I've played most of the factions, and I think FRR is the best for the quality of PUGs--just because it has more hardened vets from before the first map reset. FRR was hard-mode, getting hit by every clan at once.
Or we could just strike things from over the horizon like a proper war machine. Just make it look cool. The missile launcher font care much.
Or if we're going for city fighting, I'd use something simple with less moving parts that is less likely to be messed up by Murphys law than a mech.
in a sane world you'd probably be able to have 4 demolisher II's for every atlas.
The common sense part of my brain is constantly screaming about stuff like that.
Like, theres no way a simple tank, even a super advance assault tank, could cost anywhere near what an assault mech costs. So either assault mechs are absurdly cheap, or assault tanks are absurdly over priced, either way, even at the stock battletech prices, tanks are still cheaper, thus meaning you can field more of them than mechs.
and tanks aren't vunerable to someone getting behind them as they can swing most their weapons around to engage 360 degrees, and are a smaller target, easier to conceal in terrain.
Simply by their size alone a Demolisher II with 14 tons of armor is infinitely more well protected than a mech with 14tons of armor.
in every conceivable sane way, theres just no reason for mechs over tanks.
in every conceivable insane way though...big shooty stomp stomp.
I don't think we've blessed this thread yet:
Common sense is lostech.
Canonly, tanks in battletech are very useful and outnumber mechs like 5:1. Most battlemech regiments have like 5 regiments of infantry, tanks, and aerospace supporting them.
Mechs are more useful than tanks in many situations mostly for their maneuverability. They can operate in the field nearly indefinitely, can take much steeper grades, can jump, and only require one crewman instead of 3+. Though tanks have lots of armor, crits are more lethal to them and they get mobility-killed much faster with tread shots than mechs do with leg shots.
The MW universe is also one with limited interstellar transport capacity. With limited cargo space, mechs are a better bet per-pound than tanks are in most situations. That's why there's many more tanks and infantry tanks per mech in garrison or militia units - if you know the terrain you'll be on and don't have to worry about jumpships, tanks and infantry are much more cost-effective.
The big cost driver for tanks and mechs are expensive, rare fusion engines. E.g. the 100-ton Demolisher II has the same engine as the stock King Crab or Orion. Hence, it costs about $7.5mm c-bills. The King Crab, a 100 ton mech, costs about $11mm.
For comparison, the Demolisher I has an internal combustion engine and only costs $2mm. The significant difference is that it has less armor and goes 54kph instead of 64.
Generally all of this is right on but I have to be a pedant on two points:
1. It's not really true to say most BattleTech regiments had several conventional regiments supporting them. At least in the Succession Wars era, that didn't start to be the case until the Federated Suns started to put more emphasis on combined arms and put effort into turning each front-line 'mech unit into a Regimental Combat Team with its own permanently attached armor and infantry brigades, plus AeroSpace wings. Of course the Star League norm was true divisions with multiple 'mech regiments and multiple conventional brigades operating together in permanent formations, but after the first couple of Succession Wars none of the Great Houses had the resources to do that.
2. The Demolisher and Demolisher II both have a top speed of 54kph, actually, in spite of the former being ICE powered and the latter fusion powered.
also would add that the era just prior to the one in which MWO takes place (3rd succession war) is essentially a "dark age". Population, economy, industrial output are very low. Technology has not only stopped advancing but is regressing. Authority is devolving to more and more local levels and political legitimacy is based on armed might. The successor states are all variations on the theme of a spacefaring Feudal society.
Mechs are as much about showing ones status as a member of the military aristocracy as they are practical weapons. The great Davion innovation of combined arms regimental combat teams was more an innovation in breaking down class barriers between the nobility in their mechs and the much more numerous / cheap / available but disregarded peasant militia forces in conventional units.
Especially in the late 3rd succession war, warfare is more a codified punch up between military aristocrats than actual war (eg: limits on allowed targets, not targeting ComStar communications, no targeting jumpships, very little use of air support or artillery, lots of chivaralistic conventions around not finishing off fleeing opponents of the elite in their mechs but peasants in tanks and infantry are fair game). The same thing has popped up in real history.
Or we could just strike things from over the horizon like a proper war machine. Just make it look cool. The missile launcher font care much.
Or if we're going for city fighting, I'd use something simple with less moving parts that is less likely to be messed up by Murphys law than a mech.
in a sane world you'd probably be able to have 4 demolisher II's for every atlas.
The common sense part of my brain is constantly screaming about stuff like that.
Like, theres no way a simple tank, even a super advance assault tank, could cost anywhere near what an assault mech costs. So either assault mechs are absurdly cheap, or assault tanks are absurdly over priced, either way, even at the stock battletech prices, tanks are still cheaper, thus meaning you can field more of them than mechs.
and tanks aren't vunerable to someone getting behind them as they can swing most their weapons around to engage 360 degrees, and are a smaller target, easier to conceal in terrain.
Simply by their size alone a Demolisher II with 14 tons of armor is infinitely more well protected than a mech with 14tons of armor.
in every conceivable sane way, theres just no reason for mechs over tanks.
in every conceivable insane way though...big shooty stomp stomp.
I don't think we've blessed this thread yet:
Common sense is lostech.
Canonly, tanks in battletech are very useful and outnumber mechs like 5:1. Most battlemech regiments have like 5 regiments of infantry, tanks, and aerospace supporting them.
Mechs are more useful than tanks in many situations mostly for their maneuverability. They can operate in the field nearly indefinitely, can take much steeper grades, can jump, and only require one crewman instead of 3+. Though tanks have lots of armor, crits are more lethal to them and they get mobility-killed much faster with tread shots than mechs do with leg shots.
The MW universe is also one with limited interstellar transport capacity. With limited cargo space, mechs are a better bet per-pound than tanks are in most situations. That's why there's many more tanks and infantry tanks per mech in garrison or militia units - if you know the terrain you'll be on and don't have to worry about jumpships, tanks and infantry are much more cost-effective.
The big cost driver for tanks and mechs are expensive, rare fusion engines. E.g. the 100-ton Demolisher II has the same engine as the stock King Crab or Orion. Hence, it costs about $7.5mm c-bills. The King Crab, a 100 ton mech, costs about $11mm.
For comparison, the Demolisher I has an internal combustion engine and only costs $2mm. The significant difference is that it has less armor and goes 54kph instead of 64.
Generally all of this is right on but I have to be a pedant on two points:
1. It's not really true to say most BattleTech regiments had several conventional regiments supporting them. At least in the Succession Wars era, that didn't start to be the case until the Federated Suns started to put more emphasis on combined arms and put effort into turning each front-line 'mech unit into a Regimental Combat Team with its own permanently attached armor and infantry brigades, plus AeroSpace wings. Of course the Star League norm was true divisions with multiple 'mech regiments and multiple conventional brigades operating together in permanent formations, but after the first couple of Succession Wars none of the Great Houses had the resources to do that.
2. The Demolisher and Demolisher II both have a top speed of 54kph, actually, in spite of the former being ICE powered and the latter fusion powered.
also would add that the era just prior to the one in which MWO takes place (3rd succession war) is essentially a "dark age". Population, economy, industrial output are very low. Technology has not only stopped advancing but is regressing. Authority is devolving to more and more local levels and political legitimacy is based on armed might. The successor states are all variations on the theme of a spacefaring Feudal society.
Mechs are as much about showing ones status as a member of the military aristocracy as they are practical weapons. The great Davion innovation of combined arms regimental combat teams was more an innovation in breaking down class barriers between the nobility in their mechs and the much more numerous / cheap / available but disregarded peasant militia forces in conventional units.
Especially in the late 3rd succession war, warfare is more a codified punch up between military aristocrats than actual war (eg: limits on allowed targets, not targeting ComStar communications, no targeting jumpships, very little use of air support or artillery, lots of chivaralistic conventions around not finishing off fleeing opponents of the elite in their mechs but peasants in tanks and infantry are fair game). The same thing has popped up in real history.
3025 is the best. I would love to have a 3025 strategic (with logistics) setting for me to stomp in. The original Mechwarrior5 teaser was totally the right direction. But, I know that I'm a niche in a niche (it is niches all the way down).
Resistance event this weekend. Same dealio as the previous events, get 20 points to get all the prizes, Resistance owners get bonus prizes at each tier and there's also a kill counter thing where Resistance owners get to vote on which Resistance mech gets a Champion variant first (kind of a lame vote, if you ask me).
Still, 20 tier reward is a warhorn (and a second warhorn if you have the Resistance pack). Not too shabby.
I had to drop out of my win streaking FRR TS group for fear of my contract expiring and holding up the group. Still, 4 attack wins straight on Hermagor. Feels good man.
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
I just got around to looking at the art for the Mauler. Oh sweet shit it's gorgeous. All four of those mechs look pretty great tbh but yeah, wow.
EDIT: Fucking shit, might as well paint a giant 12 on the Marik colours while you're at it.
Shame the weapons on the other three mechs are so fucking boring. Three pointless energy boats and the Mauler.
Energy boats are fun, though :<
I suppose with quirks they're better differentiated these days. I'd forgotten that quirks were a thing now. My eyes still tend to glaze over them due to them being so repetitive for so long.
TOGSolid on
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
We need a 75 ton ballistic Heavy with decent, high mounted hard points.
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
We need a 75 ton ballistic Heavy with decent, high mounted hard points.
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
We need a 75 ton ballistic Heavy with decent, high mounted hard points.
Does such a mech exist?
I can't think of one off the top of my head. Ballistic mechs always tend to end up at odd ball weights and configurations. The Jager is probably the closest thing we'll ever get to the ballistic mech holy grail.
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
Well, two of three ain't bad.
The K2 inspired so many tears back in the day. SO MANY TEARS. It gets grandfathered in.
I just got around to looking at the art for the Mauler. Oh sweet shit it's gorgeous. All four of those mechs look pretty great tbh but yeah, wow.
EDIT: Fucking shit, might as well paint a giant 12 on the Marik colours while you're at it.
Shame the weapons on the other three mechs are so fucking boring. Three pointless energy boats and the Mauler.
Energy boats are fun, though :<
I suppose with quirks they're better differentiated these days. I'd forgotten that quirks were a thing now. My eyes still tend to glaze over them due to them being so repetitive for so long.
These days mechs are super quirk dependent. That's why stuff like the thunderbolts and the stalker 4N are popular. They were blessed with good quirks. It made the Thunderbolt spike in effectiveness practically over night.
Unfortunately many mechs get screwed by having their quirks split across many different weapon systems. This really sucks if some of their quirks get wasted on missiles when they only have a single missile hardpoint or something.
That's why it is a good thing that most of the mechs are all pure energy boats. They can't dilute their quirks with ballistic or missile quirks (although anything with twin AMS will probably get terrible AMS quirks).
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
We need a 75 ton ballistic Heavy with decent, high mounted hard points.
Does such a mech exist?
if I had an ounce of artistic talent, I'd draw the victor drowning its sorrows in a Nighthawks-esque cafe
there's also the phract, although it's hardpoints are low (and strictly speaking neither of those is 75 tons)
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
the problem (imo) with a lot of the IS mechs they're releasing is that there aren't really that many weapon systems in the game and after a while new mechs are just redundant. They can mitigate this to some extent with quirks and engine weights but for the most part they're sort of out of design space to work with.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
+2
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
As someone who played a triple AC5 'hawk for 8 hours straight, I'm going to have to fight you on that :P
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
As someone who played a triple AC5 'hawk for 8 hours straight, I'm going to have to fight you on that :P
Resistance event this weekend. Same dealio as the previous events, get 20 points to get all the prizes, Resistance owners get bonus prizes at each tier and there's also a kill counter thing where Resistance owners get to vote on which Resistance mech gets a Champion variant first (kind of a lame vote, if you ask me).
Still, 20 tier reward is a warhorn (and a second warhorn if you have the Resistance pack). Not too shabby.
So this means the next tournament is going to be the urbanmech!!! Get 1 one point per hit when facing backwards. At 20 points you get a std 60 engine.
Resistance event this weekend. Same dealio as the previous events, get 20 points to get all the prizes, Resistance owners get bonus prizes at each tier and there's also a kill counter thing where Resistance owners get to vote on which Resistance mech gets a Champion variant first (kind of a lame vote, if you ask me).
Still, 20 tier reward is a warhorn (and a second warhorn if you have the Resistance pack). Not too shabby.
So this means the next tournament is going to be the urbanmech!!! Get 1 one point per hit when facing backwards. At 20 points you get a std 60 engine.
the problem (imo) with a lot of the IS mechs they're releasing is that there aren't really that many weapon systems in the game and after a while new mechs are just redundant. They can mitigate this to some extent with quirks and engine weights but for the most part they're sort of out of design space to work with.
And when half your weapon systems are shit that no one uses, like: PPCs, ER PPCs, AC2s, AC10s, SRM2s, Streak 2s, LBX10s, LRM20s, Small Lasers, Flamers. Sure you can hand out quirks like candy, but at some point they've got to go back to the foundation instead of finding a new angle to lean the tower.
Even "powerhouse" weapons like AC5s, Small Pulse Lasers, LRMs, and Gauss really only have a role because of ridiculous quirks on a select few mechs.
The have the room for design, they just aren't using it.
On basically anything other than IS assaults I hate ballistics as they are so damn heavy for only average effectiveness. You really need tonnage for autocannons (barring great quirks). So I am ecstatic to see energy boat mediums in my hanger to replace my loathed shadowhawks.
As someone who played a triple AC5 'hawk for 8 hours straight, I'm going to have to fight you on that :P
Okay, so it's a little silly. But it's 24 tons of ballistics on a Medium! And it's extremely possible to spend all of that ammo, too, lasting a reasonable period of time.
Just peek behind one of those ridiculous 4xAC5 Crabs and you're right where you need to be.
ed: Geth loves them triple nipples!
BRIAN BLESSED on
+1
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
the problem (imo) with a lot of the IS mechs they're releasing is that there aren't really that many weapon systems in the game and after a while new mechs are just redundant. They can mitigate this to some extent with quirks and engine weights but for the most part they're sort of out of design space to work with.
And when half your weapon systems are shit that no one uses, like: PPCs, ER PPCs, AC2s, AC10s, SRM2s, Streak 2s, LBX10s, LRM20s, Small Lasers, Flamers. Sure you can hand out quirks like candy, but at some point they've got to go back to the foundation instead of finding a new angle to lean the tower.
Even "powerhouse" weapons like AC5s, Small Pulse Lasers, LRMs, and Gauss really only have a role because of ridiculous quirks on a select few mechs.
The have the room for design, they just aren't using it.
Yeah, I wish a lot of those weapons were better. Especially AC2s. Otherwise the mauler will be a failure.
I think removing or lessening heat scale would fix PPCs and AC2s, while things like SRM2, Streak 2s, and such can't be saved, nor do they really need to be.
On second thought, the minimum range on PPCs is still too much of a ball buster.
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited May 2015
AC/2 heat scale has already been removed. It was removed a number of patches ago.
I ended up buying the FS9-A last night to try it out as an SPL knife fighter and it's doing work! Took me 10 matches to get it elited, currently sitting at a 3.29:1 K/D ratio.
I could probably get the K/D ratio on my Firestarters a good bit higher if I could learn to be a little bit less aggressive. Right now I'm like "Oh, I see an open component, better get in there and blow it up!"
Which leads to a lot of component destruction and often kills (hurrah for XL engines!) but also often it leads to death in the later half of a match.
I also realized that I have no idea how to play medium 'mechs. I keep trying out the Centurion and the Hunchback, and I can't get into a good groove with them. I think that's some of the awkwardness of the medium, not as quick to get out of danger as a light, not quite enough firepower/armor to fight your way out like a heavy/assault.
I agree with you on the mediums issue. My problem when I pilot my cents is that I usually do that right after a long light marathon. So I end up running out with the other lights and the heavies/assaults on the other team go, "oh hi there easy kill". When I do get into my medium groove is when I start out as a light harasser/killer then end up the match taking out the heavies/assaults that are left behind. Of course this is only with my Cents. On my Stormcrow I act like a heavy and take on anything with my odd laser build.
I also realized that I have no idea how to play medium 'mechs. I keep trying out the Centurion and the Hunchback, and I can't get into a good groove with them. I think that's some of the awkwardness of the medium, not as quick to get out of danger as a light, not quite enough firepower/armor to fight your way out like a heavy/assault.
Statistically, mediums are my best weight class. I find them to be a great mix of mobility and firepower, though it is very much a matter of finding one that suits you. I'm a brawler at heart, so the HBK-4P with its 9x ML or the Wang with its 109 kph top speed and AC/20 always do well for me. I wasn't really a fan of mediums until I found those two and was able to use them as training wheels of sorts. I very much recommend mediums, but again, find one that suits you and start there.
Also, I'll be playing for a few hours tonight for the event. Some of you fine folks should join me!
Posts
also would add that the era just prior to the one in which MWO takes place (3rd succession war) is essentially a "dark age". Population, economy, industrial output are very low. Technology has not only stopped advancing but is regressing. Authority is devolving to more and more local levels and political legitimacy is based on armed might. The successor states are all variations on the theme of a spacefaring Feudal society.
Mechs are as much about showing ones status as a member of the military aristocracy as they are practical weapons. The great Davion innovation of combined arms regimental combat teams was more an innovation in breaking down class barriers between the nobility in their mechs and the much more numerous / cheap / available but disregarded peasant militia forces in conventional units.
Especially in the late 3rd succession war, warfare is more a codified punch up between military aristocrats than actual war (eg: limits on allowed targets, not targeting ComStar communications, no targeting jumpships, very little use of air support or artillery, lots of chivaralistic conventions around not finishing off fleeing opponents of the elite in their mechs but peasants in tanks and infantry are fair game). The same thing has popped up in real history.
3025 is the best. I would love to have a 3025 strategic (with logistics) setting for me to stomp in. The original Mechwarrior5 teaser was totally the right direction. But, I know that I'm a niche in a niche (it is niches all the way down).
I am aware. I am online, and ready to Deploy the Paper Pushing Mechanisms.
I cannot, however, renew the contract until it expires...in six minutes.
Resistance event this weekend. Same dealio as the previous events, get 20 points to get all the prizes, Resistance owners get bonus prizes at each tier and there's also a kill counter thing where Resistance owners get to vote on which Resistance mech gets a Champion variant first (kind of a lame vote, if you ask me).
Still, 20 tier reward is a warhorn (and a second warhorn if you have the Resistance pack). Not too shabby.
EDIT: Fucking shit, might as well paint a giant 12 on the Marik colours while you're at it.
Shame the weapons on the other three mechs are so fucking boring. Three pointless energy boats and the Mauler.
Energy boats are fun, though :<
Eh, ballistic heavies are a ton of fun. See: Cataphract, Jagermech, Catapult-K2
I suppose with quirks they're better differentiated these days. I'd forgotten that quirks were a thing now. My eyes still tend to glaze over them due to them being so repetitive for so long.
Well, two of three ain't bad.
We need a 75 ton ballistic Heavy with decent, high mounted hard points.
Does such a mech exist?
I can't think of one off the top of my head. Ballistic mechs always tend to end up at odd ball weights and configurations. The Jager is probably the closest thing we'll ever get to the ballistic mech holy grail.
The K2 inspired so many tears back in the day. SO MANY TEARS. It gets grandfathered in.
These days mechs are super quirk dependent. That's why stuff like the thunderbolts and the stalker 4N are popular. They were blessed with good quirks. It made the Thunderbolt spike in effectiveness practically over night.
Unfortunately many mechs get screwed by having their quirks split across many different weapon systems. This really sucks if some of their quirks get wasted on missiles when they only have a single missile hardpoint or something.
That's why it is a good thing that most of the mechs are all pure energy boats. They can't dilute their quirks with ballistic or missile quirks (although anything with twin AMS will probably get terrible AMS quirks).
Armchair: 4098-3704-2012
if I had an ounce of artistic talent, I'd draw the victor drowning its sorrows in a Nighthawks-esque cafe
there's also the phract, although it's hardpoints are low (and strictly speaking neither of those is 75 tons)
that's why we call it the struggle, you're supposed to sweat
that's why we call it the struggle, you're supposed to sweat
As someone who played a triple AC5 'hawk for 8 hours straight, I'm going to have to fight you on that :P
(jks, but ballistics aren't too bad)
@BRIAN BLESSED Can you link to your SHD build?
So this means the next tournament is going to be the urbanmech!!! Get 1 one point per hit when facing backwards. At 20 points you get a std 60 engine.
Or urbanmech cw event!
Steam: betsuni7
mandatory 120 ton drop deck. No clams allowed.
Armchair: 4098-3704-2012
And when half your weapon systems are shit that no one uses, like: PPCs, ER PPCs, AC2s, AC10s, SRM2s, Streak 2s, LBX10s, LRM20s, Small Lasers, Flamers. Sure you can hand out quirks like candy, but at some point they've got to go back to the foundation instead of finding a new angle to lean the tower.
Even "powerhouse" weapons like AC5s, Small Pulse Lasers, LRMs, and Gauss really only have a role because of ridiculous quirks on a select few mechs.
The have the room for design, they just aren't using it.
If they did that I'd buy a Nova and mount 14 of them.
NVA-PRIME "Inferna" 14xC-Flamers, Targeting Compuer Mk1, Active Probe
Pretty much this http://mwo.smurfy-net.de/mechlab#i=110&l=b73471202ccb54f6f1bc6d152e441a357efec827
Okay, so it's a little silly. But it's 24 tons of ballistics on a Medium!
Just peek behind one of those ridiculous 4xAC5 Crabs and you're right where you need to be.
ed: Geth loves them triple nipples!
Come to think of it, the CN9-D has 2 ballistic slots, plus a 20% ballistic cooldown quirk.
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
The Wolverine 6R is basically what you're looking for, actually. 40% AC/5 cooldown bonus.
I think I'm a little short on C-Bills atm though, but definitely looking at IS ballistics more now. How are the Wolverine's hitboxes?
Not as good as the Centurion's, but you knew that. CT narrow-ish, side torsos average.
Yeah, I wish a lot of those weapons were better. Especially AC2s. Otherwise the mauler will be a failure.
I think removing or lessening heat scale would fix PPCs and AC2s, while things like SRM2, Streak 2s, and such can't be saved, nor do they really need to be.
On second thought, the minimum range on PPCs is still too much of a ball buster.
Gat-dang do I love me the Firestarter.
Oh damn. Well, maybe I'm getting the mauler pack now.
The Dev log revealed that you, understandably, can't see the clamps in the crab! But at least you get that neat dashboard look like the dragon has.
Which leads to a lot of component destruction and often kills (hurrah for XL engines!) but also often it leads to death in the later half of a match.
I also realized that I have no idea how to play medium 'mechs. I keep trying out the Centurion and the Hunchback, and I can't get into a good groove with them. I think that's some of the awkwardness of the medium, not as quick to get out of danger as a light, not quite enough firepower/armor to fight your way out like a heavy/assault.
Steam: betsuni7
What Centurion build are you running?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Also, I'll be playing for a few hours tonight for the event. Some of you fine folks should join me!