Using a slightly modified version of the champion Victor. I used up all my ammo, and it doesn't have elites yet. Got it again, this time in the 9K [img width=700 height=196]http://i.imgur.com/80EQARe.png[/img]
In my Dragonslayer build, something just clicks for me with this mech. Hit 1K+ a couple times in this, its a lot of fun.
Had tons of great matches in Victors, several 1000+. It's just too easy . . . poptarts and all. Still, I figured I might as well post this one from tonight, just because. No consumables (saving for Clan 'Mechs, can't afford 'em!) I ended up getting killed by the last enemy Jagger a mere split-second before my friendly finished him off. Frustrating . . . very frustrating that is.
I wish I could carry harder! *bangs head against desk* No seriously, this was a pretty awesome match, and one which I honestly thought we were going to win. But in the end, it wasn't meant to happen. Several minutes into the match, both teams were fairly even at 5 or 6 kills a-piece. Then, after legging an Ember for my friends to kill, and after hunting down the LRM Warhawk who'd been pestering our team the entire match, I turned to find myself facing two enemy Summoners, with a legged Kitfox the only friendly left alive on my team. And to top it all off, I had run out of AC5 ammo fighting the Warhawk! :angry: Anyway, I was able to kill one of the Summoners (who was already cored by this time) with a blast of my PPCs, after which I turned to face the other, still-mostly-fresh Summoner. With just a pair of regular PPCs remaining, I was hard pressed to keep ahead of him while at the same time keeping a +90 meter distance. After about 20 seconds of chasing each other around the Caldera's edge, I had managed to open up both of his STs, while at the same time my LT was cored from fighting the Warhawk. At 89 kph, he outran my DS easily, and quickly closed the distance when he realized I only had PPCs left; my last shot before he drew within 90 meters took off his Left Torso, leaving him with just 2 C-ERML (he had a Gauss too, but I think it must have been out of ammo, 'cause I never felt or heard it). Anyway, the match was over for me by that time, as I had no way of hitting him at such close range, and was unable to outrun or outmaneuver him so as to be able to put any damage on him. So I tanked, hoping my still-alive, single-legged friendly Kitfox would manage to finish off what little was left of the Summoner's CT and RT. But sadly, I think the Kitfox must have also been out of weapons; for after 70 or 80 seconds of tanking, twisting, and jumping around uselessly in my DS, the Summoner finally finished me off. 4 seconds and 1 shot later he killed the poor Kitfox, ending the match in a worthy victory for his team. (no consumables) And I still don't know how I only managed to pull one kill out of all that!
Finally! My first 1000+ damage in any mech. Did it with the 2xAC5, 2xPPC build. It's just barely, but still counts
A pretty nice match for the old Veteran. I wasn't running pop-tart though, I was actually in the "Double Dragon Slayer" setup. Been working really nice, especially after having negative quirks removed.
Long time havent seen a good Victor Pilot.. but this one here is a great one! And he also got most Kills. His build was short range AC20 + 2x SRM6 + 2x MLas
This one could double as Solo Pug Challenge. Default Gauss + 2PPC poptart. A well placed arty strike definitely helped in getting that much damage.
Edit: Screenshots posted now. I just got my 9S basic efficiencies finished this morning, so both matches were with only basic 'Mech efficiencies, and not even all of the basic efficiencies at that, as I finished my DS basic efficiencies yesterday morning after that match. No modules, no consumables. I'm really going to love these. They play like lighter faster Highlanders, just like I read about. I'm kicking myself for not having picked them up far sooner. I usually run only 1 JJ just for added maneuverability and for reducing/eliminating fall damage, but I may end up dropping something off this to add a JJ or three. I wasn't sure I was going to like the way the missiles are set up in my 9S when I put them there, but it's nice. They fire together when you're fresh from cover, but then you can use them to disorient your target if you just hold the button down as they begin to stagger their launches during prolonged brawling. If you twist away for a few seconds instead of staying on target, then they have enough time to reset fully, and you get another alpha salvo. I'm thinking perhaps Confirmed: they changed the number of tubes in the DS(I think Smurfy's is wrong; I'll check tonight if I get a chance), as I think the second SRM6 in this guy fires two salvos of 4 then 2 rather than 5 then 1. Note that armor and ammo placements in both of these are intentionally non-optimal.