Neither does mine, really. I'm still running my Raven/Firestarter/Dragon/Stalker deck, and have had great success with it. Many games I still never lose more than 1 or 2 mechs heh...
Pfft.... I usually die on all 4 while killing a quarter of the enemy... not joking. Would be nice to win more but i don't mind as long as I perform well.
Russ is getting a little flustered with all the outbursts about the 6K, for one The new ghost heat changes came on the heels of that...so it could be reversed. Hopefully.
To me it looks the opposite, now it would be OP if you can alpha with 3 LPL with no GH (tried it, it's really out of control), so he has a reason to change the quirks
Well they did remove from AC2 and Russ was asking for which one to try next. The 6K thing is seperate.
On 3 LL/ERLL/LPL, firing 4 is still like firing 4. The 3x LPL xl300 and 15 dhs wubverine is really a beast at the moment
I only started playing a few weeks ago (since beta) so I'm not familiar with the most recent changes. So perhaps I'm jumping on the bandwagon of hate for no reason in regards to these wubverine changes. So here's mah questions: 1. Based on all the cooldowns, will you be able to continually cycle the Llas without hitting ghost heat? 2. If I understand correctly, the laser firing has to complete it's duration for cooldown begins. If that is true, then the large laser has an additional duration based cooldown time tacked onto it that cannot be diminished with cooldown bonuses. That plus the already loss of 2 damage might cause the damage drop to be quite significant. I liked this build because it was fun, and it was reasonably effective. I've never rolled over 700 damage in this mech, usually due to it's inherent flimsyness. That said, I can see why this change is being made, since there is really only wubverine design that actually works well. Having only one viable build on a mech is bad design, and I can see that this is an attempt to fix it. I can almost see a 3 las/tag/lrm15 build that could work, but it inherently gives you more "threat" from other players and is likely still weaker than the original build. I could see both the original build and this build be viable if the duration was reduced more. Being able to use a larger engine/more armor for a loss of 2 damage per pulse seems like a fair tradeoff.
Only on 3, and firing 4 will be the same as before, so alpha won't be an option. If you will want to alpha 3 LL (looks like the most reasonable thing to do for minimal exposure) then you can add some close range punch. I don't know if I'd like to use a 4rth LLas if this heat penalty configuration stays true, you would need half second plus the burn time which is almost 2 seconds of exposure, for only 1 LL more, to not trigger the penalty. You can instead add 18,60 close range alpha, holding the same number of DHS and same speed.
So you can either push a long range or short range build depending on what you want to do. So if the limit is 3 before then you should be able to cycle fire all 4 if you still want to. Let me see if I know how to post these: short range long range
@fx8230 Are you sure they removed ghost heat on triple LPL as I'm getting plenty of heat firing three in the 6K?
That's where I am. Mmh oh well will keep trying. Maybe hit reg is struggling but I'm definitely not doing as well as I expected.