Invasion SMN-D "Bottle Rocket" (2xcHLL, 4xcERML, TC1)
4.66667/5,

3 ratings

Thread in 'Summoner Omni Builds' started by Throet, Feb 20, 2018.

  1. Throet

    Throet Active Member

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    This build takes advantage of the fact that the -ML and -FL variants have been released for CBills. You can also run this with a Pride left torso, and you can carry AMS with that too, if you want(the drawback being that you can only get one Pride left torso with each Pride you buy, and they're not available any other way).

    You'll note that the Hellbringer can do this better, and it's true. I just prefer this due to the massive jump capability this guy has. You can jump on top of some buildings in one go, and hopping from spot to spot on high terrain is also an option. I routinely do 600+ damage in Quick Play with this guy, and I run three of them in Invasion with an Arctic Cheetah filling the last slot.

    It runs extremely hot, with a single Alpha putting you up 60 to 75% heat depending on the map(I think this is caused by heat dissipation while you fire, but I'm not sure on the exact mechanics). I named it Bottle Rocket because firing two alphas in a row with override engaged will make you explode in the same fashion. Speaking of which, I always run these with Override engaged. It's far better to sustain a bit of damage while you get back to cover than it is to stand still for several seconds cooling in sight of the enemy. Firing only the HLL pair allows you to fire more consistently with ~83% heat efficiency.

    It's probably worth mentioning that you can run this with a different rank of TC, or none at all, but the TC1 gets you a 4% increase to beam range, which is pretty massive for a 1 ton investment. Increasing the TC rank only adds 1% per rank.



    I run this exclusively with the following skill configuration, due to the fact that the Summoner doesn't need any additional mobility: https://kitlaan.gitlab.io/mwoskill/?p=jsonbin1.5a8c69a6849a8f1c811a0d81#s=Miscellaneous
     
    Gun Tuv likes this.
  2. Aylek

    Aylek Administrator Staff Member

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    Already tested that one pretty extensively. You definitely want every heat sink you can squeeze out of it. I am running a full ton of armor less than your build and also decided to skip the TC1.

     
  3. Throet

    Throet Active Member

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    I just noticed the SMN-C Right Arm gets -5% Laser Duration. Given this build's reliance on the lasers with already very long durations, it might be worth taking that over the 5% range bonus on the SMN-D Right Arm. Does anyone know if that quirk applies 'Mech-wide, or if it affects only the weapons mounted on that part?

    @Aylek: I can empathize with cooling concerns. I'm just not sure an extra .4 sustained damage per second is really worth the range reduction or reduced survivability. Are you running a substantially different skill build from mine too? Mine takes all Armor skills, and 4/5 Coolrun
     
  4. Throet

    Throet Active Member

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    I played around with the -5% Laser Duration on the -C Right Arm. I prefer the +5% Range on the -D Right Arm. It makes a significant difference in trades at optimal ranges. I feel like the Laser Duration just throws it off...
     
  5. Throet

    Throet Active Member

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    I've finally come around. I've been running matches with 4 or 5 kills and 600+ damage routinely, and finally decided to try this out with maximum heat savings. I removed my TC1, swapped out the Right Arm for the -C variant with -5% laser duration, and traded in some of my less meaningful Survival skills and one Range node to take maximum -% Heat Gen skills. Added a heat sink in place of the TC1, and dropped enough armor to fit one more heat sink on top of that.

    All combined, although I haven't seen a really amazing match yet since the changes, my effective heat per alpha dropped from ~60% to ~44%, so now I can fire two alphas in a row without stopping, and only then pull fully back into cover to cool off(which still happens very quickly).

    End effect for me is yet to be determined. It's definitely a vast improvement to firepower, but I'm also playing less conservatively, knowing that I can be firing so much more often now. I think this is proportionally reducing my survivability, compounding the reductions in armor.
     
  6. Gun Tuv

    Gun Tuv Well-Known Member

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    5/5,
    This is a very interesting mech! Such unprecedented agility and powerful jumping with +10% energy range? I'm having a ball with this thing. Only minor change is I've ditched the TC to have 23 sinks as it is rather toasty, though I might put it back in once it's elited and Invading.
     
  7. WarhammerBW

    WarhammerBW New Member

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    5/5,
    Very good loadout. Easy to use.
     
  8. ShooterMcGavin80

    ShooterMcGavin80 MechSpecs Addict

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    4/5,
    I played it and skilled it up. The low and wide arms make it daaarn difficult to get your full laser burn on target. This thing was fun, but it is not anywhere close to as good as the Hellbringer version of the same build. Still, skilled it all the way up. It didn't perform very well for me until I got it about 2/3 skilled up and then started getting consistently better, but still not an easymode mech at all, you gotta work hard and play carefully.
     
  9. Throet

    Throet Active Member

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    Definitely not as good as the HBR, especially if you already know the maps pretty well. The HBR's lack of jump jets is bothersome occasionally in quick play.

    It's worth mentioning that Heavy Large Lasers are currently not preferred, they were nerfed a few years ago. ER Large Lasers out perform them in most circumstances now. This may be fixed soon to make HLL a good choice again if the Cauldron's suggestions are taken; keep watching those patch notes.
     
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