move.
Currently, I have enough weight left over for 2 tons of AC2 armor (leg) and 1 ton of SRM ammo (other leg) with an extra HS tossed into the engine slot. I have some heat issues (which I'll fix once I can afford DHS) and it does reasonable damage, but I tend to try and brawl in it, and that usually doesn't end well.
I know I've seen posts w/ similar builds that say to play hit-n-run, but it just doesn't feel ... spry enough to do that. Especially since you need to stand still for a bit to get full effect of the dual AC2s. Should I be looking at a bigger engine after I plop in DHS?
I ran a 1N for awhile. UAC5, MPLAS, 2SSRM (before the nerf/fix)
Never really liked using both energy hardpoints since the disparity between arm and torso tracking can mess you up, especially when doing the run-and-gun
Currently, I have enough weight left over for 2 tons of AC2 armor (leg) and 1 ton of SRM ammo (other leg) with an extra HS tossed into the engine slot. I have some heat issues (which I'll fix once I can afford DHS) and it does reasonable damage, but I tend to try and brawl in it, and that usually doesn't end well.
I know I've seen posts w/ similar builds that say to play hit-n-run, but it just doesn't feel ... spry enough to do that. Especially since you need to stand still for a bit to get full effect of the dual AC2s. Should I be looking at a bigger engine after I plop in DHS?
The thing with AC/2s is that you need to think of their 4.0 DPS when deciding if they're worth using. With the dual setup, if you manage to drop two cycles into a section (not hard with their .5s fire rate) it's the same as a really good tracking shot with a LLAS. It's not uncommon to get 2-3 seconds of deeps into a dude before he starts paying attention to you, and that's worth a gauss + AC/10 right there. Just from two AC/2s, and at 720m.
They're godawful in a brawl. You need to have a play style that puts you in the situations that leverage DPS over alpha, though. Otherwise they're just really fatass small lasers.
P.S. Chain firing AC/2s stretches out the time you need to stay aimed at a guy to really hurt him, so I tend to go linked.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited January 2013
Reeeeeaally hope this is a one-off issue I'm having just for today, but every mech I pilot is getting this weird "surge" lag. Connection is fine, ping is the same as always, but every step or two, my mech "lunges" 15-20 feet as if it's catching up to itself. Hitting anything while moving is borderline impossible, plus the "surges" seem to drop inputs, so I have to mash the fire button to actually fire. Willing to bet it's a PGI issue, though, because the "lunge" is directly proportional to the current speed of the mech; the faster the mech, the farther it lunges while moving. Seems like some sort of wierd sync issue. Pretty bizarre.
Someone reminded me yesterday that I apparently have ping time around 9 ms. It makes it more depressing that I often do worst of the whole Oosiks team whenever we do 8 man.
Also anyone else get that weird sound bug where once a while you hear a sound that's a cross between a buzz and a frog croak?
Someone reminded me yesterday that I apparently have ping time around 9 ms. It makes it more depressing that I often do worst of the whole Oosiks team whenever we do 8 man.
Also anyone else get that weird sound bug where once a while you hear a sound that's a cross between a buzz and a frog croak?
I thought that noise was something wrong with my headset
Currently, I have enough weight left over for 2 tons of AC2 armor (leg) and 1 ton of SRM ammo (other leg) with an extra HS tossed into the engine slot. I have some heat issues (which I'll fix once I can afford DHS) and it does reasonable damage, but I tend to try and brawl in it, and that usually doesn't end well.
I know I've seen posts w/ similar builds that say to play hit-n-run, but it just doesn't feel ... spry enough to do that. Especially since you need to stand still for a bit to get full effect of the dual AC2s. Should I be looking at a bigger engine after I plop in DHS?
I ran a 1N for awhile. UAC5, MPLAS, 2SSRM (before the nerf/fix)
Never really liked using both energy hardpoints since the disparity between arm and torso tracking can mess you up, especially when doing the run-and-gun
I have a weapon group that has both lasers and a weapon group that contains only the arm laser for the 1N for precisely that reason.
The thing with AC/2s is that you need to think of their 4.0 DPS when deciding if they're worth using. With the dual setup, if you manage to drop two cycles into a section (not hard with their .5s fire rate) it's the same as a really good tracking shot with a LLAS. It's not uncommon to get 2-3 seconds of deeps into a dude before he starts paying attention to you, and that's worth a gauss + AC/10 right there. Just from two AC/2s, and at 720m.
They're godawful in a brawl. You need to have a play style that puts you in the situations that leverage DPS over alpha, though. Otherwise they're just really fatass small lasers.
P.S. Chain firing AC/2s stretches out the time you need to stay aimed at a guy to really hurt him, so I tend to go linked.
The AC/2s definitely take some getting used to. When running them on a Dragon what I do is hang back as the fight is first forming and let my AC/2s and Medium Lasers tear into things. They can do a surprising amount of damage from a longer distance away once you learn the lead time on them and if something is standing still then it doesn't take long to shred its armor. The AC/2s are really damn good at herding people since they suddenly see their armor going nuts and tons of shots hitting them. LRM boats and snipers tend to run and hide in a hurry.
While I'm doing this I'm waiting for an opening to then sprint into brawl range behind someone and add my SRM6s to the mix (or go gank their long range support). I then never let go of the trigger since I have enough ammo to just let the shots fly without a single damn given about wasting ammo and the AC/2 cycles so fast that whoopdeeshit if I miss. My DHSs keep me pretty cool while I'm unloading everything though I do need to still be aware of my heat gain because it's definitely not heat neutral. Usually just ceasing fire with the lasers for a few cycles is enough to bring things back down.
I think for 8-mans we need to change a few things. First, we need someone in charge so that we all end up pursuing one coherent strategy. That someone needs to be paying attention to where everyone is (both our guys and their guys) so it should probably not be me or anyone else who tends to be in a fast 'mech since the minimap is not reliable when you're the guy in the front.
Also, the same team composition isn't going to work for Assault and Conquest. We seem to keep losing in Conquest to teams composed chiefly of ECM Ravens. As long as they have enough organization to avoid the other team when they're concentrated, a bunch of ECM Ravens will almost always win on Conquest.
Reeeeeaally hope this is a one-off issue I'm having just for today, but every mech I pilot is getting this weird "surge" lag. Connection is fine, ping is the same as always, but every step or two, my mech "lunges" 15-20 feet as if it's catching up to itself. Hitting anything while moving is borderline impossible, plus the "surges" seem to drop inputs, so I have to mash the fire button to actually fire. Willing to bet it's a PGI issue, though, because the "lunge" is directly proportional to the current speed of the mech; the faster the mech, the farther it lunges while moving. Seems like some sort of wierd sync issue. Pretty bizarre.
I've been seeing this since the patch--sometimes a 'mech will move in a series of "jumps". It's sort of like the old rubber-banding, but not limited to collisions--I've seen Commandos lurching across the battlefield in a straight line and they were absolutely un-fucking-hittable.
It also seems to happen (or appear to happen on my end) a lot when I'm dead and spectating another player.
I can only imagine the hilarity if they ever add the Hunchback IIC. 80 point hit from a 50 ton mech...
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited January 2013
I'm wondering how they're going to balance the whole UAC line when the Clans show up. I'd say the UAC5s are bordering on too good already, since something with 2-3 of those can strip crazy amounts of armor in no time at all. But if something had a pair of Clan UAC20s? Completely insane. We're already toeing the line of balance between damage and survivability, with a noticeable, but currently tolerable, edge towards damage. Part of that is because the usefulness of ballistic weapons and PPCs have come up so much, but there's the additional issue of more and more mechs with the hardpoints and weight to build some heavily optimal setups.
Personally, I don't see how the game could possibly remain balanced without either a reduction in the damage dealt by a lot of the incoming weapons. Right now, an LRM salvo can be brutal; take out the minimum range on those and you've got Catapults running a pair of Clan LRM-20s and shredding just about anything at any range the missile can hit. Ultra autocannon tech? Clan ER lasers? All of that stuff will tip the game enormously in favor of fights going back to being annoying things that last seconds because both mechs involved have so much firepower and so relatively little armor.
Funny story: From MW2 through MW4 I never used the UAC series of weapons because I thought the listed damage was spread over the two shells, rather than dealt separately for each shell. I was an LBX man.
I'm wondering how they're going to balance the whole UAC line when the Clans show up. I'd say the UAC5s are bordering on too good already, since something with 2-3 of those can strip crazy amounts of armor in no time at all. But if something had a pair of Clan UAC20s? Completely insane. We're already toeing the line of balance between damage and survivability, with a noticeable, but currently tolerable, edge towards damage. Part of that is because the usefulness of ballistic weapons and PPCs have come up so much, but there's the additional issue of more and more mechs with the hardpoints and weight to build some heavily optimal setups.
Personally, I don't see how the game could possibly remain balanced without either a reduction in the damage dealt by a lot of the incoming weapons. Right now, an LRM salvo can be brutal; take out the minimum range on those and you've got Catapults running a pair of Clan LRM-20s and shredding just about anything at any range the missile can hit. Ultra autocannon tech? Clan ER lasers? All of that stuff will tip the game enormously in favor of fights going back to being annoying things that last seconds because both mechs involved have so much firepower and so relatively little armor.
I think the most problematic clan weapon is still going to be the ERPPC. 7 tons, 15 damage, done all at once and in one spot. People are going to boat 6 of them and disintegrate anything they hit immediately.
Funny story: From MW2 through MW4 I never used the UAC series of weapons because I thought the listed damage was spread over the two shells, rather than dealt separately for each shell. I was an LBX man.
I'm wondering how they're going to balance the whole UAC line when the Clans show up. I'd say the UAC5s are bordering on too good already, since something with 2-3 of those can strip crazy amounts of armor in no time at all. But if something had a pair of Clan UAC20s? Completely insane. We're already toeing the line of balance between damage and survivability, with a noticeable, but currently tolerable, edge towards damage. Part of that is because the usefulness of ballistic weapons and PPCs have come up so much, but there's the additional issue of more and more mechs with the hardpoints and weight to build some heavily optimal setups.
Personally, I don't see how the game could possibly remain balanced without either a reduction in the damage dealt by a lot of the incoming weapons. Right now, an LRM salvo can be brutal; take out the minimum range on those and you've got Catapults running a pair of Clan LRM-20s and shredding just about anything at any range the missile can hit. Ultra autocannon tech? Clan ER lasers? All of that stuff will tip the game enormously in favor of fights going back to being annoying things that last seconds because both mechs involved have so much firepower and so relatively little armor.
I think the most problematic clan weapon is still going to be the ERPPC. 7 tons, 15 damage, done all at once and in one spot. People are going to boat 6 of them and disintegrate anything they hit immediately.
6 tons ;-) they will be brutal but I think 4 plus clan gauss will be the better choice due to heat considerations.
The main reason those weapons were preferred was the head capping potential which isn't really a consideration in the vidja games so maybe it won't be _quite_ as nasty ....
One of the things about cLRM aside from no minimum range is they have integrated Artemis...
Clan Xl engines (only 2 side torso Crits) and clan dhs ( again only 2 Crits per) will also be very hard to face.
Only way to 'balance' this will be some implementation of battle value and forbidding putting clan tech on IS chassis and vice versa.
Wait, since when do Clan LRMs have Artemis built-in? I don't recall that being a thing. The ATM launchers apparently include it (which were not a thing when I last played, and a terrible acronym at that).
The sheer fact that a Clan LRM20 has no minimum range and weighs 5 tons should be enough to strike fear into everybody's hearts. Catapults won't just have 2 LRM20s, they will have 4.
Wait, since when do Clan LRMs have Artemis built-in? I don't recall that being a thing. The ATM launchers apparently include it (which were not a thing when I last played, and a terrible acronym at that).
The sheer fact that a Clan LRM20 has no minimum range and weighs 5 tons should be enough to strike fear into everybody's hearts. Catapults won't just have 2 LRM20s, they will have 4.
It'll be the C4 variant with 4xcLRM-15s and an ERPPC in the CT.
I'm pretty quick to accuse people of being bad at this game, but I'm normally of the belief that it's not intentional.
Until tonight. I'm playing with a group of real life friends and we are losing often because pubs are not fighting. They are waiting until we die, and then they wait until the enemy shows up in their face, and then they wait some more, and then they die. It's such a weird attitude that I haven't seen before in a multiplayer game. I am drowning in passivity.
I would much rather have a team of suicidal rushers.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited January 2013
Dunno if you tried to send me an invite, Avalon, but I dropped right after the one match we had against each other. That wierd surging lag I had earlier today wasn't diminished in the slightest; makes trying to hit anything a total crapshoot. If this is a persistent thing, the game is completely broken for me until the issue is fixed. Even in my slowest mech, it's just not possible for me to do much besides soak damage and randomly apply damage.
Though at least I had the competent pubs on my side. :P One Atlas with one ERLL, gauss, and LRMs and another Atlas with just an AC/20, LRMs, and a laser? Seriously? What were your dudes thinking?
Besides "oh shit, our whole team is dead and now we have to fight six mechs alone because we were lazy asses who sat back and lobbed LRMs", I mean. Sure, they killed me, but only after I stripped almost all the front armor off one Atlas while still being the Mechwarrior equivalent of braindead.
I've been spending time with some real life friends who I have fully converted to the game! It's been good fun showing people the game.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited January 2013
Yeah, I saw you doing the Cicada thing and your pubs just would not push up. They all scattered along that ridge and popped up individually, which meant they just got shredded one by one. Buncha dumbs.
Something about that ridge is just a death sentence for pubs. Unless the entire team is up on that ridge at once and pushes over, never ever go over it. Ever. Either go through the caves or go around the lower area past the crashed dropship; cresting that ridge alone is always suicidal, even if there's only 3-4 enemies on the other side.
Then it was time to fight the crappy Atlases, because they'd basically abandoned their entire team already by wasting 100 tons of assault mech on LRMs, but nobody was left alive to support them and they died depressingly fast for Atlases.
Though it really didn't help your team that I had some pretty competent pubs. Only a couple would get distracted by the Cicada antics until the heavier enemies around were dead, then they all turned on you. They seemed to have some pretty solid mechs, too, and not some moronic lazy-ass builds.
Dunno if you tried to send me an invite, Avalon, but I dropped right after the one match we had against each other. That wierd surging lag I had earlier today wasn't diminished in the slightest; makes trying to hit anything a total crapshoot. If this is a persistent thing, the game is completely broken for me until the issue is fixed. Even in my slowest mech, it's just not possible for me to do much besides soak damage and randomly apply damage.
Though at least I had the competent pubs on my side. :P One Atlas with one ERLL, gauss, and LRMs and another Atlas with just an AC/20, LRMs, and a laser? Seriously? What were your dudes thinking?
Besides "oh shit, our whole team is dead and now we have to fight six mechs alone because we were lazy asses who sat back and lobbed LRMs", I mean. Sure, they killed me, but only after I stripped almost all the front armor off one Atlas while still being the Mechwarrior equivalent of braindead.
Are you sure you're not getting short ping spikes coinciding with each surge of lag? It sounds like you're getting packet loss similar to what I experienced a few weeks ago.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I have no clue at all what the deal is, but it makes the game whacky as hell and my ping hovers right around 120ms like it always has.
That whole map is an absolute deathtrap when pubbies are involved. You either play the long, boring, poke-shoot game or you find some way to get them up and over the ridge together. If you have a full 4-man you can sometimes move over and have them follow.
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UnluckyThat's not meant to happenRegistered Userregular
So, I currently own a Hunchback 4J and a Catapult C4. I love both, but it's time for an Assault. I am going to get an Awesome. I dislike the Stalker and the Atlas costs too much and I'm not the hugest fan of it's aesthetically. I can't decide which variant to focus on, not the 9M for cost reasons. Thinking perhaps the variant with 7 energy hardpoints. All the lasers.
It is very difficult to make the Awesome "work" without having it elited and having the right engine. It's not going to be cheap. You may get more mileage out of a Cataphract, which will in many respects play the same way.
8R: ML, 2LL, AMS (1 ton of ammo), 4 SRM6+Artemis (6 Tons of ammo), Endo Steel, 14DHS, 290STD, 448 armour.
Use the LL while closing in, don't Alpha Strike too much, keep to the SRM when up close. Lots of damage, really evil at short distances. The LL give some punch at a distance.
8T: 2LL (one in each arm), 2LRM15 + Artemis (7 tons of ammo), AMS (1 ton of ammo)13DHS, Endo Steel, Beagle Active Probe, 290 STD Engine, 432 armour,
Pretty good punch at a distance, pretty easy to play.
8Q: 6LL, 18DHS, Endo Steel, 290STD Engine, 464 armour.
Still a really evil sniper build. The LL have pinpoint accuracy, making it easy to kill cockpits. I like it more than my 6LL2+SRM4 Stalker build, which doesn't have all the lasers hitting one spot and feels a lot less mobile.
Remember to redo the armor spread on the CT on the Awesome. I mostly use 80 front, 20 back.
Yeah I died tons last night pubbing because my 50 kph atlas is too fast and usually end up first in battle and surrounded by enemies. Usually ended up with good amount of damages though.
Funny how it's the other way around when I play with the Oosiks and usually get there too late for serious action and usually end up bottom of the chart.
Speaking of armor spread, how do most of you balance front/rear torso armor? I tend to go 15 for LT/RT and 18 for CT on my Hunchback and Cataphract so I last a bit longer trading shots. It means I get backstabbed a little worse sometimes, but I don't know if 5 more points in the back will have the utility they would just staying up front.
Yeah I died tons last night pubbing because my 50 kph atlas is too fast and usually end up first in battle and surrounded by enemies. Usually ended up with good amount of damages though.
Funny how it's the other way around when I play with the Oosiks and usually get there too late for serious action and usually end up bottom of the chart.
I seriously think most pubbies put in the smallest engine they can. So many matches where I'm almost doing laps around Hunchies, Centurions, Dragons in my Atlas.
Yeah I died tons last night pubbing because my 50 kph atlas is too fast and usually end up first in battle and surrounded by enemies. Usually ended up with good amount of damages though.
Funny how it's the other way around when I play with the Oosiks and usually get there too late for serious action and usually end up bottom of the chart.
I seriously think most pubbies put in the smallest engine they can. So many matches where I'm almost doing laps around Hunchies, Centurions, Dragons in my Atlas.
If it wasn't for turn radius an argument could certainly be made for going with slower engines, more weapons, and just sticking relatively close to your base.
Actually I think they should disconnect turn speed from engine speed. Otherwise, chassis with same weight and engine would handle exactly the same. It would be better have some chassis be more manuverable while some other would be able to accelerate or brake faster. Makes the choices more interesting.
Posts
2x Ac2 (chain fire)
2x MLas (linked fire)
SRM 6
(stock engine - goes 81kph)
Endo Skeleton
Currently, I have enough weight left over for 2 tons of AC2 armor (leg) and 1 ton of SRM ammo (other leg) with an extra HS tossed into the engine slot. I have some heat issues (which I'll fix once I can afford DHS) and it does reasonable damage, but I tend to try and brawl in it, and that usually doesn't end well.
I know I've seen posts w/ similar builds that say to play hit-n-run, but it just doesn't feel ... spry enough to do that. Especially since you need to stand still for a bit to get full effect of the dual AC2s. Should I be looking at a bigger engine after I plop in DHS?
I ran a 1N for awhile. UAC5, MPLAS, 2SSRM (before the nerf/fix)
Never really liked using both energy hardpoints since the disparity between arm and torso tracking can mess you up, especially when doing the run-and-gun
The thing with AC/2s is that you need to think of their 4.0 DPS when deciding if they're worth using. With the dual setup, if you manage to drop two cycles into a section (not hard with their .5s fire rate) it's the same as a really good tracking shot with a LLAS. It's not uncommon to get 2-3 seconds of deeps into a dude before he starts paying attention to you, and that's worth a gauss + AC/10 right there. Just from two AC/2s, and at 720m.
They're godawful in a brawl. You need to have a play style that puts you in the situations that leverage DPS over alpha, though. Otherwise they're just really fatass small lasers.
P.S. Chain firing AC/2s stretches out the time you need to stay aimed at a guy to really hurt him, so I tend to go linked.
http://steamcommunity.com/id/pablocampy
Also anyone else get that weird sound bug where once a while you hear a sound that's a cross between a buzz and a frog croak?
I thought that noise was something wrong with my headset
I have a weapon group that has both lasers and a weapon group that contains only the arm laser for the 1N for precisely that reason.
The AC/2s definitely take some getting used to. When running them on a Dragon what I do is hang back as the fight is first forming and let my AC/2s and Medium Lasers tear into things. They can do a surprising amount of damage from a longer distance away once you learn the lead time on them and if something is standing still then it doesn't take long to shred its armor. The AC/2s are really damn good at herding people since they suddenly see their armor going nuts and tons of shots hitting them. LRM boats and snipers tend to run and hide in a hurry.
While I'm doing this I'm waiting for an opening to then sprint into brawl range behind someone and add my SRM6s to the mix (or go gank their long range support). I then never let go of the trigger since I have enough ammo to just let the shots fly without a single damn given about wasting ammo and the AC/2 cycles so fast that whoopdeeshit if I miss. My DHSs keep me pretty cool while I'm unloading everything though I do need to still be aware of my heat gain because it's definitely not heat neutral. Usually just ceasing fire with the lasers for a few cycles is enough to bring things back down.
Also, the same team composition isn't going to work for Assault and Conquest. We seem to keep losing in Conquest to teams composed chiefly of ECM Ravens. As long as they have enough organization to avoid the other team when they're concentrated, a bunch of ECM Ravens will almost always win on Conquest.
It also seems to happen (or appear to happen on my end) a lot when I'm dead and spectating another player.
Holy shit Clan Ultra AC/20's are broken as helllllll.
Personally, I don't see how the game could possibly remain balanced without either a reduction in the damage dealt by a lot of the incoming weapons. Right now, an LRM salvo can be brutal; take out the minimum range on those and you've got Catapults running a pair of Clan LRM-20s and shredding just about anything at any range the missile can hit. Ultra autocannon tech? Clan ER lasers? All of that stuff will tip the game enormously in favor of fights going back to being annoying things that last seconds because both mechs involved have so much firepower and so relatively little armor.
I think the most problematic clan weapon is still going to be the ERPPC. 7 tons, 15 damage, done all at once and in one spot. People are going to boat 6 of them and disintegrate anything they hit immediately.
The main reason those weapons were preferred was the head capping potential which isn't really a consideration in the vidja games so maybe it won't be _quite_ as nasty ....
One of the things about cLRM aside from no minimum range is they have integrated Artemis...
Clan Xl engines (only 2 side torso Crits) and clan dhs ( again only 2 Crits per) will also be very hard to face.
Only way to 'balance' this will be some implementation of battle value and forbidding putting clan tech on IS chassis and vice versa.
No they don't. You're thinking of ATMs.
The sheer fact that a Clan LRM20 has no minimum range and weighs 5 tons should be enough to strike fear into everybody's hearts. Catapults won't just have 2 LRM20s, they will have 4.
It'll be the C4 variant with 4xcLRM-15s and an ERPPC in the CT.
Until tonight. I'm playing with a group of real life friends and we are losing often because pubs are not fighting. They are waiting until we die, and then they wait until the enemy shows up in their face, and then they wait some more, and then they die. It's such a weird attitude that I haven't seen before in a multiplayer game. I am drowning in passivity.
I would much rather have a team of suicidal rushers.
Though at least I had the competent pubs on my side. :P One Atlas with one ERLL, gauss, and LRMs and another Atlas with just an AC/20, LRMs, and a laser? Seriously? What were your dudes thinking?
Besides "oh shit, our whole team is dead and now we have to fight six mechs alone because we were lazy asses who sat back and lobbed LRMs", I mean. Sure, they killed me, but only after I stripped almost all the front armor off one Atlas while still being the Mechwarrior equivalent of braindead.
I've been spending time with some real life friends who I have fully converted to the game! It's been good fun showing people the game.
Something about that ridge is just a death sentence for pubs. Unless the entire team is up on that ridge at once and pushes over, never ever go over it. Ever. Either go through the caves or go around the lower area past the crashed dropship; cresting that ridge alone is always suicidal, even if there's only 3-4 enemies on the other side.
Then it was time to fight the crappy Atlases, because they'd basically abandoned their entire team already by wasting 100 tons of assault mech on LRMs, but nobody was left alive to support them and they died depressingly fast for Atlases.
Though it really didn't help your team that I had some pretty competent pubs. Only a couple would get distracted by the Cicada antics until the heavier enemies around were dead, then they all turned on you. They seemed to have some pretty solid mechs, too, and not some moronic lazy-ass builds.
Are you sure you're not getting short ping spikes coinciding with each surge of lag? It sounds like you're getting packet loss similar to what I experienced a few weeks ago.
Any Awesome build suggestions?
8R: ML, 2LL, AMS (1 ton of ammo), 4 SRM6+Artemis (6 Tons of ammo), Endo Steel, 14DHS, 290STD, 448 armour.
Use the LL while closing in, don't Alpha Strike too much, keep to the SRM when up close. Lots of damage, really evil at short distances. The LL give some punch at a distance.
8T: 2LL (one in each arm), 2LRM15 + Artemis (7 tons of ammo), AMS (1 ton of ammo)13DHS, Endo Steel, Beagle Active Probe, 290 STD Engine, 432 armour,
Pretty good punch at a distance, pretty easy to play.
8Q: 6LL, 18DHS, Endo Steel, 290STD Engine, 464 armour.
Still a really evil sniper build. The LL have pinpoint accuracy, making it easy to kill cockpits. I like it more than my 6LL2+SRM4 Stalker build, which doesn't have all the lasers hitting one spot and feels a lot less mobile.
Remember to redo the armor spread on the CT on the Awesome. I mostly use 80 front, 20 back.
Funny how it's the other way around when I play with the Oosiks and usually get there too late for serious action and usually end up bottom of the chart.
I seriously think most pubbies put in the smallest engine they can. So many matches where I'm almost doing laps around Hunchies, Centurions, Dragons in my Atlas.
If it wasn't for turn radius an argument could certainly be made for going with slower engines, more weapons, and just sticking relatively close to your base.