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Falconeer
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Reply #1960 on: January 29, 2013, 08:08:58 AM

(Beautiful) Propaganda.

About Zaljerem's last post. Absolutely yes. That's what everyone is waiting for. Unfortunately, small company is small and no matter how cool things are, the new stuff never comes fast enough.

Yesterday I had a productive night and I couldn't help but thinking they have a beautiful game in their hands. And if it is this addictive with the little content we had so far, then I see a bright future ahead given that more maps, and game modes and community warfare are, sooner or later, gonna happen.
« Last Edit: January 29, 2013, 08:34:47 AM by Falconeer »

Segoris
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Reply #1961 on: January 29, 2013, 10:26:27 AM

For the maps, here's a link to the roadmap/planned content. With the disclaimer not everything is set in stone for obvious development reasons, if implemented as planned then a new map in 3 weeks (Alpine Peaks) and another on March 19th (desert)

Then there are some new mechs incoming soon (Trebuchet and Jaegermech), with what looks to be an Awesome varient for the new Hero Mech -named  "Pretty Baby" - that will be released on Feb 5th.

I would like another game varient (anyone hear of anything yet?), and removal of caustic, because fuck caustic, but otherwise they're doing pretty well. Now let's hope with those new planned cockpit items they learned a good and profitable lesson with New Year's
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Reply #1962 on: January 29, 2013, 12:58:29 PM

Update on incoming PPC changes. This affects ECM too.

Quote
Concerning the Large Laser, ER Large Laser, Large Pulse Laser, PPC and ERPPCs:

The Large Laser was pretty much on point where we wanted it in terms of heat generation. A proper scaling has been done to the rest of the mentioned weapons (i.e. they have all been reduced in terms of heat generated).

You will see these changes in the next patch on Feb 5th and the exact numbers will be in the patch notes.

The PPC/ERPPC vs ECM
Hitting an ECM enabled Mech with a PPC/ERPPC will disable the ECM functionality for 5 seconds.
After 5 seconds, full ECM functionality returns.
If an ECM is disabled and the ECM enabled Mech is hit with a PPC/ERPPC again, the 5 second counter resets to 5. It will be possible for a very skilled PPC/ERPPC shooter to disable ECM on a Mech for as long as they can keep chain hitting the ECM Mech.
This will be going live on Feb 19th.
The modules "Sensor Range" and "Advanced Sensor Range"
Will now affect ECM by increasing the detectable/targetable range of an ECM equipped Mech.
"Sensor Range", the first tier, will allow players to detect/target an ECM equipped Mech 15% further away than normal (200m > 230m)
"Advance Sensor Range", the second tier, will allow players to detect/target an ECM equipped Mech 25% further away than normal (200m > 250m)

How this affects gameplay:
Normally an ECM equipped Mech can only be detected/targeted between 180m-200m. I.e. there was a 20m buffer where SSRMs/LRMs could lock and fire.
With Sensor Range, that buffer is now 180-230m. A total of 50m buffer.
With Advanced Sensor Range, that buffer becomes 180-250. A total of 70m buffer.
Players will have an additional 50m of space to target and fire guided munitions on ECM enabled Mechs.
This too will be going live on Feb 19th.


In other news:

The crit system is taking a while to test and implement properly. We not only have to set crit chances, but we need to also adjust the health of every item equipped to a Mech. It is now at a state where we will be looking at how durable each weapon should be. Since this takes a lot of reiterative testing, this is a time consuming undertaking and will be a while before we can drop it on to the live servers. Again, I'll update you when we know more.

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Reply #1963 on: January 29, 2013, 02:17:00 PM

You know, FUCK ECM. Fuck it in its earhole. So fucking sick of it. Got in a game at lunch with my Cat, which I have now loaded with 2 ML's, 1 LL and 2 Streak SRM2's. Get in the middle of a firefight and get hosed because the Cat I'm fighting against is in the ECM shield of something and suddenly I'm down 2 fucking weapons while he just hammers away at me with ballistic shit. It really is too goddamn effective.

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Reply #1964 on: January 29, 2013, 02:23:07 PM

The notion of destroying it with PPC kind of makes me happy. Too bad lights are so goddamn quick that you'll still never hit the fuckers without an alpha spread.

This will totally kill the ECM atlas, though, and put a hurting on the Hunches.

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Reply #1965 on: January 29, 2013, 02:28:33 PM

You'd think there was a 50-50 chance of being on the bad or less-bad team.  No way.  I seem to be on the shitty team at least 80% of the time.  How is this statistically possible?

I'm not awesome, but there's no way I'm SO terrible I make us lose that much.  I'd have to be shooting teammates to see that much of a difference.  And how in the Clans' names can a Commando be the top damage dealer in a round when I'm not playing well.  Did I somehow get flagged to be part of a team in an experiment to let coma patients drive 'mechs with inactive brainwaves?

Exactly my feelings. And I have evidence of what I am talking about. These are my stats since the last wipe:



I mean, sure, this might be evidence of how badly I suck and that I am the deciding factor in all of my side's losses. Or, that goddammit, for some reason I am 15% (math?) more times in the randomly-losing-team than in the randomly-winning-team.

Segoris
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Reply #1966 on: January 29, 2013, 02:30:10 PM

Hmm, I really do like the notes. I do think 5seconds is a bit much if the timer can be kept up [damn sharp knees of the patch imo]. I'm reading this as saying DDCs are kind of screwed a bit, and only bad light pilots or really good PPC users being able to mess with a light's ECM (pending lag shield-type issues)

Eh, screw it, I'll jokingly play around with something similar to stk-3f, 2x LRM15 (5t ammo, probably go up to 6 and drop the slas), 2x ERPPC, 2x SLas, BAP, Tag, std380, 16 dhs, endo(maybe, might drop this an the engine size for more missiles!), and targeting modules.  why so serious?
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Reply #1967 on: January 29, 2013, 02:52:53 PM

You'd think there was a 50-50 chance of being on the bad or less-bad team.  No way.  I seem to be on the shitty team at least 80% of the time.  How is this statistically possible?

I'm not awesome, but there's no way I'm SO terrible I make us lose that much.  I'd have to be shooting teammates to see that much of a difference.  And how in the Clans' names can a Commando be the top damage dealer in a round when I'm not playing well.  Did I somehow get flagged to be part of a team in an experiment to let coma patients drive 'mechs with inactive brainwaves?

Exactly my feelings. And I have evidence of what I am talking about. These are my stats since the last wipe:



I mean, sure, this might be evidence of how badly I suck and that I am the deciding factor in all of my side's losses. Or, that goddammit, for some reason I am 15% (math?) more times in the randomly-losing-team than in the randomly-winning-team.

I honestly believe the MM is broken in some way and pairing more full PUGs vs 3 & 4 man teams + PUGs than it should.  That it's not working for a balance on the team supply, just picking the list of X names and "oh this one was 4 people, skip to the next single person to fill out the rosters."

I.e.   Queud: Group of 3-a; group of 3-b; single-c; group of 4-d; single-e; single-f; single-g; single-h; single-i;

Results in:  Team 1:  a, b, c, e,   Team 2; D, f, g, h, i

One of these is stronger than the other.

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Reply #1968 on: January 29, 2013, 02:58:45 PM

Everyone, I'd love your opinion on this HBK-4SP I am running with mild success.

It moves and turns decently fast (81-89KPH) and it packs a 50 damage alpha thanks to 4ML and 2 SRM6, which is nice when you get in the right place to unleash it (they all share the same optimal range, 270m), without terribly unbearable heat issues. 320 armor, and no big shoulder that draws fire like all the other Hunchbacks. "Only" 7.2 million MC. Would you use it?


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Reply #1969 on: January 29, 2013, 03:13:19 PM

Dropping Endo-Steel lets you drop in an XL 260, fit an additional heat sink, double your SRM ammo, and set you back a much more respectably hefty 9.4 million. No other downsides, unless Endo provides some benefits I am not aware of.
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Reply #1970 on: January 29, 2013, 03:24:23 PM

No other benefits from Endo other than to relief on weight I am not getting from an XL engine, which I am strongly against on Hunchbacks due to their very vulnerable shoulders. Those things are death-traps. But thanks for the feedback, really appreciated.

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Reply #1971 on: January 29, 2013, 04:06:25 PM

Everyone, I'd love your opinion on this HBK-4SP I am running with mild success.
That's roughly what I'm going to run once I get one.

I don't do XL unless it's either a super-fast 'mech, a sniper, or both.

Hahahaha!  I'm really good at this!
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Reply #1972 on: January 29, 2013, 05:12:45 PM

That 4sp build is a pretty standard build that works really well. You are right to avoid XL in any and every hunchback. It does not matter what model you are in, people aim for the shoulders and having 4ton of srm ammo for 2x srm6 is over kill anyways for most matches

As for is it worth it - I think so. The hunchbacks are my favorite medium that play like a medium (I consider the Cicada more of a light playstyle)
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Reply #1973 on: January 29, 2013, 07:48:03 PM

Ah, I'd never thought of that. So with XL engines you're vulnerable to being rendered immobile as soon as any of your torso sections lose armor, instead of just the center?
Segoris
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Reply #1974 on: January 29, 2013, 07:50:43 PM

If my "immobile" you mean "fucking dead, kaboom! when you lose a side torso" then yes why so serious?
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Reply #1975 on: January 29, 2013, 11:49:07 PM

You know, FUCK ECM. Fuck it in its earhole. So fucking sick of it. Got in a game at lunch with my Cat, which I have now loaded with 2 ML's, 1 LL and 2 Streak SRM2's. Get in the middle of a firefight and get hosed because the Cat I'm fighting against is in the ECM shield of something and suddenly I'm down 2 fucking weapons while he just hammers away at me with ballistic shit. It really is too goddamn effective.

I feel your pain. I took my SSRM Stalker of Doom out yesterday, headed for the tunnel on Frozen City, said in team chat "could one of the 3 ecm lights give me some cover in the tunnel please?", got completely ignored. Ran into a Cent and an ECM DDC in there. Could do nothing except tickle them with my laser light show while they obliterated me :(

Haemish if I see you online I'll chuck you a group invite, I've got an ECM Circada I can run with you.

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Segoris
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Reply #1976 on: January 30, 2013, 12:22:57 AM

What lasers are you running where you would drop down from srm6 to ssrm, or do you just prefer the streaks?


Pugs.  Ohhhhh, I see.

Was sorting some shit and came across a couple of screenshots that will make you appreciate that group (plenty more but these stood out the most)

Three teammates over 100 damage (only one of those three were over 200 damage)

And the hits keep on rolling when only one other teammate over 100 damage...
« Last Edit: January 30, 2013, 12:31:49 AM by Segoris »
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Reply #1977 on: January 30, 2013, 01:10:26 AM

Any chance to make a decent SSRM boat equipped with ECM disrupter?

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Reply #1978 on: January 30, 2013, 01:16:30 AM

Honestly Segoris, I don't understand how can you score that much damage to begin with. But it gets even harder to understand considering how mediocre the rest of your group seemed to be. Seriously, without solid help from your team (which usually means they steal some out of your record-breaking damage) how can you not die before you get the chance to dish out that much punishment? I'd love to see those matches. Still using a Stalkert?
« Last Edit: January 30, 2013, 01:21:17 AM by Falconeer »

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Reply #1979 on: January 30, 2013, 01:41:30 AM

It's srm's or lrm's, so stalker seems likely.  Might be a streakapult but that's very dependent on how much ecm you face.
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Reply #1980 on: January 30, 2013, 04:58:48 AM

What lasers are you running where you would drop down from srm6 to ssrm, or do you just prefer the streaks?

I'm running this: STK-5M
I put streaks on because I'm terrible at aiming and thought I'd have an easier time. I'll have a play around later and see if I can come up with a decent non-streak version. If nothing else it'll give me a chance to get used to SRMs! There's lots of weapons I've not used yet - PPCs, Gauss Rifles, SRMs, any ACs other than UAC5, LB10x. I am still a newb! awesome, for real

Those screenshots, I get games like that often, except I'm more often at 600-800 damage done instead of 1200. I broke 1000 once, with the streak Stalker, but the team was good :)

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Reply #1981 on: January 30, 2013, 06:48:28 AM

Streaks are good for hunting light 'mechs, if you have ECM so you can counter theirs.

You're better off learning to aim regular SRMs though, as you'll see your damage spike once you do.  If you need a compromise, add Artemis for the tighter grouping, which runs the risk of being ruined by ECM.  Half a dozen matches and you should get their aim and spread down.

(If you think "I can't do it", well, you manage to get locks with SSRMs, so you can hold your reticle steady.  Now you just have to learn by how much to lead.)

Hahahaha!  I'm really good at this!
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Reply #1982 on: January 30, 2013, 06:50:26 AM

Holding for lock.. yeah there's another game mechanic that's never made sense to me but I'm willing to overlook it.

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Reply #1983 on: January 30, 2013, 07:30:18 AM

Falc...

I think that's a solid build. Another option would be to pull an SRM 6 and an ammo for 4 Medium Pulse instead of Mediums. The DPS numbers drop, but I find the effective damage I do much better. They really focus the damage where you aim, instead of the long beam wandering off to arms/legs. I find the DPS numbers with SRMs to be scewed, and are made more realistic with artemis (because the missiles actually focus on the area you are aiming).

Come in just after the fight starts, unleash hell with your Pulses (could even run 3 m pulse, 2 medium - with the head slot). And get out after a minute.Try to stay in the sweet spot 80-200 range (or preferably behind something).

But I'm just a huge noob that needs pulses to hit where I'm aiming ;)

220 Engine build - 4 Medium Pulse, 1 Medium , 2 x SRM6 (2 tons ammo) - http://mwo.smurfy-net.de/mechlab#i=22&l=74447360b5ec9fa1f9afc614089cbe34cd561345 - lose 10 kph, gain 9 Alpha, basically. Wump wump wump
« Last Edit: January 30, 2013, 09:13:18 AM by Slayerik »

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Segoris
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Reply #1984 on: January 30, 2013, 10:35:52 AM

Any chance to make a decent SSRM boat equipped with ECM disrupter?

Not really due to ECM mechs with missile slots not exactly being missile boat worthy (Com and Atl max at 3 hard points, Raven with 2, spider/cicada with 0). DDC, Com2D, Rvn-3L.

For your other question - usually an SRM6 Cat, Stalker is more for grouping for me and messing around with others. Though I have done similar in a stalker a number of times (almost winning 1v5, similar damage with similar team results, and so forth - but it is pug play) and even a couple of times in an hbk4p which had some funny reactions from people why so serious?

What lasers are you running where you would drop down from srm6 to ssrm, or do you just prefer the streaks?

I'm running this: STK-5M
I put streaks on because I'm terrible at aiming and thought I'd have an easier time. I'll have a play around later and see if I can come up with a decent non-streak version. If nothing else it'll give me a chance to get used to SRMs! There's lots of weapons I've not used yet - PPCs, Gauss Rifles, SRMs, any ACs other than UAC5, LB10x. I am still a newb! awesome, for real


What Lant very wisely and nobly (which is how every post of her's will sound in my head with the updated avatar!) is something I agree with - get used to SRM over streaks. While aiming is more difficult at first it is better in the long run. Beyond the extra damage of SRMs, this is also due to ECM (current and proposed future state). Basically, I would not run streaks on anything without ECM itself or unless I'm in a group where I trust the ECM to counter (usually not worth the trouble anyways). Even after the PPC changes effecting ECM, I'll most likely still think this way because I don't think much will change for facing lights with ECM.


 
Falc...

I think that's a solid build. Another option would be to pull an SRM 6 and an ammo for 4 Medium Pulse instead of Mediums. The DPS numbers drop, but I find the effective damage I do much better. They really focus the damage where you aim, instead of the long beam wandering off to arms/legs. I find the DPS numbers with SRMs to be scewed, and are made more realistic with artemis (because the missiles actually focus on the area you are aiming).

Come in just after the fight starts, unleash hell with your Pulses (could even run 3 m pulse, 2 medium - with the head slot). And get out after a minute.Try to stay in the sweet spot 80-200 range (or preferably behind something).

But I'm just a huge noob that needs pulses to hit where I'm aiming ;)

220 Engine build - 4 Medium Pulse, 1 Medium , 2 x SRM6 (2 tons ammo) - http://mwo.smurfy-net.de/mechlab#i=22&l=74447360b5ec9fa1f9afc614089cbe34cd561345 - lose 10 kph, gain 9 Alpha, basically. Wump wump wump

While you and I go back and forth on to pulse or not to pulse (which sounds like it should be a new weekly webcast by Slay and Seg! or SegSlay!) I will say this is a pretty good idea.
std250 build 1srm6, 4mpls, 1mlas. Basically, lower alpha, 11kph faster, higher sustained, better heat management
std220 build 2srm6, 5mpls. Basically, higher alpha (respectable 60 which is solid for an HBK), 11kph slower, lower sustained, worse heat management
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Reply #1985 on: January 30, 2013, 11:04:11 AM

OK, how's this look?

STK-5M

4 x SRM6 w. Artremis & 4t ammo
4 x MPlas

I've stuck an AMS in there cos I'm finding them very handy - a combination of cover, dodging and AMS often reduces missile damage to zero.

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Reply #1986 on: January 30, 2013, 11:07:18 AM

Thanks everyone for the feedback on the Hunch. I hate the idea of going slower than 85 in it, makes me feel like a sitting duck, but I'll give your suggestions a try.

Segoris
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Reply #1987 on: January 30, 2013, 02:08:58 PM

OK, how's this look?

STK-5M

4 x SRM6 w. Artremis & 4t ammo
4 x MPlas

I've stuck an AMS in there cos I'm finding them very handy - a combination of cover, dodging and AMS often reduces missile damage to zero.

That could work, and could be used in a 3F with the same loadout but with increased torso twist range (the only reason for the 5M, imo, is that extra missile slot)
I'm not a fan of artemis for SRMs, and while they do work better with SRMs in the STK then any other mech that I have seen I just don't find the expense and tradeoff worth the system. I've spoilered a couple of builds if you want to see how minor adjustmends add up quickly at the expense of 20% tighter missile grouping within a 270m max range. Differences being engine size, armor, number of heatsinks, number of weapons, ams. Btw, it does get easier (by a lot) to live without AMS after a little while. I don't remember the last build I had with it actually, barely even miss it when on teams without ECM due to experience causing me to play smarter with using terrain.

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Reply #1988 on: January 30, 2013, 10:31:48 PM

Nice one, cheers Segoris. I'll have a tweak of my setup and try one of them later.

The real reason for using a 5M instead of a 3F is that I want XP on 3 different variants to unlock the next tier of abilities!  awesome, for real

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
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Reply #1989 on: January 31, 2013, 10:59:02 PM

5xSrm6/5xMLas/no ams (Sam's build iirc)
100dmg alpha, 496 armor, 57.2/62.9 kph, sustained dmg of 8.75
separating the weapons: 5mlas 25alpha, 4.44 sustained and the 5xSRM6 75alpha, sustained 13.31

Took that version out for a spin last night. 3 matches of ~800 damage each! Runs hotter than the sun. I do love a mech that actually makes people run away after they get the first salvo in the face  awesome, for real

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
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Reply #1990 on: February 01, 2013, 09:34:01 AM

So, I finished out my speed tweak on my Centurion CN9-D. Currently have a XL380 in it, with 2 medium pulse and SRM6 and SRM4 with Artemis.  It's something to this effect: http://mwo.smurfy-net.de/mechlab#i=29&l=4e7dd27254c609b32c07c390be889282f2db90b4

Most rounds I'm 350-600 damage, but that's mostly center torso/front or rear. I absolutely decimate non-streak lights/mediums, and can one on one streak raven as long as I land my SRMs...usually they try to run...and I'm usually as fast or faster than them. Heavies and assaults I just manuever around and attack them from behind. Doesn't take many salvos to rip em up ,and I'm fast enough to beat their twist speed. Another expensive Slay creation, but I share my XL380 with my 9M Awesome so it helps. I think my favorite part is always running around armless for most of the match.

 Anyone have a skirmishy/brawler Centurion build they like? I have all three models and a lot of XL engines, some dbl heatsinks on a couple of em, so no price tag is too high ;)

EDIT!

My own bad ones! CN9-AL: http://mwo.smurfy-net.de/mechlab#i=28&l=58956ce7ac635be479b633ddc1bf307c5809f504 
It's like my Awesome, but with one less laser, less armor, and less cooling! Might be fun, though.

Here's my 'I wish I was fast so I could run up to you and alpha strike you' CN9-A build: http://mwo.smurfy-net.de/mechlab#i=7&l=f0903ab141befae495ca6f80b0183c89376e5f85 I could probably look at plopping an XL in it, but I think it's too slow to lose the survivability. 

« Last Edit: February 01, 2013, 10:00:59 AM by Slayerik »

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Segoris
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Reply #1991 on: February 01, 2013, 10:44:50 AM

Took that version out for a spin last night. 3 matches of ~800 damage each! Runs hotter than the sun. I do love a mech that actually makes people run away after they get the first salvo in the face  awesome, for real

Yeah, that is a really solid build Sam shared. Good job on the success. Of the builds in that post with the alteration - I was able to get about 4-5 matches in on Wed night, switching one of those srm6 for an srm4 was a noticeable decrease in damage and killing ability for me, and I did not like having two different cooldowns on my missiles

So, I finished out my speed tweak on my Centurion CN9-D. Currently have a XL380 in it, with 2 medium pulse and SRM6 and SRM4 with Artemis.  It's something to this effect: http://mwo.smurfy-net.de/mechlab#i=29&l=4e7dd27254c609b32c07c390be889282f2db90b4


Here's my 'I wish I was fast so I could run up to you and alpha strike you' CN9-A build: http://mwo.smurfy-net.de/mechlab#i=7&l=f0903ab141befae495ca6f80b0183c89376e5f85 I could probably look at plopping an XL in it, but I think it's too slow to lose the survivability. 

Did not like the laser one at all, but these two I mostly like and find them good on paper. That is coming from someone who kind of laughs at Cents usually, so good job on these if they're your originals :)

When I get some cbills I may alter them a bit for personal taste:
CN9-D
changed pulse to regular, dropped SRM4 for an SRM6, increased armor close to 20% (notably maxing the torsos and improving the arms), alpha by 3, heat by 6%, sustained by ~.8dps. Could even drop a heatsink for more ammo

CN9-A
Dropped the Std200 and 1 DHS for an XL255 (speed is up to ~91 with the same number of DHS now, same weight as an XL250), switched SRM4 for a third SRM6, moved SRM ammo out of torso and into the free leg slot. Could keep the SRM4 and either improve armor to 288 (including a better "shield" with the left arm)
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Victim: Sirius Maximus


Reply #1992 on: February 01, 2013, 11:50:05 AM

TAKE MPLs AWAY? For 2 missiles!??! Shame on you, sir! ;) The extra ammo might be handy, though...but losing a HS is almost suicide. You have to be running and gunning all day in this bitch! At the 137 kph they really HAVE to be pulses, IMO (but, you know my opinion on that ;). You should try them sometime on a speedy mech!

Yeah, they are originals...The laser one is just bad and can be done so much better by so many other mechs. Throw me a decent AL build if you are bored. Original only!







"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
Slayerik
Terracotta Army
Posts: 4868

Victim: Sirius Maximus


Reply #1993 on: February 01, 2013, 12:03:10 PM

double....
« Last Edit: February 01, 2013, 12:20:53 PM by Slayerik »

"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
Segoris
Terracotta Army
Posts: 2637


Reply #1994 on: February 01, 2013, 12:40:44 PM

TAKE MPLs AWAY? For 2 missiles!??! Shame on you, sir! ;) The extra ammo might be handy, though...but losing a HS is almost suicide. You have to be running and gunning all day in this bitch! At the 137 kph they really HAVE to be pulses, IMO (but, you know my opinion on that ;). You should try them sometime on a speedy mech!

Even at fast speeds on lights I've been fine with regular, and remember that dropping pulses for regulars means lower heat gen - thus losing a DHS is not as big of an issue [edit: hmm the link I put up is not the complete build, I'll mess with it in a bit as the armor and DHS aren't all there]

Quote
Yeah, they are originals...The laser one is just bad and can be done so much better by so many other mechs. Throw me a decent AL build if you are bored. Original only!

With that chasis, that is a pretty big challenge for me, but I gave it five minutes of effort and here's what I have (no idea if original, never really care to research Cents for personal use so don't know if these are current builds or anything).

For your love of MPlas. XL255, no-endo, 17 DHS, 2xSRM6, 2t ammo (3t if you drop a DHS), and 4x MPLas. It will run a bit hot if a pilot is spamming the whole time instead of being opportunistic with their alphas.

LLas/MLas/SRM. loses 2DHS, adds endo, switches the pulses out for 2x LLas and 2x MLas, brings it up to 320/338 armor, gains 4dmg on their alpha bringing it to 58, loses .30 sustained, and loses 3% heat efficiency. The major boost, imo, is the longer range before dealing with falloff from pulses. Another option is ditching 1mlas, which will make it superior in heat efficiency by .03, but with lower alpha by 1dmg and lower sustained by .03.
« Last Edit: February 01, 2013, 12:50:12 PM by Segoris »
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