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Post by nocluevok on Oct 20, 2020 12:32:14 GMT -5
So I got me a new toy a few days ago. Fortuitous purchase given the tournament map this week. Here's what I got as a return on my investment...
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Post by punishingcossack on Oct 20, 2020 12:59:07 GMT -5
So I got me a new toy a few days ago. Fortuitous purchase given the tournament map this week. Here's what I got as a return on my investment... I got an RM yesterday, and my god are they impossible to aim with....any tips?
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Post by nocluevok on Oct 20, 2020 13:19:09 GMT -5
punishingcossack look for groups, that guy who isn't moving, and lead moving targets. The weapon has a pretty high arc that will get over most of the obstacles too. It's truly a hit or miss weapon though. I got 3 kills in one shot that match.
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Post by Danny Linguini on Oct 20, 2020 13:25:43 GMT -5
I just came across a guy sporting RM8+12. Destroyed us in the first round of a tourney game. Next two rounds I had to hunt him down first, and it took many jav salvos and melee dashes to finish him off, and my kills were way, way down, but at least his attention was on me instead of the rest of the team. We ended up squeaking out a win, but he still managed to get max kills. Before I took him out, I was tucked up tight against walls and still getting shredded by one salvo of those mothers. I still maintain that those things are broken, when they can 1-shot me from across the map. They desperately need their optimal range to be cut to about half of their maximum.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 20, 2020 13:34:32 GMT -5
I just came across a guy sporting RM8+12. Destroyed us in the first round of a tourney game. Next two rounds I had to hunt him down first, and it took many jav salvos and melee dashes to finish him off, and my kills were way, way down, but at least his attention was on me instead of the rest of the team. We ended up squeaking out a win, but he still managed to get max kills. Before I took him out, I was tucked up tight against walls and still getting shredded by one salvo of those mothers. I still maintain that those things are broken, when they can 1-shot me from across the map. They desperately need their optimal range to be cut to about half of their maximum. IDK about broken, but yeah they are def powerful. That exact config on a Guardian (RM 8 + 12) was what I was running the other day in that post in the weapons thread. Once I realize they are around on the opposite team my mission becomes to erase them. Fast mechs are the key... KS or Shadow, or, if you are good at gauging the battle, Lancer or Paragon. Actually had a Para task today and ran Jav 6s on it and took out two RM mechs in one match by playing very much a cover game. If I don't have a fast mech left, I NEVER stand still and pay very close attention to the eyeball as I make my way to cover. If no one is seeing you you don't show on the map or as a target, so they can't get you. Again, Shadow is the absolute counter to these... but a KS is a very close second since you can move at a good pace even without the dash.
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Post by nocluevok on Oct 20, 2020 13:40:02 GMT -5
Danny Linguini I've been working this bot to the bolts on the tournament map myself. Dash in, fire, hope I have enough gas left to dash out.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 20, 2020 13:40:33 GMT -5
punishingcossack look for groups, that guy who isn't moving, and lead moving targets. The weapon has a pretty high arc that will get over most of the obstacles too. It's truly a hit or miss weapon though. I got 3 kills in one shot that match.
If your target is either moving a lot laterally or the range is steadily counting down, then it's gonna be a hard time getting them. I suggest:
*Waiting for moments when reds are actively engaged and therefore, stagnant.
*If trying to lead or bracket a moving target, shoot 1 side at a time. *Another good time to use them is if you notice or get killed by a Red LA or RM player. Spawn your RM answer... Red RM players tend to stay very still in what they think is safety and you can take advantage of that with counter artillery of your own. *Remember, you are shooting at the place a player will be, so if they are moving you have to try to get a feel for their movement patterns and/or speed. Tricky at first, but you get the hang of it.
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Post by reconnecting on Oct 20, 2020 13:45:38 GMT -5
I have a RM12 and JR6 on that bot with the emp debuff ability. I use it like 3rd or 4th drop and it owns reds. I can shoot either weapon alone or both at the right range. Letting most of the speedy first drop bots die first is key. Then target the slow heavy bots.
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Post by Redfiend on Oct 20, 2020 16:59:41 GMT -5
Use the Minimap. When you target someone with line of sight, they're highlighted on the minimap with a broken circle. Target the bot in the area you want your Mortars to drop where they're most likely to land a hit.
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Post by nocluevok on Oct 20, 2020 17:35:33 GMT -5
punishingcossack the question is, can you level up a Lancer high enough to carry it? THAT there could be some hilarious fun.
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Post by punishingcossack on Oct 20, 2020 17:44:30 GMT -5
punishingcossack the question is, can you level up a Lancer high enough to carry it? THAT there could be some hilarious fun. oh yes, the jump module equipped Noricum Natasha
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Post by Danny Linguini on Oct 20, 2020 19:51:26 GMT -5
punishingcossack the question is, can you level up a Lancer high enough to carry it? THAT there could be some hilarious fun. Yup. A R5 Lancer energy limit is 12. Mine is R4/EN10, and I’ve been thinking about putting a RM10 on it, except that I don’t have one yet, and I’m saving a-coins for carbines and don’t want to dump them (that I don’t even have at the moment) on another weapon. But if I see a cheap offer for it, I might have to jump on it. If’n that happens, I’ll report in on how it works.
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Post by Deadeye on Oct 21, 2020 13:06:26 GMT -5
I hate you all...but I'm secretly considering doing this to maximize Guardian effectiveness. Shhh, tell no one!
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Post by Koalabear on Oct 21, 2020 13:13:31 GMT -5
Have fun! I kinda gave up on my RM12 and only bring it out when I have a RM task. I find that they're only useful in the first couple of days of Tournament and only on open maps.
I've since switched my Guardian to SB12/TL6 and honestly, I'm not feeling the love. I did swap it out entirely for SG4 Shadow for yesterday and today and I've been having a literal blast with it. I suppose I'll keep switching these two in and out depending on what modes I'm playing and when. SG4 Shadow is very difficult to play CPC with at my level.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 21, 2020 13:29:17 GMT -5
Have fun! I kinda gave up on my RM12 and only bring it out when I have a RM task. I find that they're only useful in the first couple of days of Tournament and only on open maps. I've since switched my Guardian to SB12/TL6 and honestly, I'm not feeling the love. I did swap it out entirely for SG4 Shadow for yesterday and today and I've been having a literal blast with it. I suppose I'll keep switching these two in and out depending on what modes I'm playing and when. SG4 Shadow is very difficult to play CPC with at my level. That build has it's moments, but I def prefer the Panther build I run to that one. I have ran both off and on for a few days... Panther SB 16 / TL 4 and Guardian SB 12 / TL 6. I found the Guardian to still be best at close range in maps with a lot of cover, even with that build. Not bad in maps like the recent Tourney maps. However, the Panther is more of an area control build. Being able to sustain fire behind the fence and the SB 16 doing enough damage to kill, as well as apply the Stasis effect, quickly, makes a huge difference. No the TL 4 isn't great, but at R4 and with all the other TLs on the battlefield for many games, you can still find ways to use it to keep Overheat being a factor.
That said, I think I am going to to try Stasis 12 and Carb 8 on my Guardian, next. Still a CQB build... but probably deadly AF in the right circumstances.
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Post by Deadeye on Oct 21, 2020 13:54:07 GMT -5
Have fun! I kinda gave up on my RM12 and only bring it out when I have a RM task. I find that they're only useful in the first couple of days of Tournament and only on open maps. I've since switched my Guardian to SB12/TL6 and honestly, I'm not feeling the love. I did swap it out entirely for SG4 Shadow for yesterday and today and I've been having a literal blast with it. I suppose I'll keep switching these two in and out depending on what modes I'm playing and when. SG4 Shadow is very difficult to play CPC with at my level. That build has it's moments, but I def prefer the Panther build I run to that one. I have ran both off and on for a few days... Panther SB 16 / TL 4 and Guardian SB 12 / TL 6. I found the Guardian to still be best at close range in maps with a lot of cover, even with that build. Not bad in maps like the recent Tourney maps. However, the Panther is more of an area control build. Being able to sustain fire behind the fence and the SB 16 doing enough damage to kill, as well as apply the Stasis effect, quickly, makes a huge difference. No the TL 4 isn't great, but at R4 and with all the other TLs on the battlefield for many games, you can still find ways to use it to keep Overheat being a factor.
That said, I think I am going to to try Stasis 12 and Carb 8 on my Guardian, next. Still a CQB build... but probably deadly AF in the right circumstances.
Can't wait to try this. Combines area denial with some actual damage potential and less let down when in reload. Report back. Also, I will try the SB Carb combos when the Guardian goes R5. SB16/Carb8, SB12/Carb12, both Carb and SB 12 dual wielding. All the things.
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Post by Koalabear on Oct 21, 2020 14:24:37 GMT -5
Just for giggles, I tried the SB12 on my Killshot...the idea being that I can slow down targets and then melee the heck out of them. Nope...doesn't work as I'd hoped. I got this idea cause I had TL and KS melee tasks today so I put TL6 on my KS and killed two birds with one stone. KS with TL6 was actually not a bad build. When a target has been lit up and as the Overheat debuff applied, the KS's melee does heaps of damage. And two TL6's cranks up the overheat pretty fast.
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Post by Redfiend on Oct 21, 2020 19:45:04 GMT -5
Just for giggles, I tried the SB12 on my Killshot...the idea being that I can slow down targets and then melee the heck out of them. Nope...doesn't work as I'd hoped. I got this idea cause I had TL and KS melee tasks today so I put TL6 on my KS and killed two birds with one stone. KS with TL6 was actually not a bad build. When a target has been lit up and as the Overheat debuff applied, the KS's melee does heaps of damage. And two TL6's cranks up the overheat pretty fast. Overheat doesn't increase dash damage. That's just the power of perception.
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Post by Koalabear on Oct 22, 2020 6:51:00 GMT -5
Just for giggles, I tried the SB12 on my Killshot...the idea being that I can slow down targets and then melee the heck out of them. Nope...doesn't work as I'd hoped. I got this idea cause I had TL and KS melee tasks today so I put TL6 on my KS and killed two birds with one stone. KS with TL6 was actually not a bad build. When a target has been lit up and as the Overheat debuff applied, the KS's melee does heaps of damage. And two TL6's cranks up the overheat pretty fast. Overheat doesn't increase dash damage. That's just the power of perception. Damn...oh well...still a decent build though and it was a good way to do two tasks at once! I recently promoted my KS to R4, so maybe that's why I thought the melee damage was greater. I'm trying KS with MR8 today. So far, I've tried the MR8 on Guardian and Ares and Jugg as well, and I think I still like it on Guardian the best.
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