CN9-AL "Trident" (3x ERLLas, XL275)
5/5,

1 rating

Thread in 'CN9-AL' started by focuspark, Nov 1, 2013.

  1. skribs

    skribs Min-Max Maniac

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    CN9-AL gets quirks for large laser. I took the build in the OP and changed out the ER LLs for LLs...damn is this thing nice!

    20% of each of these (10% for ER LLs):
    CD
    Duration
    Heat

    I run CT on 1, Arms on 2, Alpha on 3, and Chain (Arms) on 4. Typically I use 1 and 2 mostly. This thing doesn't have a HUGE alpha, but 27 is pretty nice, and it can do it at 450m and with a lot of sustained DPS.

    My first match in it I had a timberwolf walk up to me and I wasn't scared, because I knew he'd keep shutting down while I had no problem managing heat.

    The 4xUAC/5 KGC on the other hand ripped me to shreds in seconds.
     
    Last edited: Dec 15, 2014
  2. Lan

    Lan Mech Wrangler

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    To test the 3 LLAS removal of Ghost Heat, I had to look at this again. Decided to test both standard and one with XL.


    I realized I could use a FF aswell and gain a bit more DHS.


    The XL gives ridiculous amounts of cooling, more then you need. Smurfy is not updated with the new heat and still calculated with Ghost Heat so running hot is even more unlikely.


    I am considering going for a pair of SRM's for a bigger omph as running XL is dangerous enough. Need to kill doublequick.
     
  3. SirHitman

    SirHitman Well-Known Member

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    Based on only the quirks I would probably go for something like this:

    Pre quirks this was one of my goto mechs when I wanted to do some damage:
     
  4. Motörhead

    Motörhead Benefactor

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    A standard 260 looks like the best compromise, good enough cooling, still keeping max armor on the legs and some shieldarm.
     
    Tekran likes this.
  5. Trippton

    Trippton Active Member

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    5/5,


    With the recent quirk changes (Dec. 2015), this variant has been given a broader range of weapon options. With that said, I've always ran a 3xLL build with great success. It's one of my favorite mechs.

    New quirks are: Addition armor RA, Additional Structure CT/LT/RT/LA/RA/LL/RL, Torso Turn Rate (Yaw) +20%, Energy Cooldown +15%, Energy Heat Generation -20%, Laser Duration -20%, Missile Velocity +10%, Missile Cooldown +10%, and Large Laser Cooldown +5%.

    With the 3 LLs, it has decent heat management (Either Alpha or chain fire depending on heat situation) and packs a good punch with the duration and cooldown quirks. Make sure you shield with that left arm though, as losing the right arm will basically destroy your damage potential. I still prefer the Std to the XL engine though just in case. It's a classic zombie mech, what can I say.

    I give it a 5/5
     
  6. dranozir

    dranozir MechSpecs Addict

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