I dusted off a King Crab last night on MWO (not sure of the specific model) with 2x gauss rifle, 3x ER LL and man is that slow Crab a menace. Even my bad games were pretty solid and it was pretty routine to hit at least 700 dmg, but I'm going to have to play with the build a bit because even with speed tweak skills it only hits 51kph and thus I have a hard time getting out of bad situations.
Also gauss rifles are the one weapon that gets me in trouble with friendly fire. I get so focused on the delay/lining up my shot that sometimes I don't notice a light mech running to my line of fire until I blast off an arm or a leg.
I pretty on reg see salty assault players proclaiming in chat they they will happily shoot any mechs that get in front of them when the game starts up. I wouldn't necessarily go claiming your intention to friendly fire, but i think most players understand if you jump in front of an engaged friendly assault mech, you're going to have bad day, and it's going to be your fault.
I dusted off a King Crab last night on MWO (not sure of the specific model) with 2x gauss rifle, 3x ER LL and man is that slow Crab a menace. Even my bad games were pretty solid and it was pretty routine to hit at least 700 dmg, but I'm going to have to play with the build a bit because even with speed tweak skills it only hits 51kph and thus I have a hard time getting out of bad situations.
Also gauss rifles are the one weapon that gets me in trouble with friendly fire. I get so focused on the delay/lining up my shot that sometimes I don't notice a light mech running to my line of fire until I blast off an arm or a leg.
I pretty on reg see salty assault players proclaiming in chat they they will happily shoot any mechs that get in front of them when the game starts up. I wouldn't necessarily go claiming your intention to friendly fire, but i think most players understand if you jump in front of an engaged friendly assault mech, you're going to have bad day, and it's going to be your fault.
I've noticed a rash of people facehugging nearly dead enemies in solo quickplay recently. They rush in having contributed little, but wanting to get that kill shot.
Last night a teammate that was nearly dead tried to do that just as a fired, resulting me in getting two kills.
Looks badass. Cyclops one is basically big, glowy "Shoot here!" target, no?
Yeah...good point. If that ring outlines the exact hit box for headshots, they might not sell so many of those for the cyclops. Not that you can't already pretty easily tell where the cockpit is on a cyclops.
Not like the cyclops cockpit was a hard target to begin with
It is kind of bullseye shaped...
On the other hand
Twins?
Fiendishrabbit on
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Kinda a shame that they didn't add AC/20 HSL +1 quirks to any of the KGC chassis in the new patch, if there's a mech that could really use it, it's that one.
So playing HBS: Battletech I can across a planet with a Black Market Awesome for about $10.5M C-Bills.
I managed to sell enough scrap and run the 3 missions on the planet with max cash and buy it. It was some stupid variant with LLasers and an LRM15? Who puts that on an Awesome?
Stripped it down, put in 3 PPC++'s (+10 dmg and 2 x +30 stb dmg), a heat exchanger, 4 double heatsinks, many more heatsinks, and then nearly maxed out it's armor.
So now it's the Awesome that Blake intended. Accept no substitute.
If ever I find more double heatsinks, I'll continue to replace the singles until I can fit a 4th PPC in there. Fingers crossed.
And now I have my first assault mech. If I didn't need to wedge a run into my day right this very moment I'd be out taking it for a spin.
It's a little light for a Clan Assault mech, but something like this could play into the straight laser vomit meta that was all the rage back in the day (not sure if it's still all the rage these days...it's been a while since I last paid any attention to builds du jour).
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
5xcMPL + ATM12 gives you plenty of burst, good sustain and a very cohesive weapon suite (and the big engine allows you to control engagementrange pretty well)
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I think 2xLPL 2xERPPC is probably the way to go, like that warhawk build people run sometimes. Worse quirks but better hardpoints and JJs (and probably faster)
you could do 5xERLL but that seems like more of a faction fit that anything you'd run in quickplay
it was the smallest on the list but
Pluto was a planet and I'll never forget
+1
Options
KayWhat we need...Is a little bit of PANIC.Registered Userregular
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
0
Options
KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited February 2019
Ah, I just saw hearts and lava lamps and stuff.
Edit: Aah, the one from back in December. I should get that soon! I don't have a Warhammer yet.
How's the Corsair look? Not a mech I'm familiar with.
5xcMPL + ATM12 gives you plenty of burst, good sustain and a very cohesive weapon suite (and the big engine allows you to control engagementrange pretty well)
Eh I thought about that kind of build, but I think you can get more missiles on a TBR and still be faster. The major advantage is the jump jets.
I think 2xLPL 2xERPPC is probably the way to go, like that warhawk build people run sometimes. Worse quirks but better hardpoints and JJs (and probably faster)
you could do 5xERLL but that seems like more of a faction fit that anything you'd run in quickplay
Definitely, but I think you’d still see it, I’ve both run and fought against BLR-1Gs with all ERLL in QP.
5xcMPL + ATM12 gives you plenty of burst, good sustain and a very cohesive weapon suite (and the big engine allows you to control engagementrange pretty well)
5xcMPL + ATM12 gives you plenty of burst, good sustain and a very cohesive weapon suite (and the big engine allows you to control engagementrange pretty well)
You could do that build on a Huntsman, a mech 30 tons lighter. I plan on running mine as quad PPCs and seeing if it works as a Warhawk replacement.
5xcMPL + ATM12 gives you plenty of burst, good sustain and a very cohesive weapon suite (and the big engine allows you to control engagementrange pretty well)
You could do that build on a Huntsman, a mech 30 tons lighter. I plan on running mine as quad PPCs and seeing if it works as a Warhawk replacement.
No. You couldn't. If you try to mount 5xcMPL and an ATM12 on a huntsman it will not have sustain at all.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
0
Options
KayWhat we need...Is a little bit of PANIC.Registered Userregular
5xcMPL + ATM12 gives you plenty of burst, good sustain and a very cohesive weapon suite (and the big engine allows you to control engagementrange pretty well)
You could do that build on a Huntsman, a mech 30 tons lighter. I plan on running mine as quad PPCs and seeing if it works as a Warhawk replacement.
No. You couldn't. If you try to mount 5xcMPL and an ATM12 on a huntsman it will not have sustain at all.
I was gonna say, you'd lose out on:
Ammo capacity
Heat efficiency
ARRRRMOUUUUURRRRR
3DS FCode: 1993-7512-8991
+1
Options
KayWhat we need...Is a little bit of PANIC.Registered Userregular
MWO: any thoughts on the missile variant of the Supernova? I like the look of them and was thinking an ATM or SRM build (with some laser to make up for range disadvantage), but clan assaults are pricey AF and I don't want to just drop CBills and hope it works out.
MWO: any thoughts on the missile variant of the Supernova? I like the look of them and was thinking an ATM or SRM build (with some laser to make up for range disadvantage), but clan assaults are pricey AF and I don't want to just drop CBills and hope it works out.
The missile supernova is disgustingly powerful. Big ATMs? Powerful. Big LRMs. Powerful. SRMs...no. It's not a good SRM mech since you have nowhere where you can effectively use that tonnage.
Otherwise any mix of ATM9/ATM12/LRM15/LRM20s will do just peachy.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Those would be MCII-4, Highlander IIC-B and SNV-A. Probably because clan LRMs are a lot more weight efficient than IS versions and all of these versions can unleash a continual storm of LRMs using quad LRM20s.
Stalker is another mech that really wants to boat LRMs, but the response to a Stalker is usually "Why would you use a stalker when you could use a much better assault?". Which is true, because IS LRMs don't deserve to be primary weapons.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Warhammer IICs everywhere. Had a match just now on Solaris that was two full lances of assaults, with about half of them the new toy everybody just got.
This is what I ended up with for my build. So far I like it.
EDIT: One of these things is not like the other
And on that note, given how games with a ton of WHM-IICs on the same side are going, I think I'm calling it early.
The game is teasing me terribly with Highlanders. I'm sitting at 4/5 parts on two different models, and 2/5 parts for a third. It's driving me nuts! I have so many assault mechs that are so tantalizingly close.
If I ever do another campaign, I'm going with 4 mech parts instead of 5. I appreciate that it will take at a minimum 2 kills to complete a mech, but the gap from 4 to 5 parts when I don't have the time or the armor to play with my food just keeps proving a massive fun killer.
The Awesome however is doing it's work and doing it well as my singular assault mech. Those three PPC's with called shot mastery positively chew through mechs. I also discovered my Black Knight with too many lasers makes for a good enough headhunter. You have enough lasers and that 18% chance to hit doesn't sound so bad. Only takes 3 out of the 10 or so he's rocking to hit. So far they've been odds that have swung in my favor a surprising number of times.
Worst case I do another called shot with some SRMs to finish it off. I only need one to hit after a LLaser hit or two MLaser hits.
Still the clock is a'ticking. Under 300 days left to earn as much as I can. I only have one flashpoint left which is a little bit of a let down. I have a few alliance offers on my table so perhaps I'll take one of those up and go out in a blaze of glory. I just hate those target acquisition missions so much.
Yeah, having done a career at four parts salvage, I think the next will be back to 3. There are other ways to up the difficulty without dialing back the pokemans mech-catching satisfaction.
KayWhat we need...Is a little bit of PANIC.Registered Userregular
So, I messed around sync-dropping with Glal and another friend after I'd put together an ATM Supernova build for them. I took my Raven with TAG to see if it's still good. (It's not especially good, I should mod my Shadowcat to do the same thing, only better).
They only hit almost 1k damage with 6 kills on their first outing.
I have most of the Firepower's heat perks, so it cools down reasonably quick, it just generates all the heat in the world even just firing two 12s in one go (so, in theory sans ghost heat). I was considering dropping another laser from the TAG arm for a heatsink, or maybe experiment with lasers that don't take up as much space to do the same, though I've not played around with it enough to know if that would even help given the limited space to work with.
[edit] The lasers basically generate no heat compared to the ATMs, so, not really concerned about switching for hotter-running versions.
I have most of the Firepower's heat perks, so it cools down reasonably quick, it just generates all the heat in the world even just firing two 12s in one go (so, in theory sans ghost heat). I was considering dropping another laser from the TAG arm for a heatsink, or maybe experiment with lasers that don't take up as much space to do the same, though I've not played around with it enough to know if that would even help given the limited space to work with.
[edit] The lasers basically generate no heat compared to the ATMs, so, not really concerned about switching for hotter-running versions.
An active probe would be a good idea, if a ECM mech gets near you it's going to prevent you from getting locks.
Posts
I pretty on reg see salty assault players proclaiming in chat they they will happily shoot any mechs that get in front of them when the game starts up. I wouldn't necessarily go claiming your intention to friendly fire, but i think most players understand if you jump in front of an engaged friendly assault mech, you're going to have bad day, and it's going to be your fault.
I've noticed a rash of people facehugging nearly dead enemies in solo quickplay recently. They rush in having contributed little, but wanting to get that kill shot.
Last night a teammate that was nearly dead tried to do that just as a fired, resulting me in getting two kills.
The hero Bushwhacker is actually painted in the toy colors if you have the MC.
Well I do have the spare MC....
Steam: betsuni7
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Yeah...good point. If that ring outlines the exact hit box for headshots, they might not sell so many of those for the cyclops. Not that you can't already pretty easily tell where the cockpit is on a cyclops.
It is kind of bullseye shaped...
On the other hand
Twins?
-Antje Jackelén, Archbishop of the Church of Sweden
XBL : lJesse Custerl | MWO: Jesse Custer | Best vid ever. | 2nd best vid ever.
I managed to sell enough scrap and run the 3 missions on the planet with max cash and buy it. It was some stupid variant with LLasers and an LRM15? Who puts that on an Awesome?
Stripped it down, put in 3 PPC++'s (+10 dmg and 2 x +30 stb dmg), a heat exchanger, 4 double heatsinks, many more heatsinks, and then nearly maxed out it's armor.
So now it's the Awesome that Blake intended. Accept no substitute.
If ever I find more double heatsinks, I'll continue to replace the singles until I can fit a 4th PPC in there. Fingers crossed.
And now I have my first assault mech. If I didn't need to wedge a run into my day right this very moment I'd be out taking it for a spin.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Don't mind if I do!
Some PPC's missing
And here it is in the mech bay looking all Awesome
3DS FCode: 1993-7512-8991
All you can really do is try to hit and run them to death, which can be tough on some maps and/or if the other mech can also jump
Pluto was a planet and I'll never forget
4xERPPC
4xLPL
5xERLL
I guess you could throw an ATM in that one missile point but I think I'd rather just keep the tonnage for heat sinks.
-Antje Jackelén, Archbishop of the Church of Sweden
you could do 5xERLL but that seems like more of a faction fit that anything you'd run in quickplay
Pluto was a planet and I'll never forget
3DS FCode: 1993-7512-8991
Holiday bonus event
-Antje Jackelén, Archbishop of the Church of Sweden
Edit: Aah, the one from back in December. I should get that soon! I don't have a Warhammer yet.
How's the Corsair look? Not a mech I'm familiar with.
3DS FCode: 1993-7512-8991
Eh I thought about that kind of build, but I think you can get more missiles on a TBR and still be faster. The major advantage is the jump jets.
Definitely, but I think you’d still see it, I’ve both run and fought against BLR-1Gs with all ERLL in QP.
It’s a PGI original so people are just guessing right now. The one that has 5 AMS should be hilarious in QP.
You could do that build on a Huntsman, a mech 30 tons lighter. I plan on running mine as quad PPCs and seeing if it works as a Warhawk replacement.
-Antje Jackelén, Archbishop of the Church of Sweden
I was gonna say, you'd lose out on:
Ammo capacity
Heat efficiency
ARRRRMOUUUUURRRRR
3DS FCode: 1993-7512-8991
That's annoying. Anyone else unable to login?
3DS FCode: 1993-7512-8991
The missile supernova is disgustingly powerful. Big ATMs? Powerful. Big LRMs. Powerful. SRMs...no. It's not a good SRM mech since you have nowhere where you can effectively use that tonnage.
Otherwise any mix of ATM9/ATM12/LRM15/LRM20s will do just peachy.
-Antje Jackelén, Archbishop of the Church of Sweden
Stalker is another mech that really wants to boat LRMs, but the response to a Stalker is usually "Why would you use a stalker when you could use a much better assault?". Which is true, because IS LRMs don't deserve to be primary weapons.
-Antje Jackelén, Archbishop of the Church of Sweden
This is what I ended up with for my build. So far I like it.
EDIT: One of these things is not like the other
And on that note, given how games with a ton of WHM-IICs on the same side are going, I think I'm calling it early.
The game is teasing me terribly with Highlanders. I'm sitting at 4/5 parts on two different models, and 2/5 parts for a third. It's driving me nuts! I have so many assault mechs that are so tantalizingly close.
If I ever do another campaign, I'm going with 4 mech parts instead of 5. I appreciate that it will take at a minimum 2 kills to complete a mech, but the gap from 4 to 5 parts when I don't have the time or the armor to play with my food just keeps proving a massive fun killer.
The Awesome however is doing it's work and doing it well as my singular assault mech. Those three PPC's with called shot mastery positively chew through mechs. I also discovered my Black Knight with too many lasers makes for a good enough headhunter. You have enough lasers and that 18% chance to hit doesn't sound so bad. Only takes 3 out of the 10 or so he's rocking to hit. So far they've been odds that have swung in my favor a surprising number of times.
Worst case I do another called shot with some SRMs to finish it off. I only need one to hit after a LLaser hit or two MLaser hits.
Still the clock is a'ticking. Under 300 days left to earn as much as I can. I only have one flashpoint left which is a little bit of a let down. I have a few alliance offers on my table so perhaps I'll take one of those up and go out in a blaze of glory. I just hate those target acquisition missions so much.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
They only hit almost 1k damage with 6 kills on their first outing.
3DS FCode: 1993-7512-8991
https://mwo.smurfy-net.de/mechlab#i=510&l=1d2952fc9cd6209d1adb2c9bb4e8950b329cd6ea
I have most of the Firepower's heat perks, so it cools down reasonably quick, it just generates all the heat in the world even just firing two 12s in one go (so, in theory sans ghost heat). I was considering dropping another laser from the TAG arm for a heatsink, or maybe experiment with lasers that don't take up as much space to do the same, though I've not played around with it enough to know if that would even help given the limited space to work with.
[edit] The lasers basically generate no heat compared to the ATMs, so, not really concerned about switching for hotter-running versions.
An active probe would be a good idea, if a ECM mech gets near you it's going to prevent you from getting locks.