JNR-IIC-FY "Early Piranha" - (2x cHSL, 6x cMG, cXL280 +alts)
4.5/5,

2 ratings

Thread in 'Fury' started by Tarriss Halcyon, Jan 9, 2018.

  1. Tarriss Halcyon

    Tarriss Halcyon Active Member

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    Well; since nobody else has shared builds for this mech in all the time it's been out, here's the fairly standard build I've come up with. Stock engine doesn't really hurt the survivability too much; but if you'd rather the more common cXL300; go for it. Just compensate in ammunition.

    This mech is basically a 35 tonne Piranha, just with less hardpoints, more weight to work with, approximately the same speed and worse hitboxes.



    Two ER Mediums are your primary firepower. Decent range; decent poke; and with six Machine Guns, you can clean out heavily damaged targets.

    Alternate Configuration A: ER Smalls


    Less range, less damage, faster firing lasers, slightly more ammo. Alternatively; could run a larger engine and less ammo. It's an option if you want more close encounters.

    Alternate Configuration B: Heavy Smalls


    The most ridiculous variation... and the one I personally run. With next-to-no range and a damage potential only slightly lower than the standard loadout, the Heavy Small loadout is a pretty good assassin if you're happy to get into facehugging range. Will say from my experiences, this variation runs best with AT LEAST an cXL300 in it.
     
    The Verge likes this.
  2. CarloArmato

    CarloArmato Professional Potato Carrier

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    Build looks interesting, but it's pointless to have an additional DHS: with +1 DHS you have 119% heat efficiency and even with nod DHS you still have more than 91% heat efficiency. There is absolutely no need for additional DHS since most of the DPS are dealt by MGs.

    Also, no max armor on light IMHO is a big sin, especially on legs: you must be as tough as possible because any dual pin point weapon can ruin your day very quickly (dual gauss, dual ER PPC).

    Keep also in mind that a single MG consumes 10 rounds per second: 8'000 rounds will be consumed in more than 2 minutes, or 2:40 with maxed ammo skills (9'600 rounds). 3 tons of MG ammo should be fine (100 seconds or 2 minutes with maxed ammo skills).

    Final thought is the engine: since you are already extremely cool, you can fit a bigger engine or remove some Jump Jets (4 should be enough for most maps, unless you want to jump over HPG Manifold from the basement, which IMHO is overkill and consequently a waste if you are gonna play in any other map).

    Since you have lot of tons to spare, I would keep the cAP to counter ECM (and even downgrade it to a cLAP, because it should be able to counter ECM too)

    EDIT: fitting a TC1 and upgrading the engine looks the best option, but it feels still kinda wrong considering it feels it does have a lot of tons to spare.
     
    Last edited: Jan 9, 2018
  3. BeefSupreme2018

    BeefSupreme2018 New Member

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    5/5,
    I love this build, fast and good dps. I balance out the machine gun ammo since you have the slots to do so.
     
    Excalibaard likes this.
  4. Excalibaard

    Excalibaard 101 010 Staff Member

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    4/5,
    It's very disappointing that the jenner has poor hitboxes and the energy hardpoints are locked in the CT only, otherwise it'd be a decent mech to invest in. As of right now, this is probably as good as it can get, held back with some major non-build flaws.
     
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