LRMs? Ridiculous, despite the damage nerf. Tested the AWS-8R with 3x LRM15+A, 2 MLas, TAG and BAP with both LRM15 range and cool down module. Managed to go through 12 tons of ammo in less than 10 Minutes. The rate of fire certainly makes up for the damage loss. I was also under the impression the screen shake was stronger when getting hit by them.
Always wanted to quote myself. I don't use LRM 5's so excluding the traditional Catapults and Trebuchets the only IS LRM boats I'm tempted by are: AWS-8R Additional Structure CT +20 Additional Structure LT +10 Additional Structure RT +10 ER-LL Cooldown +12.5% Energy Weapon Cooldown +12.5% ER-LL Heat Generation -12.5% Energy Weapon Heat Generation -12.5% LRM/15 Cooldown +12.5% Missile Weapon Cooldown +12.5% LRM/15 Range +12.5% Missile Weapon Range +12.5% Missile Weapon Heat Generation -15% Torso Yaw Speed +10% Torso Pitch Speed +10% BLR-1S Additional Armor (RA&LA) +14 LRM/15 Cooldown +10% Missile Weapon Cooldown +10% LRM/15 Heat Generation -10% Missile Weapon Heat Generation -10% Energy Weapon Range +12.5% Energy Weapon Heat Generation -12.5% STK-3H LRM/20 Cooldown +10% Missile Weapon Cooldown +10% LRM/20 Heat Generation -10% Missile Weapon Heat Generation -10% Energy Weapon Range +12.5% Energy Weapon Heat Generation +12.5% Even not using those sizes you still get the generic bonuses plus you have the support weapon bonuses. Amusingly my AWS-8R doesn't even need to change..... (RIP any temptation to run an Atlas as a LRM boat) PS: Yes those LRM's do reach 1,250m now.
STK3H is probably my favorite LRM boat. The AWS with LRM60 was fun, but I haven't tried it in a while to see if its still viable. I think once people learn the mechs, it will be easy to pick out "oh he's in mech X, probably has an AC10."
The AWS-8R was already the best IS lurm-boat in my opinion. Can't WOOOF anymore since the ghost heat, but 2x30 is enough of large volleys. I haven't tried it since the patch, but I don't need a rocket-science PhD to know those range and cooldown quirks will make it even deadlier. Might need more ammo...
To address the previous question about gathering data, I think the mechs to compare the quirked mechs against are the closest equivalent clan mechs. Those things were the best mechs out there since their release so I think any argument about balance must be made compared to what is the most powerful. Interestingly, comparing mechs in this way, IS still clearly loses on a pure numerical basis.
Epikt, STK 3H with LRM40 is a much better balance IMO. More ammo, more speed, and more close range firepower. Specifically I'm talking about the difference between AWS with 200 XL, LRM60, 2 ML and TAG vs STK with 300 XL, LRM40, 3 ML, 2 SSRM2, and TAG. I like em both but the STK is useful at any range and much more mobile. Heh. A stalker that's faster than an awesome...
True. That's why I only bring this mech to the group queue when I know I'll have mates to spot the bad guys and protect me if needed, so I can do noting but lurm all day long. (this also explain why I don't use it a lot, usually I am the spotter, not the lurm)
Yeah. You burn faster on the AWS but my STK build can hold more ammo, so its a tradeoff. If you're firing 30 at a time, then those extra tons are wasted a bit IMO. One thing to remember is there is an exponential increase in damage with LRMs when shooting through AMS. If critical mass to get through is 15, then LRM 5 or 10 will do nothing, 15 or 20 will do little, and the more you go the faster your damage ramps up. That's why I only do LRM boats if I can really boat them.
Oxide + mining = special feeling (when it doesn't crash) I really need the 6th ton of ammo in any win I survive untill the end, in this I killed the last 1 with the last salvo, but it was a very fast match. Time to strip some armor very funny match, Jenner duo bringing the fear in the battlefield, and the light lance got all kills but 1, but it was still an ice ferret, so it can be counted as light And as you see Jenner F still owns without quirks. I must say, even tho weapon quirks are sure great, the best about oxide is it doesn't have anymore the ridicolous negative mobility quirks.
So you're Oxide may have owned, but the oxide on the other team completely stunk it up. So, if we're looking at the quality of the oxide we must average those two values and get only an average mech. For science. BTW, are you fx8230 or fx8320? I fear these pictures you posted may be fraudulent screen captures of a much better player just to show off!
To his defense, he was the first to die from our light lance, and I must say I like more the MechSpecs nick, even tho it was a typo. When testing the game I just put a random CPU name as nick, but the typo version has the nice touch
Just played my Wolverines, outstanding. The AC-5 quirk with the 6R is great, I had all my matches in the 500-600 range. 6K with two erppc and srm6 is fantastic.
So I've been playing around with the the other TBolts, just to give em a fair shake, as I think it's been proven conclusively that the TDR-5SS is amazing. So far I'm a bit underwhelmed with the TDR-5S Tier 5 bonuses, which got +25% Range, +25% Cooldown, -12.5% Heat , and -12.5% Duration on the Large Lasers, and What I'm really enjoying is the -20% Heat, +20% Range, and +12.5% Cooldown bonus for LPLas on the TDR-9SE. Been playing around with two builds: 3XLPLas: 4x LPLas: I really like 4x LPLas so far, but going to an XL in a TDR just feels wrong to me.
Comparison between one of the most hyped quirk'd build and one of my fav clan builds : The SCR wins in speed and arm mounted lasers, the TDR has nicer heat management with quirks, but who would win in a duel ? to me they are quite even, with a little preference for the IS mech, because of shorter burn time mostly, but in an actual 12vs12 I'd still go with the crow.
That actually surprises me a bit, I figured that a 4 LLas 5S would start being a common thing, especially with how well the 4 LLas Jester has been doing since the patch. The 5S even has the advantage of being able to mount a BAP and an AMS if you risk putting an XL engine in there, though it does suffer from only having one arm mounted laser... As for the SS vs SCR builds with MPLs, right now I would give the edge to TDR simply because it has a bit more armor to potentially save it, along with the slightly higher alpha. In theory it should be firing faster as well, which will give it a nasty edge. Combine that with how beastly MPLs are in general this patch, and it is a fearsome mech to come head to head with. However, as always, there is the factor of pilot skill, and shot placement to throw into the mix, and that always upsets the results on paper. If one pilot focuses the legs, and the other tries to focus the torso (while it's twisting), that could skew things for obvious reasons.
True, but on many maps, it would not be enough of a difference to matter. 50 KPH, I'd buy it as being more of a factor, but unless the SCR can use that 30 to come up completely behind the TDR (which means he's not paying attention anyway and deserves to die), it's not quite enough speed to completely juke him out, or outdo his torso twist to avoid every shot like a light could. I'm not saying a SCR couldn't win that 1v1 (easily could happen), but I would give an estimate that the TDR would pull out a win given equal player skills a slightly higher percentage of the time, just on paper. Now, if the SCR could use JJs.... Edit: Also worth nothing that the SCR does not have anything resembling a shield arm like the TDR in that build does - that could count a lot towards making or breaking a fight.