Oxide "Grimm Streaker" (4x SSRM2, BAP, XL295)
4.66667/5,

3 ratings

Thread in 'Oxide' started by Michael, Dec 3, 2013.

  1. The Verge

    The Verge Moderator Staff Member

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    trust me, this build is the best so far with how the game is. It's just too easy to get in range, and keep the FP coming. I have to give it 5-5 stars. Mostly from my experience in it, but just look at all the great results!
     
  2. Gangnail

    Gangnail New Member

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    By far my favorite mech. Mastered this straight away, although I did add AMS to mine and run with 3 tons of ammo.
     
  3. a uberboy

    a uberboy New Member

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    I created a variant with the xl280 because I'm currently too cbill poor to buy the 295



    despite not having the 360 targeting module (again, too cbill poor), or even all of my basic efficiencies, it can still work remarkably well on urban maps. The Oxide is my first light mech, and this score was obtained as a solo pug drop, withOUT using any consumable items - 945 total damage from streaks alone.

    I'm still kind of amazed by what this little guy is capable of:

    [​IMG]
    [​IMG] [​IMG]
     
    Last edited by a moderator: Oct 27, 2014
  4. scromboid

    scromboid Well-Known Member

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    Any news on the Artemis thing? Has anyone tried it?

    Also, what modules are you guys using for quicker locks? Are you saying 360 (obv) but Target Info gather increases lock as well?
     
  5. Michael

    Michael Grand Poobah

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    Artemis does reduce lock on time required. This has been confirmed but it is apparently a bug?!?! So at some point in time this may be corrected. For now? It works.

    As for modules? Depends on what you wanna do (strictly for your own loadout and requirements or whether you want to add arty/airstrike combo).
     
  6. epikt

    epikt Benefactor

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    Target info gathering does not shorten locking time, just the time needed to acquire additional infos (loadout and status, all the stuff on right high corner).
    I personally love it since it helps selecting the weakest target, and I recommend this module, but it won't make your streaks lock faster.
     
  7. Michael

    Michael Grand Poobah

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    ^ it is also useless on this build since you can't control the impact point of streaks.
     
  8. Gangnail

    Gangnail New Member

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    Not really. His point is that you can identify weaker targets quicker. like that legged atlas that is cored that will die from one nice streak shot on your way by. ;) I usually run 360, sensor range and target decay but I can see using Target info gathering as a plus as well
     
  9. Michael

    Michael Grand Poobah

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    I would rather that slot go to artillery or airstrike or both.
     
  10. Jay Z

    Jay Z Well-Known Member

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    PUGs: Target Decay, Seismic, 360
    Comp: Target Decay, Improved Arty, UAV
     
  11. Dreddex

    Dreddex Junior Member

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    [​IMG]

    No airstrikes/artillery, just basic skills, it's a monster that consistently gets 800+. Been using this as my money maker since I'm brand new to the game and my garage is pretty small :D
     
  12. Aylek

    Aylek Administrator Staff Member

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    4/5,
    My favorite once, but only does OK for me since the SSRMs were hit with the nerf hammer.
     
  13. Durandal

    Durandal Min-Max Maniac

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    Not to mention that, with Clan SSRMs out, SSRM2 just feels lackluster in comparison ;)
     
  14. enileph

    enileph Star Lord

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    5/5,
    Bumping up the classic builds.
    Either this or 4x SRM4.
     
  15. HadleyHope

    HadleyHope Star Lord

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    5/5,
    Just stared on this, even Spiders run away from this build. Much prefer this version to the SRM4, even with the upcoming quirks.
     
  16. skribs

    skribs Min-Max Maniac

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    Have they changed the artemis bug? From the link earlier in the thread it appeared to be irrevocable because Artemis has to lock on faster for LRMs and there is no way to differentiate between LRM and SSRM lock.

    I think that's the big reason not to mix SRMs and SSRMs on this mech, because you dont have the spare tonnage for ASRMs. At least not unless you drop the engine or go to ASRM2s.

    Oxide is on sale this weekend so I may buy one and pick it up. I can't imagine it being a better SRM4 platform than Huginn with its 50% faster SRMs, so I'm going to go for this build. I'll have to do some testimg to see if the 280 with 5 tons or the 295 with 4 tons is the best.
     
  17. epikt

    epikt Benefactor

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    But it is.
    First, the Oxide also got an SRM cooldown perks, smaller for sure but with 4 launchers it allows the Oxide to deal a similar DPS (a bit higher actually).
    Second, the Huginn "double fire mode" spread the damage more, while making you more vulnerable and restricting your movements. The Oxide deals its damage in one salvo, can flick shot, can joust, etc...
    Third, the Huginn has Raven legs.
    Not to mention the -15% perk probably won't be nerfed, while an indecent -50% might be.

    Don't get me wrong, I like the Huginn, but it's piloted very differently than the Oxide.

    (and streaks are for $#ยงยค@)
     
  18. skribs

    skribs Min-Max Maniac

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    The Huginn has more room for ammo or secondary weapons, though. I do see your point, but this is the better SSRM platform than Huginn so I'll stick to that here.
     
  19. Barantor

    Barantor New Member

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    Just letting folks know that I still use this build and a dumb Artic Cheetah pilot will run from you if you chain fire and null his ecm, just be sure he doesn't lead you into his team.

    BAP is just as awesome as it has always been, wish folks still knew this.
     
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