Ember "DareDevil" (4x MPL, 3x JJ, XL295)
5/5,

1 rating

Thread in 'Ember' started by Colonel Tonberry, Dec 24, 2014.

  1. Colonel Tonberry

    Colonel Tonberry New Member

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    This is my current go-to when I just want a good old-fashioned adrenaline fix.

    Weapon Groups:

    1) Left arm = 2x MPL
    2) Right Arm = 2x MPL
    3) Chain-fire = 4x MPL

    This is a hit and run mech, designed to be driven by lunatics with good aim and heat-management. The logic is that pulse lasers allow a quick blast during hit/runs and aerial attacks, allowing the pilot to expose the torso for only an instant while firing.

    Torso twisting is extremely important, as well as making sure the torso armor is distributed evenly from front to back. (You'll be hit more often as you're zooming past an opponent than you will head-on.)

    The chain-fired group is only used when the target is completely unaware, and you can get off many more shots this way before overheating.

    I only play solo PUG's, have never run this with a unit.

    [​IMG]
     
    Motörhead likes this.
  2. Motörhead

    Motörhead Benefactor

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    5/5,
    Probably the best Ember for the current gameplay.

    The Laser Duration -7.5% quirk, makes MPLs even more accurate.

    I would never load armor that way, but whatever, the build is what matters, and it's great.

    For those who don't need to jump too much and want a cooler mech :



    And the version for those who want to jump even more !

     
    Last edited: Apr 20, 2015
    Colonel Tonberry likes this.
  3. Aylek

    Aylek Administrator Staff Member

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    Well... you could also add what makes the Ember unique among it's brothers & cousins.





    Heat should be managable, and as it's designed as a hit & run you should be fine with alphaing once or twice and back into cover for cooling down.
     
    Colonel Tonberry likes this.
  4. Colonel Tonberry

    Colonel Tonberry New Member

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    Yes, the machine guns are neat and add DPS "technically," but it also defeats the purpose of getting off a quick alpha before torso-twisting and running away in case of return-fire.

    Machine guns require sustained fire, which means your torso is stationary long enough for other mechs to target easier. I'd rather save the weight for heatsinks, because chain-firing a dozen or so blasts into the bigger mechs from behind while they're distracted does more than enough damage to compensate for lack of ballisics, (and never worry about ammo explosions either.)

    This particular build wasn't intended to maximize hardpoints or damage, but to maximize survivability. There will always be those of us who INSIST on getting ourselves into terrible situations that other builds couldn't soak enough damage to survive. ;) 7
     
    Last edited: Apr 21, 2015
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