DRG-1N "Shenron" (1x ERLLas, 2x AC5, XL300)
5/5,

6 ratings

Thread in 'DRG-1N' started by Solahma, Nov 6, 2014.

  1. Fherot

    Fherot Benefactor

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    I removed backup lasers from all my ammo heavy dakka builds for more ammo. The backup lasers just aren't worth it in CW when you're just hurting your team by being alive.
     
  2. epikt

    epikt Benefactor

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    This is the mech I most consistently deal 1000+ with.
    Even when I loaded only 270 rounds (now I load 330).
     
  3. Remarius

    Remarius Star Lord

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    Consistently and easily are different things. ;)

    Dropped supporting weaponry and engine size?
     
  4. Michael

    Michael Grand Poobah

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    Here is my take on the utilization of this beast split between NON-CW and CW matches.

    Regular Matches? Keep the ERLLas since you can still contribute to the team with it. Whether you are suppressing the enemy with a Pink Floyd Laser Light Show or whether you are actually doing damage with that ERLLas you are doing SOMETHING. You only get one mech so might as well make it worthwhile when the bins run dry.

    In CW? The ERLLas DOES help dish out more damage but is only really an asset when being fired in conjunction with your Dakka. Once the dakka bins run dry the ERLLas is pointless since you are doing sub optimal damage.

    One of two things can happen; you can switch out mechs (this is what I do) or you can remove the ERLLas and add more Dakka Ammo. If you opt to add more ammo you are reducing your overall DPS while increasing your longevity. It is checks and balances.

    Personally; I would rather deal a larger DPS and aid my team in mowing mechs down faster than I would increasing the longevity of my mech in a sub-optimal state just to get it to last the full 30 minutes. I have 3 more mechs and if your planning is done you can fit mechs in where they are needed.
     
  5. Fherot

    Fherot Benefactor

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    Solution on defense for sample is just to bring the Dragon first and snipe with ERL, and the AC5's when you have a good shot. When the gates open up unload on the Zerg, I like to pull up along side them as they tunnel vision towards objective and just cut their legs and asses off from under them.

    When you run out of ammo just eject you have 3 more mechs. You can run an XL 295 that a lot of us have laying around and shave some armor here and there and have plenty of ammo.
     
    Michael likes this.
  6. Motörhead

    Motörhead Benefactor

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    Or just downgrade the engine and keep ERLLAS and enough ammo to trash 12 mech of the enemy team, like XL280 version epikt posted (83km/h is still ok for an heavy).

    About the "easy" part about the dakka mechs.

    [​IMG]

    When the map is hot, they are definitely easier. You can unleash DPS non stop while others even have their DPS cut down by the heat, not to mention you have a very huge range but are equally good up close.
     
    Last edited: Dec 27, 2014
  7. Taj Tiger

    Taj Tiger New Member

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    I've been running this mech and this build for quite a while now, and honestly I feel like I'm getting lazy from its consistent damage. Only in those times I get neutered right off the bat does my damage fall below 400, but consistently am getting 600-1000, and I'm not even a really great shot.

    One thing I've been using is a chain fire macro to shoot a more-or-less a continuous stream of metal at my targets. Same DPS, same heat buildup but it's slightly less pinpoint and more psychological than anything (seeing 100 ton mechs back away is hilarious). I also seem to do better at legging lights in CW as I'm able to correct a bit faster.

    Nothing mindblowing, but if you like videos, this is what the macro does:



    Sounds like a fricken AA gun. >:3
     
  8. Remarius

    Remarius Star Lord

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    Not sure I see the value of chaining like that on the non CW maps. With the OP AC5 cooldown quirk you're firing incredibly fast anyway and can snap fire around corners. For example, I took the 1N out for a spin on Sunday and I was in a desperate battle against deathballing DWF/KCB's/Stalkers time after time so I was mostly peeping/firing and totally unable to stand there for long periods. Every time I did I died very quickly.
     
  9. Durandal

    Durandal Min-Max Maniac

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    The main reason is psychological for the macro...the constant hammering of the ACs does things to people. Rattles them. That can be important sometimes ;)

    I don't use it myself (I'm lazy, mostly), but I know why Taj uses it ;)
     
  10. Remarius

    Remarius Star Lord

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    Except you get that effect with dual AC5 ... due to the 50% cooldown.. and are still doing 10pts damage every hit instead of spreading them over the target.
     
  11. Durandal

    Durandal Min-Max Maniac

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    I don't disagree...but I've watched him fire his macro shots when I watched him play, and watched people freak out and run instead of returning fire. ;) It has its merits, though pure numbers on paper won't show it
     
  12. Taj Tiger

    Taj Tiger New Member

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    Pretty much what Durandal says. The fast fire rate blinds and rattles the target if hitting anywhere near the cockpit (which I do because I'm a d**k). I've seen on numerous occasions people try to engage but end up backing off when they're unable to get a reliable hit with ballistic and energy weapons, and I see it happen more often with the macro than without.

    Things I do when dealing with peepers: I start firing my barrage as I see part of them poking out from cover. By the time their torso is exposed, they're already getting slammed. Might sound wasteful, but with 270-330 rounds, you don't really need to conserve ammo in non-CW games. Its main utility, like 3x AC/2s in the 5N, is for suppression, with the added benefit of doing 40% more damage. I might be buying time for other teammates or preventing someone from getting target locks (I routinely run Radar Derp to cover my own butt).

    If you're the peeper, well, you really shouldn't be in a mech that does a 10-19 alpha. It's an aggressive build, and you have to be aggressive and have the support of teammates to really shine (gotta love that huge CT hit box, ay?)
     
    Last edited: Dec 29, 2014
  13. Remarius

    Remarius Star Lord

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    Thanks for the advice, I think I have more 1,000+ battles listed in that mech than anyone on these forums but I guess I shouldn't be using the mech ..... :confused:

    Ok sarcasm aside, I'll freely admit I've mostly stopped using it now for more challenging or test builds I'm working on. ;)

    Your basic tactic is ok but the idea the 1 ERLL/2AC5 build isn't a peeper is odd as its a superb peeper. You peep, fire and if they're occupied just rip into them unopposed, if they turn fast and have a large alpha you just duck straight back into cover as they turn then relocate. Yes at times you go really aggressive but if you come up against a deathball, which is usual even in the solo queue for me, and you attack into them agressively (without an entire company with you to soak the damage or attract attention) you will just get volleyed. For example, Sunday night was a continuous stream of trio's of DWF's and KCB's anchoring the TBR/SCR companies and anything going against them was being obliterated. They don't give a fuck about your pitiful 5 pts plings as 2 of the 3 aren't even taking damage and they have enough armour to have no problem spreading anything you do while twisting back, volley firing into you and twisting away. All the time you're also burning ammo into them for good and bad (bad as its not targetting one location, good as it generally damages them). There are a lot of builds out there nowadays which can just one or two alpha you at medium range if they hit that CT. Ultimately that specific build acts as a skirmisher. Yes you can take some damage as its a quirked 60 tonner but you are much more effective shooting when not taking fire back. It is a great aggressive group player in the style you describe as you can always rely on people to rotate damage and your insane DPS at medium range allows you to batter and shake them as others add in firepower (plus theres usually a big scary mech or an annoying firestarter they'll target first)!

    Have to say part of my attitude comes because I use the Improved Gyro's module over Advanced Seismic in mechs with the slots (aka any mech I can also fit the Radar module and all my weapon modules). It definitely needs an upgrade but against that sort of tactic you quickly realise what is happening, can ride out the fire and start dropping volleys right into the person doing it. Of course 4 out of 5 battles the module is useless and unused ergo why I believe when taking fire it should be more effective than it is. :blackeye:
     
  14. Michael

    Michael Grand Poobah

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    I've stopped posting 1000+ builds as they just don't mean as much any more. To me anyways.

    The one thing I will say about this mech? I'm only using the consumable slots and the 2 weapon slots LOL (AC5 Cooldown and Range). I just don't see the need to fully outfit this sucker (and I only discovered I forgot about the rest yesterday when I was testing something on the King Crab and needed the AC5 modules).

    You guys are using improved Gyro?
     
  15. Fherot

    Fherot Benefactor

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    I don't think 1000 damage really reflects games well anyway and it's become my clutch. I don't feel I've performed (memorably) well unless I score over 800 damage.

    Even if I take my dual gauss, my Gauss/ERL dragon, hunchback 4P or yen lo wang etc that excel at pin point killing.

    I've noticed games on this dragon where people will face me and not try to twist / spread damage I murder them quickly one after the other but then I end up with like 500 damage done etc.

    Games where I poke and chip away at moving targets and my damage gets spread around I do 900-1000.

    So really what's that effective? I feel like taking out components and coring people and panicking them is more beneficial to the match than fluffing the meters.

    My pin point high alpha mechs get kicked in the rear rewards wise too unless I steal plenty of kills. If I want to make money now I can just do 300 - 500 on my small laser / machine gun Pirates Bane and make 350k a game...


    End semi-related rant.
     
  16. Taj Tiger

    Taj Tiger New Member

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    @Remarius It's actually I that should probably stop using the mech. As I said, it just feels lazy, though it's great for those times when you're just in it for the match score (i.e. stocking stuffer event). Macro or not, I don't get kills unless I'm focusing at someone's cockpit. I'm often impatient to sit behind a hill and peck, though I usually am stuck doing it anyway when I get a timid team.

    Don't worry about using sarcasm. Meet my friends ;)
     
  17. Remarius

    Remarius Star Lord

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    Yeah this mech does feel a bit like you're invulnerable.. until you get volleyed or seperated.. oops! ;)

    @Michael I do used Improved Gyros but only in mechs where I have the slots. Its not that many sadly! the diference is noticeable but as I said its mainly when you get caught so can't peep and fire. I have faced down and killed pure untouched dakka DWF's quite a few times and walked away the battered winner courtesy of that module. But as I said 4 of 5 battles its a wasted slot so....
     
  18. Michael

    Michael Grand Poobah

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    @Remarius true, true but I don't have anything else in those slots. I was thinking Radar Deprivation or something but haven't decided yet. I am being overly thrifty with the money I spend on modules.
     
  19. Remarius

    Remarius Star Lord

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    Yeah I get that I'm grinding atm totally for CW decks and modules ... and have the slight advantage I got lots with the clan packs anyway. ;)
     
  20. Taj Tiger

    Taj Tiger New Member

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    I pass around my Radar Deprivation module like a (insert prostitution joke here). I really should just get four of them. It really helps when trying to maneuver in general without ECM cover.
     
    Last edited: Dec 31, 2014
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