|
Post by Redfiend on May 25, 2021 20:49:29 GMT -5
Rule of thumb for Long arms and Railgun when at range, the space between the horizontal lines of the four corners of the lock box are guaranteed hits. Line up the angle for the lane you're going to peek and use movement to fine tune. Time the shots for when the vertical line on the center crosshair is in the break between the horizontal lines of the red lock box. Most of my sniper play has been using Paragon so I've gotten really accustomed to popping heads on the fly. Can you show us what you mean please? You can also use the point of the arrow between the enemy name and the lock box as a guide. Depending on distance, there is a gap that denotes center mass on the targeted mech. When the vertical line on the crosshair is lined up with that gap (or break line at long distance) you're on center mass and guaranteed a hit:
|
|
|
Post by Koalabear on May 26, 2021 6:53:13 GMT -5
Can you show us what you mean please? You can also use the point of the arrow between the enemy name and the lock box as a guide. Depending on distance, there is a gap that denotes center mass on the targeted mech. When the vertical line on the crosshair is lined up with that gap (or break line at long distance) you're on center mass and guaranteed a hit: Awesome! Thanks!
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on May 26, 2021 9:03:58 GMT -5
|
|
|
Post by Danny Linguini on May 26, 2021 20:20:31 GMT -5
Giving Carbs another try on the Killshot. First time out a few days ago didn’t go too well, so I threw the javs back on. Thought I’d give it another shot tonight, and had slightly better results. Not great, but generally better. I’m still having mostly 1 or 2 kills before it gets toasted, which is disappointing. Tried following another clannie with the same setup, and for some reason I got wasted after just 2 kills and 2 beacons, while he somehow ended up with 5 and 2 with the same mech. What I’m thinking is I need to be a little less aggressive chasing beacons, spend more time in cover, try not to venture far from cover when I do come out, and don’t go after full-health reds alone. I’m also thinking I need to get this guy up to R6 for that extra bit of health and dash damage, and maybe I’ll leave a few more reds dead and less with a sliver of health, which seems to be the case more often than not. Probably wouldn’t hurt to get the Carb10 up to R6, too. I’ll stick with it and try to deal with the pain of learning a new loadout. Other players do some significant damage with it, so clearly I’ve got a good bit of learning to do. As some of you may have noticed, I’m not exactly the picture of patience.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on May 27, 2021 8:47:26 GMT -5
Giving Carbs another try on the Killshot. First time out a few days ago didn’t go too well, so I threw the javs back on. Thought I’d give it another shot tonight, and had slightly better results. Not great, but generally better. I’m still having mostly 1 or 2 kills before it gets toasted, which is disappointing. Tried following another clannie with the same setup, and for some reason I got wasted after just 2 kills and 2 beacons, while he somehow ended up with 5 and 2 with the same mech. What I’m thinking is I need to be a little less aggressive chasing beacons, spend more time in cover, try not to venture far from cover when I do come out, and don’t go after full-health reds alone. I’m also thinking I need to get this guy up to R6 for that extra bit of health and dash damage, and maybe I’ll leave a few more reds dead and less with a sliver of health, which seems to be the case more often than not. Probably wouldn’t hurt to get the Carb10 up to R6, too. I’ll stick with it and try to deal with the pain of learning a new loadout. Other players do some significant damage with it, so clearly I’ve got a good bit of learning to do. As some of you may have noticed, I’m not exactly the picture of patience. Corner shooting and cover are absolutely keys to this build. It's definitely more of a finesse build, than a brute force one.
Also, just like in War Robots, what you said about making as many interactions a 2 (or more) v 1 is highly favorable. Kill counts be damned, Wins are what matter, especially in squads against other real players.
And, yes, R 6 is going to be better. Enough better to change things enough to make as much of a difference as the above? Not in my opinion.
Careful approach and attack methods that heighten your strengths and limit theirs are going to be more helpful than Ranking up. The only possible exception to that, in my mind, is the mech itself... more HP and more Melee damage is going to benefit you a good bit.
But I would still say that the way you play it has more impact than what level you are at. I have to re learn every setup I go back to after trying new things, too. KS MR 8 does not play like a KS Jav 6, which doesn't play like a PC 8 build, etc. You are on the right track... and yes there is no quick and easy way to getting good with these builds.
IMO, YMMV
|
|
|
Post by Danny Linguini on May 27, 2021 9:45:09 GMT -5
Giving Carbs another try on the Killshot. First time out a few days ago didn’t go too well, so I threw the javs back on. Thought I’d give it another shot tonight, and had slightly better results. Not great, but generally better. I’m still having mostly 1 or 2 kills before it gets toasted, which is disappointing. Tried following another clannie with the same setup, and for some reason I got wasted after just 2 kills and 2 beacons, while he somehow ended up with 5 and 2 with the same mech. What I’m thinking is I need to be a little less aggressive chasing beacons, spend more time in cover, try not to venture far from cover when I do come out, and don’t go after full-health reds alone. I’m also thinking I need to get this guy up to R6 for that extra bit of health and dash damage, and maybe I’ll leave a few more reds dead and less with a sliver of health, which seems to be the case more often than not. Probably wouldn’t hurt to get the Carb10 up to R6, too. I’ll stick with it and try to deal with the pain of learning a new loadout. Other players do some significant damage with it, so clearly I’ve got a good bit of learning to do. As some of you may have noticed, I’m not exactly the picture of patience. Corner shooting and cover are absolutely keys to this build. It's definitely more of a finesse build, than a brute force one.
Also, just like in War Robots, what you said about making as many interactions a 2 (or more) v 1 is highly favorable. Kill counts be damned, Wins are what matter, especially in squads against other real players.
And, yes, R 6 is going to be better. Enough better to change things enough to make as much of a difference as the above? Not in my opinion.
Careful approach and attack methods that heighten your strengths and limit theirs are going to be more helpful than Ranking up. The only possible exception to that, in my mind, is the mech itself... more HP and more Melee damage is going to benefit you a good bit.
But I would still say that the way you play it has more impact than what level you are at. I have to re learn every setup I go back to after trying new things, too. KS MR 8 does not play like a KS Jav 6, which doesn't play like a PC 8 build, etc. You are on the right track... and yes there is no quick and easy way to getting good with these builds.
IMO, YMMV
If there’s one thing I really, really need work on in this game, it’s corner shooting. Unfortunately there’s a lot more than just one thing. A finesse player I surely ain’t. When I see beacons being contested, I just have to go after it balls to the wall, and that’s usually where my mechs get rekt. Too many times if I don’t go after it, nobody else will, either. TDM, again, I’m just not very good at playing a finesse game, and that bites me in the arse pretty much every time. I am getting better at it with my Panthers, but then with those I have the benefit of making my own cover. I’m still trying to find that balance between caution and aggression. If I play too cautiously, my teammates get all the kills; if I play too aggressively, I usually get killed before I can do too much damage. It’s a very fine line, and I’m finding it to be quite elusive.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on May 27, 2021 10:02:46 GMT -5
Corner shooting and cover are absolutely keys to this build. It's definitely more of a finesse build, than a brute force one.
Also, just like in War Robots, what you said about making as many interactions a 2 (or more) v 1 is highly favorable. Kill counts be damned, Wins are what matter, especially in squads against other real players.
And, yes, R 6 is going to be better. Enough better to change things enough to make as much of a difference as the above? Not in my opinion.
Careful approach and attack methods that heighten your strengths and limit theirs are going to be more helpful than Ranking up. The only possible exception to that, in my mind, is the mech itself... more HP and more Melee damage is going to benefit you a good bit.
But I would still say that the way you play it has more impact than what level you are at. I have to re learn every setup I go back to after trying new things, too. KS MR 8 does not play like a KS Jav 6, which doesn't play like a PC 8 build, etc. You are on the right track... and yes there is no quick and easy way to getting good with these builds.
IMO, YMMV
If there’s one thing I really, really need work on in this game, it’s corner shooting. Unfortunately there’s a lot more than just one thing. A finesse player I surely ain’t. When I see beacons being contested, I just have to go after it balls to the wall, and that’s usually where my mechs get rekt. Too many times if I don’t go after it, nobody else will, either. TDM, again, I’m just not very good at playing a finesse game, and that bites me in the arse pretty much every time. I am getting better at it with my Panthers, but then with those I have the benefit of making my own cover. I’m still trying to find that balance between caution and aggression. If I play too cautiously, my teammates get all the kills; if I play too aggressively, I usually get killed before I can do too much damage. It’s a very fine line, and I’m finding it to be quite elusive. I hear ya there.
TBH, since I don't get to play very much, that is part of why I drifted to more support oriented playing, overall. May not be your cuppa, though.
I still get aggressive with KS MR 8 on the right maps and can hold my own once I get into the groove with it, but I can't keep up with folk that can sit down for an hour, or more, straight.... daily, and just hone skills, non stop. When playing with those folk, I just ignore stats and try to protect them and set kills up for them. What is great is that sometimes I get the kill anyway, and an MVP with a support build because I wasn't sticking my nose out and therefore was left alive the whole time, is a bonus!
But it's no longer my thought, especially when playing with the NM killers, to do anything other than try to help the W.
Solo, it's a different story, and I usually dominate unless AI is wonky or they have a single very good or a few decent real players that work together, on their team.
Still I can put up a real fight if I am warmed up, but since I so rarely play more than 3 or 4 at a time, my last game is usually my "in the groove" game.
Yes I still lose some games when I don't push hard enough, or when I push too hard... but I find that my overall enjoyment went up when I decided that I would put as much energy as I could into the things I like to do, like support focused builds. I acknowledge I am no Rambo and with the right "attackers" that can take advantage of whatever build I am in has to offer them, I can still do well enough to not feel like a 5th wheel. That is why I rarely take either Panther out, for example, and will often drop a fence for a Blue even if I am moving away from their fight to do something else. I practice on Blue AI in TDM. Keeping them alive keeps the other side from scoring, so it's actually a valid strat. Having high enough leveled mechs/weapons that are appropriate for the goal, is definitely a plus.
Just my .02 that may not even by applicable to your situation. Just how I deal with not being on that 30 kill for TDM level but still playing with those folk.
|
|
|
Post by Danny Linguini on May 27, 2021 11:50:17 GMT -5
If thereâs one thing I really, really need work on in this game, itâs corner shooting. Unfortunately thereâs a lot more than just one thing. A finesse player I surely ainât. When I see beacons being contested, I just have to go after it balls to the wall, and thatâs usually where my mechs get rekt. Too many times if I donât go after it, nobody else will, either. TDM, again, Iâm just not very good at playing a finesse game, and that bites me in the arse pretty much every time. I am getting better at it with my Panthers, but then with those I have the benefit of making my own cover. Iâm still trying to find that balance between caution and aggression. If I play too cautiously, my teammates get all the kills; if I play too aggressively, I usually get killed before I can do too much damage. Itâs a very fine line, and Iâm finding it to be quite elusive. I hear ya there.
TBH, since I don't get to play very much, that is part of why I drifted to more support oriented playing, overall. May not be your cuppa, though.
I still get aggressive with KS MR 8 on the right maps and can hold my own once I get into the groove with it, but I can't keep up with folk that can sit down for an hour, or more, straight.... daily, and just hone skills, non stop. When playing with those folk, I just ignore stats and try to protect them and set kills up for them. What is great is that sometimes I get the kill anyway, and an MVP with a support build because I wasn't sticking my nose out and therefore was left alive the whole time, is a bonus!
But it's no longer my thought, especially when playing with the NM killers, to do anything other than try to help the W.
Solo, it's a different story, and I usually dominate unless AI is wonky or they have a single very good or a few decent real players that work together, on their team.
Still I can put up a real fight if I am warmed up, but since I so rarely play more than 3 or 4 at a time, my last game is usually my "in the groove" game.
Yes I still lose some games when I don't push hard enough, or when I push too hard... but I find that my overall enjoyment went up when I decided that I would put as much energy as I could into the things I like to do, like support focused builds. I acknowledge I am no Rambo and with the right "attackers" that can take advantage of whatever build I am in has to offer them, I can still do well enough to not feel like a 5th wheel. That is why I rarely take either Panther out, for example, and will often drop a fence for a Blue even if I am moving away from their fight to do something else. I practice on Blue AI in TDM. Keeping them alive keeps the other side from scoring, so it's actually a valid strat. Having high enough leveled mechs/weapons that are appropriate for the goal, is definitely a plus.
Just my .02 that may not even by applicable to your situation. Just how I deal with not being on that 30 kill for TDM level but still playing with those folk.
「fluffernutter」 it. I hate it. Can’t do crap with it. Maybe get one beacon, then it attracts reds fire like flies on 「dookie」. I don’t care how everybody else does with it, to me it SUCKS. Starting to regret that RG purchase, too … can’t hit squat with that, either. Worst thing I think I did was joining this clan … all I’m learning is how friggin bad I am at this.
|
|
|
Post by reconnecting on May 27, 2021 12:56:07 GMT -5
I hear ya there.
TBH, since I don't get to play very much, that is part of why I drifted to more support oriented playing, overall. May not be your cuppa, though.
I still get aggressive with KS MR 8 on the right maps and can hold my own once I get into the groove with it, but I can't keep up with folk that can sit down for an hour, or more, straight.... daily, and just hone skills, non stop. When playing with those folk, I just ignore stats and try to protect them and set kills up for them. What is great is that sometimes I get the kill anyway, and an MVP with a support build because I wasn't sticking my nose out and therefore was left alive the whole time, is a bonus!
But it's no longer my thought, especially when playing with the NM killers, to do anything other than try to help the W.
Solo, it's a different story, and I usually dominate unless AI is wonky or they have a single very good or a few decent real players that work together, on their team.
Still I can put up a real fight if I am warmed up, but since I so rarely play more than 3 or 4 at a time, my last game is usually my "in the groove" game.
Yes I still lose some games when I don't push hard enough, or when I push too hard... but I find that my overall enjoyment went up when I decided that I would put as much energy as I could into the things I like to do, like support focused builds. I acknowledge I am no Rambo and with the right "attackers" that can take advantage of whatever build I am in has to offer them, I can still do well enough to not feel like a 5th wheel. That is why I rarely take either Panther out, for example, and will often drop a fence for a Blue even if I am moving away from their fight to do something else. I practice on Blue AI in TDM. Keeping them alive keeps the other side from scoring, so it's actually a valid strat. Having high enough leveled mechs/weapons that are appropriate for the goal, is definitely a plus.
Just my .02 that may not even by applicable to your situation. Just how I deal with not being on that 30 kill for TDM level but still playing with those folk.
「fluffernutter」 it. I hate it. Can’t do crap with it. Maybe get one beacon, then it attracts reds fire like flies on 「dookie」. I don’t care how everybody else does with it, to me it SUCKS. Starting to regret that RG purchase, too … can’t hit squat with that, either. Worst thing I think I did was joining this clan … all I’m learning is how friggin bad I am at this. Maybe try more mid range shootin'. I do pretty well dropping Panthers shield and hitting reds with CBS or MR 8s. Same with KS, mid range. I mostly go close quarters only with a tank like Juggernaut, especially after leveling him recently.
|
|
|
Post by Koalabear on May 27, 2021 13:49:14 GMT -5
If you have Zep, try putting the RG on it for a while. Hitting frozen targets at 30m or less is a good way to get a handle on the RG when you first get it. That's what I did, and it also helped me learn the reload timing of the RG - actually it forced me to learn since it was the only gun I had on the Zep!
You might also benefit from changing your overall playstyle. Instead of being an attacker or aggressor, switch to support tactics: - Run JR6 on a mech like Shadow or MD or Cheetah. JR6 can also work well on Jugg and can be super annoying/effective when played with patience. - When running Panther, deploy the SF to cover allies instead of actively trying to catch reds with it. If you use it as a shield rather than a net, it's actually easier to use effectively and you can assist pushes into red zones. - When running Guardian, keep your distance and avoid face to face confrontations when your ability is on cool down. - If you see more than one red in an area, avoid and flank and try to draw one away from the others. - Hug walls like they're your best friend.
|
|
|
Post by Danny Linguini on May 27, 2021 15:35:17 GMT -5
I’m having another one of those days where it feels like they nerfed everything in my hangar back to R1. Yes, including my railgun that comes out at R5. Nothing is killing anything. 3 Jav salvos to kill one unshielded mech. My javs are R6, but they sure as hell don’t hit like it. A full railgun clip, assuming I actually hit anything, to finish off a mech. Full load of 2xCB12s up close will barely kill something with half health. Magazine after magazine fired into walls or the ground because by the time I get a bead on somebody and pull the trigger, somebody has already taken it out. Meanwhile anything that even looks at me kills me easily. Reds are sneaking up on me left and right and I have no clue they’re there until I’m half dead. Just played a tourney game with a guy whose hangar is 700 SP LESS than mine, and he more than doubled my kills. How f***ing deflating is that. This game is just aggravating the crap out of me today. And yesterday.
|
|
|
Post by Danny Linguini on May 27, 2021 15:43:36 GMT -5
If you have Zep, try putting the RG on it for a while. Hitting frozen targets at 30m or less is a good way to get a handle on the RG when you first get it. That's what I did, and it also helped me learn the reload timing of the RG - actually it forced me to learn since it was the only gun I had on the Zep! You might also benefit from changing your overall playstyle. Instead of being an attacker or aggressor, switch to support tactics: - Run JR6 on a mech like Shadow or MD or Cheetah. JR6 can also work well on Jugg and can be super annoying/effective when played with patience. - When running Panther, deploy the SF to cover allies instead of actively trying to catch reds with it. If you use it as a shield rather than a net, it's actually easier to use effectively and you can assist pushes into red zones. - When running Guardian, keep your distance and avoid face to face confrontations when your ability is on cool down. - If you see more than one red in an area, avoid and flank and try to draw one away from the others. - Hug walls like they're your best friend. I’ve tried playing the support role, I’ve tried playing with ‘patience’. You know what it gets me? Last place. I’ve tried hanging back, and I end up watching my team run up and kill everything in sight, while I’m scratching my nuts trying to figure out how to get in on some of the action and contribute next to nothing to the team. I’m just going backwards here, getting worse every day instead of better. And I have no f’n idea why.
|
|
|
Post by OU812? on May 27, 2021 18:53:43 GMT -5
If you have Zep, try putting the RG on it for a while. Hitting frozen targets at 30m or less is a good way to get a handle on the RG when you first get it. That's what I did, and it also helped me learn the reload timing of the RG - actually it forced me to learn since it was the only gun I had on the Zep! You might also benefit from changing your overall playstyle. Instead of being an attacker or aggressor, switch to support tactics: - Run JR6 on a mech like Shadow or MD or Cheetah. JR6 can also work well on Jugg and can be super annoying/effective when played with patience. - When running Panther, deploy the SF to cover allies instead of actively trying to catch reds with it. If you use it as a shield rather than a net, it's actually easier to use effectively and you can assist pushes into red zones. - When running Guardian, keep your distance and avoid face to face confrontations when your ability is on cool down. - If you see more than one red in an area, avoid and flank and try to draw one away from the others. - Hug walls like they're your best friend. I’ve tried playing the support role, I’ve tried playing with ‘patience’. You know what it gets me? Last place. I’ve tried hanging back, and I end up watching my team run up and kill everything in sight, while I’m scratching my nuts trying to figure out how to get in on some of the action and contribute next to nothing to the team. I’m just going backwards here, getting worse every day instead of better. And I have no f’n idea why. Have you tried the stealth role yet, sir? When I started MA I got wrecked so often I nearly gave up. My panther and killshot are glass cannons in my hands for some reason. A Jav6 Shadow though. I can make a Shadow last the majority of a match using stealth, walls and obstacles and of course situational awareness. On a side note, I’ve noticed that I tend to perform better with the bursty weapons than sustained ones.
|
|
|
Post by Danny Linguini on May 27, 2021 20:56:03 GMT -5
I’ve tried playing the support role, I’ve tried playing with ‘patience’. You know what it gets me? Last place. I’ve tried hanging back, and I end up watching my team run up and kill everything in sight, while I’m scratching my nuts trying to figure out how to get in on some of the action and contribute next to nothing to the team. I’m just going backwards here, getting worse every day instead of better. And I have no f’n idea why. Have you tried the stealth role yet, sir? When I started MA I got wrecked so often I nearly gave up. My panther and killshot are glass cannons in my hands for some reason. A Jav6 Shadow though. I can make a Shadow last the majority of a match using stealth, walls and obstacles and of course situational awareness. On a side note, I’ve noticed that I tend to perform better with the bursty weapons than sustained ones. I have not. Unfortunately I don’t have a Shadow - I figured two light mechs (Lancer, Killshot) were enough. Oh, MD … make that three lights. Thing is, without my Killshot out if the gate to grab those first 1 or 2 beacons, I’d be doing even crappier. Many times that extra beacon is worth a position or two in the game standings. Which I guess in the long run, when you’re talking about CPC results, doesn’t really amount to much other than using up tokens faster or slower. Anyway, I hadn’t really seriously considered a Shadow, but maybe I should. Lancer is pretty much parked now except for challenges, and MD is still pretty much base level, so another light mech might not hurt. Plenty of other weapon options for the Killshot. Unless I try the healer route and jack up the MD a bit. I’ll have to give some thought to that Shadow. Matter fact I believe I have a cheap offer for one in my shop right now. Hmmmmm…. And yeah, I’m definitely better with bursty weapons than sustained, too, particularly on unshielded mechs.
|
|
|
Post by Koalabear on May 28, 2021 7:21:29 GMT -5
Burst for me too. The only sustained damage weapon I really like is the dual SB12 and that only works on the Panther due to the Stasis Field letting me fire with impunity.
The RG16 can be very tricky. I find myself almost always resting my elbows on my legs and hunching over (super bad posture) or leaning my forearms on my table edge and getting those creases on my arms. There are also days when I can't seem to hit anything and I'm like Deadpool trying to hit Francis on the motorcycle in that opening scene in the first movie "bad Deadpool!". Then, I'll turn and totally one shot kill a red and I'm like "good Deadpool!" Now that I have two Thanos builds, I feel I can be more aggressive in chasing down targets.
Side note, that Guardian task today where you had to spawn Guardian in 5 battles, well, I did that in 3 battles. I never noticed before, but if you have two of a mech, and you have one of those spawn X mech in X battles, if you spawn both of your mechs in a battle, that counts as two in the task.
|
|
|
Post by Old-Cat on Jun 5, 2021 13:17:59 GMT -5
My hanger is close to being where I want it to be. I haven’t changed a mech or weapon in 7 months, save my kills shots weapons for a different application, and they are duplicated from my Jug. All of my mechs will soon be ( within the next month) 5.7 and my three remaining weapons are about to go 6 stars. It won’t be a maxed hanger but it will/already does hang w at the top level.
There is something about having a plan and sticking to it. I will soon have the freedom to pick anything I want and play around. Maybe duplicate one or two mechs. Maybe buy some weak butt mortars or some red torturing freeze lasers. Who knows? I’m just happy to have stuck w a plan that got me to this spot,
Also I only have 5 skins left in the 5 cost fortune vault, my odds for 10 cost vault have tipped in my favor, Acoins pop often. Again I didn’t deviate from removing the highest percentage drops first by spinning the 5 cost first.
My point , pick a path and stick to it, the payoff is worth it.
|
|
|
Post by Koalabear on Jul 5, 2021 8:39:07 GMT -5
Bring the rain! So far so good. The Arty Panther actually works really well. Had a couple of close calls with scout mechs but deploying the fence and then backpedaling to get to 46m away proved to be a good tactic. Single firing the RM12s is also a must and boy oh boy do they do a ton of damage!
|
|
|
Post by OU812? on Jul 5, 2021 8:49:22 GMT -5
Bring the rain! So far so good. The Arty Panther actually works really well. Had a couple of close calls with scout mechs but deploying the fence and then backpedaling to get to 46m away proved to be a good tactic. Single firing the RM12s is also a must and boy oh boy do they do a ton of damage! I have a feeling I’m going to need to give in and get some Rocket Mortars. Saturday’s (evening) Tourney was brutal for me due to the number real players using RMs. Like you said, they deal a lot of damage and are quite effective.
|
|
|
Post by Koalabear on Jul 5, 2021 9:28:36 GMT -5
Sheesh, I just realized something! When the heck did they change the speed stat to km/h??
|
|
|
Post by Redfiend on Jul 5, 2021 9:40:18 GMT -5
Sheesh, I just realized something! When the heck did they change the speed stat to km/h?? The last update that moved the UI around, changed terms and added a FAQ page. It was meters per second before,the mechs are 3-4 meter tall drones, as promotional material has shown. Meters per second isn't a traditional measurement, and it made all of the speed numbers seem low, even though it was an accurate scale for the scale of the mechs.
|
|
|
Post by Koalabear on Jul 12, 2021 10:13:44 GMT -5
So, lately, I've been playing CPC games with a modified hangar. I dropped my two Thanos Guardians and put in MD and KS. Jury's still out but this has been a fun hangar for CPC so far. I'm not stuck in one mech the whole game and there's been times when I've meched out or came close to meching out. This makes for a more dynamic game as I get to play most of my mechs. I also R5'd my RPG6 and slapped it on my MD and this has been pretty fun. I put PC8 back on my KS and have remembered how effective a build this actually is. I'll likely R5 my PC8s next week.
Based on my success with the RM12, I briefly considered leveling up my RM8 and picking up the RM10 just so that I can put them on something with 18EN, maybe even the KS and run a fast mobile Arty build. But...that's a lot of resources just to build a fun build.
Shelving the Thanos mechs for CPC games means I no longer single shot kill reds and I'm re-discovering how to brawl properly. Of course, I'll run into the occasional squad and get wiped but oh well. I'll dig out the Thanoses for TDM matches.
|
|
|
Post by Redfiend on Jul 12, 2021 10:45:59 GMT -5
So, lately, I've been playing CPC games with a modified hangar. I dropped my two Thanos Guardians and put in MD and KS. Jury's still out but this has been a fun hangar for CPC so far. I'm not stuck in one mech the whole game and there's been times when I've meched out or came close to meching out. This makes for a more dynamic game as I get to play most of my mechs. I also R5'd my RPG6 and slapped it on my MD and this has been pretty fun. I put PC8 back on my KS and have remembered how effective a build this actually is. I'll likely R5 my PC8s next week. Based on my success with the RM12, I briefly considered leveling up my RM8 and picking up the RM10 just so that I can put them on something with 18EN, maybe even the KS and run a fast mobile Arty build. But...that's a lot of resources just to build a fun build. Shelving the Thanos mechs for CPC games means I no longer single shot kill reds and I'm re-discovering how to brawl properly. Of course, I'll run into the occasional squad and get wiped but oh well. I'll dig out the Thanoses for TDM matches. I'm the kind of person that thinks like this: There are five minutes in a control point match. If I have 5 mechs, am I still doing what I need to after they're out and about for a minute? If yes, carry on the sweep. If no, disrupt the enemy, even if it means the bot pops, then spawn in something more appropriate. Kind of why I'm leaning towards Ares and Brickhouse as my first mech acquisitions to max out of the box once I'm done with weapons. Tournament rounds are only 2 minutes. Being excessively aggro while incredibly hard to kill is a plus. Just think of how aggravating it is to get high kill games when the AI all spawn high level Ares and Juggs at the same time. That.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Jul 12, 2021 12:38:18 GMT -5
So, lately, I've been playing CPC games with a modified hangar. I dropped my two Thanos Guardians and put in MD and KS. Jury's still out but this has been a fun hangar for CPC so far. I'm not stuck in one mech the whole game and there's been times when I've meched out or came close to meching out. This makes for a more dynamic game as I get to play most of my mechs. I also R5'd my RPG6 and slapped it on my MD and this has been pretty fun. I put PC8 back on my KS and have remembered how effective a build this actually is. I'll likely R5 my PC8s next week. Based on my success with the RM12, I briefly considered leveling up my RM8 and picking up the RM10 just so that I can put them on something with 18EN, maybe even the KS and run a fast mobile Arty build. But...that's a lot of resources just to build a fun build. Shelving the Thanos mechs for CPC games means I no longer single shot kill reds and I'm re-discovering how to brawl properly. Of course, I'll run into the occasional squad and get wiped but oh well. I'll dig out the Thanoses for TDM matches. I'm the kind of person that thinks like this: There are five minutes in a control point match. If I have 5 mechs, am I still doing what I need to after they're out and about for a minute? If yes, carry on the sweep. If no, disrupt the enemy, even if it means the bot pops, then spawn in something more appropriate. Kind of why I'm leaning towards Ares and Brickhouse as my first mech acquisitions to max out of the box once I'm done with weapons. Tournament rounds are only 2 minutes. Being excessively aggro while incredibly hard to kill is a plus. Just think of how aggravating it is to get high kill games when the AI all spawn high level Ares and Juggs at the same time. That. Yeah... I've been thinking about my next project since I got my RGs copied... and I absolutely loved playing the Ares when I first started, and when I throw it in now for a task, as well.
But I really want the BH, and am interested in the Arachnos... so I am just working on LA 8's for Thanos and dropping levels into random favorites I don't play much, for a bit until I decide. But your point about Tanky AI waves is valid and part of my thought process. Even my 5/6 Juggs is beefy enough to frustrate Real Reds... so I've already embraced the concept... just not sure which one I like more.
Decisions.
I also really like both the Surge and Redox, despite their weaknesses... and want both*. Thing is, I am really trying to focus in on one thing at a time and damn if that doesn't go against every grain I have lol.
(Caveat: So far, I have only come up against Real Reds that were dangerous in Surges; Redoxes have just died when I come against them... so I am leaning towards Surge... but again, I know it's not going to be an end-all/be-all answer... it just looks cool, has an interesting ability for Team Support play, and can move with a bit of... IDK... gusto, when compared to Redox.)
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Jul 12, 2021 12:48:10 GMT -5
So, lately, I've been playing CPC games with a modified hangar. I dropped my two Thanos Guardians and put in MD and KS. Jury's still out but this has been a fun hangar for CPC so far. I'm not stuck in one mech the whole game and there's been times when I've meched out or came close to meching out. This makes for a more dynamic game as I get to play most of my mechs. I also R5'd my RPG6 and slapped it on my MD and this has been pretty fun. I put PC8 back on my KS and have remembered how effective a build this actually is. I'll likely R5 my PC8s next week. Based on my success with the RM12, I briefly considered leveling up my RM8 and picking up the RM10 just so that I can put them on something with 18EN, maybe even the KS and run a fast mobile Arty build. But...that's a lot of resources just to build a fun build. Shelving the Thanos mechs for CPC games means I no longer single shot kill reds and I'm re-discovering how to brawl properly. Of course, I'll run into the occasional squad and get wiped but oh well. I'll dig out the Thanoses for TDM matches. As much as I am trying to avoid it now, branching out and getting so many options to R5 for varied CPC play is part of what kept me playing during various points of slow down of my fun in the game.
Variety and challenge is part of it... but pure support just feels so much more rewarding to me (despite the actual awards being so slim - Plarium should reward that play style more. Assists providing more points if you contribute more than 50% of the kill would be a nice change, for example) and I enjoy that more than attacking and brawling by themselves.
I've not pulled MD, Shadow, or Lancer out of the 6* list, and fully intend on having all three up there. I would upgrade and run Cheetah too but it's just too much resources to 6 star everything I like, and since I don't even have it and there is still quite a bit of work left for my existing hangar plans, it's just not happening right now.
But yeah, I am tangent posting again... sorry lol. Def agree with not always running the upmost performers in favor of bots/builds you enjoy playing.
|
|
|
Post by Redfiend on Jul 12, 2021 12:59:59 GMT -5
Yeah... I've been thinking about my next project since I got my RGs copied... and I absolutely loved playing the Ares when I first started, and when I throw it in now for a task, as well.
But I really want the BH, and am interested in the Arachnos... so I am just working on LA 8's for Thanos and dropping levels into random favorites I don't play much, for a bit until I decide. But your point about Tanky AI waves is valid and part of my thought process. Even my 5/6 Juggs is beefy enough to frustrate Real Reds... so I've already embraced the concept... just not sure which one I like more. Decisions. I also really like both the Surge and Redox, despite their weaknesses... and want both*. Thing is, I am really trying to focus in on one thing at a time and damn if that doesn't go against every grain I have lol.
(Caveat: So far, I have only come up against Real Reds that were dangerous in Surges; Redoxes have just died when I come against them... so I am leaning towards Surge... but again, I know it's not going to be an end-all/be-all answer... it just looks cool, has an interesting ability for Team Support play, and can move with a bit of... IDK... gusto, when compared to Redox.)
Arachnos is confirmed 24 EN and slow. It might be as squishy as Surge too. Brickhouse and Redox are only really viable on cramped maps when running solo. Mostly for the same reason: proximity. For a full tank hangar I'd run 2:2:1 Juggy: Ares: Brickhouse On most maps it would probably be TL6+Carb 12 Jugs, Carb 10+MR8 Ares, Railgun or Stasis 16+TL2 Brickhouse. On big maps, one of each Ares/Jug with LA8+10 and Stasis 12+TL6 On small maps, AT10 instead of Carbs on Ares, Carb 10+ Pulse 8 on Brickhouse. Realistically, Surge and Redox are specialty mechs. I wouldn't suggest getting them without the 350K credits and the 1875(redox) 2825(Surge) coin surplus to insta-R6 them. I like Surge and Redox, but still consider them "meh" for how hefty their disadvantages are for their specializations. It feels like whoever was in charge of making them and Cheetah, was a different person than whoever made Killshot. I still think Surge and Killshot should have their HP swapped. Surge has a slower foot speed, and Killshot's dash deals more damage than a Railgun shot. If anything, if you want the beef, get the Ares up first. It's distinct advantage over Jugs is that tad bit more speed, but in 2 minute rounds, it does make a difference. Still hope they eventually remove the timer on it's shield. 27 seconds between deploying the first shield and the shield being ready again is far too long in a game with matches this short. The shield should be up until it's destroyed, with a 15 second CD.
|
|
|
Post by Koalabear on Jul 12, 2021 13:24:38 GMT -5
Damn, I was so hoping that the Arachnos would have decent speed. If it's slow and lacks HP, then it's basically the Redox except with a spider turret instead of a caustic blast. I think that I'll still likely get it though - because I never did get the Redox - and I think I'll move my RM12s over to it instead of running it on a Panther. The spider turret should help cover/protect me when reds get too close.
|
|
|
Post by Koalabear on Jul 20, 2021 7:53:45 GMT -5
So, in case nobody has noticed, but one the Derby tasks today is to make a purchase in the store. I suppose I could have waited until tomorrow to get the last set of tasks and just complete one of them, but when I saw this skin, I could not resist! OU812? you've got to check this out!
|
|
|
Post by OU812? on Jul 20, 2021 8:03:55 GMT -5
So, in case nobody has noticed, but one the Derby tasks today is to make a purchase in the store. I suppose I could have waited until tomorrow to get the last set of tasks and just complete one of them, but when I saw this skin, I could not resist! OU812? you've got to check this out! Yeah, I’m sorely tempted too. That skin’s a brute. Could you imagine a Shadow with maxed shotguns and that skin ambushing you? Berserker.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Jul 20, 2021 8:22:18 GMT -5
So, in case nobody has noticed, but one the Derby tasks today is to make a purchase in the store. I suppose I could have waited until tomorrow to get the last set of tasks and just complete one of them, but when I saw this skin, I could not resist! OU812? you've got to check this out! I had a 4.99 deal for the Torque KS skin, I did that for my purchase... but I would have taken that one just as fast... one of my favorite skins for sure! Nice luck!
|
|
|
Post by Koalabear on Jul 29, 2021 13:55:20 GMT -5
So, I took stock of my blueprint levels and realized that my lofty plans won't come to fruition any time soon. I'm only at 6.2 for my Guardian and have almost enough to get it to 6.3 but no more after that, and we all know how slow it is to get Guardian BPs for free.
I think I have enough BPs to max or get close enough to max that using A-coins makes sense for: Shadow, Killshot and Panther and SB16. Out of those three, I think I will prioritize the Killshot first because then it can be my new RM12 or CB12 mech. After that comes the Panther and then SB16.
My hangar will likely be VERY fluid for a while until I can get the BPs I need. For example, once the Panther gets maxed, it'll become a RG16 mech and my Guardian will sport RM12 while my KS will get CB12. I still will continue to run my Shadow with JR6, so no point to devoting too many resources into it for now cause I will always need a JR6 platform. Once they take away my extra Guardian and Panther, I'm trying to decide what to run in my last slot.
I've got it down to MD in CPC games for the easy gold medal and Zephyr in TDM games. But, since I will be strapped for resources and BPs, I'm wondering what my order of maxing will be.
If I max the MD first, it'll be a great MR8 platform. The Shadow would also be a great MR8 platform, but I feel I'm still more comfortable with it as a JR6 and hitting from cover because as we get more and more human players, the stealth becomes less and less useful and it's better used to stay away from the red eye of Mordor. I've killed too many Shadows in stealth to know that the stealth ability in this game is not nearly as powerful as in War Robots. The Zephyr will only be useful if I can max it to carry CB12, but I have a feeling that it will be VERY hard to get enough Zep BPs.
I suppose my plans may change again depending on what they give us for our cloned mechs. I'm close to 10k A-coins right now just from hoarding like crazy. So, if I can get another 20k for example, I'll likely just use all that for speed upgrading everything that I can.
|
|