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Automatically Appended Next Post: So I'm in the market for another Mech to keep as a permanent/trial. I got enough C-bills to buy most any Light and about half the Mediums, and I got my eye on a Hunchback- but I'm really not sure if I wanna try the classic 4g (I think? the AC/20 one) or the Missile boat variant.
Or should I save up to try out a different Assault, or start up the Dragon or something?
I just got Elite on the Cataphracts, and I'm keeping my 4x as my 'go to' Mech for now.
This message was edited 1 time. Last update was at 2013/11/03 03:38:52
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
Jenners are fun, but since you mentioned the huncy, I'm guessing you are keen on it. The 4J isn't as good as the 4SP. The 4G is good for machine guns, while the 4H is better for a single big gun since it can take lots of mediums too which the 4G wouldn't be able to do. The ac20 and gauss seemed to work well for me. The 4P has lasers. need I say more?
Also, people speculate that the next hero mechs are the huncy and the jenner to continue the trend for the founders mechs. It might pay to wait a bit before those too if your into heroes.
Btw, if your still stuck, try the centurions. They are quite good and stuff.
Ledabot wrote:Btw, if your still stuck, try the centurions. They are quite good and stuff.
<- Centurion are awesome. They can zombie and stuff.
Really, it's crazy how they just keep shooting at you and stuff blows off your 'Mech yet you just keep on going and zap away with the lasers in your chest. There have been quite a few games I ended up with nothing left than the center torso, head, and a single leg.
Hrm... I was wondering about trying a Light out- if I went Jenner, I'd probably go Troll with a pair of Large Lasers (or maybe Meds) and 4 Flamers, with some arty strikes for flavour. Or maybe try out a PPC Jenner.
Can you tell I like dealing a lot of damage in a single shot?
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
Would overheat too fast for my taste, and all those tons would be a severe hindrance in terms of slotting a powerful engine. With Lights, speed is your armour - if you get hit at all, you're gonna have a bad time.
Besides, 4 MedLas do the same amount of damage as 2 PPCs. Not on the same point (usually), yes, but with a lot less heat and tonnage, and they do more damage than 2 Large Lasers with only 2 points more heat whilst still being a lot lighter.
I've seen people do a good job with an ECM-Spider mounting a single ER-PPC, however, essentially playing a fast moving sniper focusing on shooting enemies in the back so as to not being seen.
Ultimately, it comes down to the personal engagement style. Aside from the Spider-Sniper, both the Spider and the Locust also seem to fare well as harassers that just dart around larger 'Mechs whilst the enemy is busy with the rest of their team, plinking away with their machine guns and thus doing a lot of damage over time by employing the "thousand pinpricks" tactic. And lastly, there is the Jenner as (imho) still the best Hit & Run Skirmisher, if used with its standard loadout. The quad lasers mean that you'd be building up heat a lot, so Jenners should either get into combat, fire off a few salvos, and then get out again to cool down a bit, or (if the pilot feels lucky and/or the enemy doesn't pay attention) stay in the rear of some large 'Mech and just keep peeling off that armour.
Coincidentally, this is how the Jenner is supposed to be used according to the TRO, so MWO really succeeded in making the default loadout seem sensible here.
Although I also am tempted to try out a Catapult build I designed- 8 (or 7 and a TAG) Streak SRMs, a bunch of ammo, and the largest standard engine I can mount on it- plus armour to flavour. It was actually over 100 KPH in the test build, I think. A giant Light Hunter, capable of dealing a ton of damage in a single volley and keeping up with the Joneses.
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
You probably mean the C4-variant for 6 missiles + TAG. Any ideas for the remaining energy slot?
The largest standard engine should be a 315-rated model - with speed tweak you should get close to 90 kph. Not enough to keep up with most Lights, but perhaps you can stay in range long enough.
As a Light pilot, I used to hate hate hate Streakpults with a passion. Back when SRMs still had that buggy self-expanding explosion radius, one of these could core you within about 2-3 seconds. Nowadays they are not that dangerous anymore, but certainly still annoying. Just be prepared that a lot of pilots that made the same experiences as I did will probably focus you just out of principle.
The most dangerous Light hunter right now is actually the Golden Boy. Approaching 100 kph in speed, has jump jets, and 5 missile hardpoints for 10 Streaks. The new FOTM for anyone who has a burning hatred for Lights.
By the way, it actually seems Streakboats are more useful against heavier 'Mechs rather than Lights - not because of the damage they deliver (which isn't that great anymore), but because you can troll the gak out of people by chain-launching your SSRMs and thus putting the enemy in a state of near-permanent cockpit shake, causing them to stop hitting anything. Seriously, it's so bad, I'm almost tempted to call it abuse. Fortunately, a new module has already been announced: Advanced Gyro, will lower cockpit shake by 33%. Can't wait to put this into my Battlemaster.
Huh. It was actually the A1 (old school!)- It was NARC, not TAG. Was mistaken. And NARC is actually a Missile slot.
Yeah, only about 90 KpH- still rather fast for a Heavy, and with JJ to boot. Not to mention most Lights seem not to do hit-and-runs properly, preferring to get in range then run circles and circles around people. This is why I like having my main weapons on my arms, and don't think I'd ever really like a Mech without lower arm actuators.
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
Aah! Gotcha. Yes, with NARC it would work. Are the pods homing, by the way? I've never actually used them.
Circling can work well for a Light, but it should not be done with any opponent. Catapults in particular have a disturbingly high twist radius (like, "The Exorcist" head turning scene high), and JJs would only help further with that. Against Atlases, however ... hell, those bad boys even have trouble hitting you when you stand right in front of them, thanks to their slow turn and twist speed and the limited firing arc of the torso weaponry. It's always a question of the circumstances (what's the environment? is the enemy pilot busy? is the target already damaged?) too, though. It's easy to make the wrong call in a heated moment, and with Lights a pilot is very, very prone to adrenaline rush (the combination of speed and the very high vulnerability really gets you in the mood) - which can result in the most awesome kill streaks, or in the most embarrassing death. I've had both aplenty, but the former easily makes up for the latter.
If I'd spot a Streakcat and have time to think I would very likely try to stay the hell at least 300 meters away from it, and target its ears with my lasers. I've taken down two (I think) of those beasts like that, simply because they were unable to get in range and I had a free field of fire (both times in water, once on Forest Colony and once in River City). This is when looking at your 'Mech's sensor scan of the enemy really pays off. Though you could always try to lurk somewhere behind your comrades, or lie in wait behind a building, waiting for someone to run by and find themselves in range, similar to how Splatcats operate.
This message was edited 2 times. Last update was at 2013/11/04 04:32:01
I think the best use of Streakcats would actually be as support Mechs- have one of those hanging around among the Heavies and Assaults in the main blob, and wait for the inevitable Light Packs that try to get in from the back.
That, or possibly as a Base Defender, with something like an AC/20 Jaeger or well-armed Phract to help deal with possible Assault cappers.
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
That is what I use my treb for. I really like my atlas and stalker, but i love my treb. I use it to hang around the mid-field and guard the pack, if base gets capped I run back. It is a great mech if used right, and only one model is good...but its damn good imo, plus not many people use them so when i do 5-600 dmg in a game I really feel like I earned it.
Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss
Until LRM's are fixed to be more consistent I don't play my cats too much, save my K2. Splat builts can be fun but like LRM's are very inconsistent (good luck on the larger maps doing anything useful). K2 though bloody love that thing. Nothing like a second line sharp shooter mech with dual AC10's for taking out center torsos on every assault mech on the enemy field. I'd actually argue the K2 does it better than the Jeager which can field the same build. The XL is less of a weakness on the Cat's puny side torsos and the placement of the AC10's makes getting both shots to hit the same section easier from more angles.
This message was edited 1 time. Last update was at 2013/11/04 20:00:25
But yes, the Cat-K2 plays much more fun than I had first imagined it to be. The only thing missing would be jump jets.
A fast XL engine, a pair of ER-PPCs, and for close combat twin-linked sets of medium pulse lasers and machine guns. And lots of heat sinks.
A great "tank destroyer".
I won't be shocked when the Jester releases as a Jump jet capable all energy K2. Calling it now That or it turns out the Jester is actually a K1 with a snazzy paint job XD
EDIT: As to the K2 I used PPC's on it before they got nerfed into the ground on any mech that can't carry enough heat sinks to manage more than 1. 65 tons with only 2 machine guns as viable back up weapons is dreadful. Large lasers work better imo for an energy K2.
This message was edited 2 times. Last update was at 2013/11/04 20:26:39
LordofHats wrote:EDIT: As to the K2 I used PPC's on it before they got nerfed into the ground on any mech that can't carry enough heat sinks to manage more than 1. 65 tons with only 2 machine guns as viable back up weapons is dreadful. Large lasers work better imo for an energy K2.
I'll freely admit that I am biased towards the PPC because of the awesome sound it makes. At least it also works nicely to disable the ECM-bubble of the occasional Atlas-DDC.
2 MPLs + 2 MGs work surprisingly well as backup weapons, though. I've linked them to a single button and they are about heat neutral, so I can just keep the button pressed until whoever harassed me is either destroyed or ran away.
My K2 has twin lbx and quad mlasers. The lasers are good for peeling away the armor on a mech and the lbx keep the guy shaking and crit like anything. Works great for me.
Whelp! Sounds like Catapults are the next Heavy I go for Elite on.
Though yeah, I was looking at Trebs as well- might look into one of those instead... I like the idea of having a Rocket Punch with SRMs on that one variant...
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss
in the latest faq with the devs they mentioned a lot about CW, whether that's clan-warfare or community-warfare is unknown but they did make direct comments on Omni-mechs and other clan stuff so I think it may be clans
Link for that please? I did a quick search and found lots of stuff , but not that.
Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss
Been looking for the Dakka Mercs but guess they haven't started that yet.
Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!
Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."