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Post by frunobulax on Aug 24, 2021 2:47:26 GMT -5
So, I decided to give the game another chance, global release and all...
The good: More ways to earn stuff apart from the tournaments. Seen quite a variety of weapons and mechs.
The bad: Agressive monetization, where have I seen this before... At least we can use the good old "invest a bit of RM to speed up progress", the way War Robots used to be before the dash bots where you might pick up gold for $10 to complete that Lancelot you've been saving for. But I still don't like the direction it's going.
The ugly: Matchmaking was horrible. Thanks to events I can say that I won 3 of maybe 20 matches (Division 4) I played, most of my teammates faded unless we got 3 beacons in the first 30 seconds. So the typical result was me coming in first on the losing side, even if I didn't try too hard.
Oh, and Tournament appears to be completely unplayable if you have a low-ish hangar like me (3 star mechs/weapons). I just got stomped over by way, way more powerful mechs. Extremely frustrating.
Not sure if I'll stick around for long. But in case I do, and as it's hard to judge the quality of mechs and weapons I don't have, what's the meta in higher leagues? Are Missile Racks, Carbines, Stais beams and Railguns worth saving for, and which one would you get with limited resources? (And I still think about getting Rocket Mortars and trolling other players, as I'm being trolled...)
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Post by BigBear on Aug 24, 2021 7:50:00 GMT -5
MA is not much different to any mobile game I have played,they are there to make money pure and simple,it's the degree of monetisation and how aggressive and how affecting it is for the player trying to play for free or pocket change.
In this regard I don't find MA too bad,most bots and weapons are balanced in the power group they are in and no one thing greatly affects gameplay by running it.
MA will always be compared to War Robots and as an ex player of War Robots I can appreciate how the developers are trying to approach things with MA,no constant rotation of new bots and weapons,no constant buffs and nerfs,no new items every month that change the landscape of gameplay,not saying it won't happen in the future but for now the balance is pretty good.
If Plarium have any sense they will know they will be judged against War Robots and hopefully they will guide the game in a better direction and use Pixonics mistakes to make for a better game,or they may want to go pure profit and make as much as they can as quick as they can,but they surely know they have a large War Robots veteran player base that won't accept that crap and will be gone long before any profit targets are met.
I find MA similar to War Robots just before the Pixonic buyout,a fun but sometimes infuriating PvP game that is still trying out new ideas,no it's not perfect and Plarium could be a lot more involved with the players than they are,but this will always be a game to make the owners money,I will judge it on how fast and aggressive they want to make that money,at the expense of fairness and game fun then like War Robots I will be out of here.
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Post by BigBear on Aug 24, 2021 8:00:12 GMT -5
Missle Rack 8,all Carbines and ultimately Rail Gun are all the popular choices,Pulse Cannon 8 is pretty effective too levelled up,Jav 6 is good for fast bots to move in,launch a payload and get out.Rocket Mortar 12 is the only decent Mortars worth investing in.
Stasis Beams are more for team play and for solo play won't get you much damage so only invest if you team up regularly.
Try to avoid investing in 2,4 and most 6 weapons as later in the game they become less effective against opponents.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 24, 2021 8:07:59 GMT -5
So, I decided to give the game another chance, global release and all...
The good: More ways to earn stuff apart from the tournaments. Seen quite a variety of weapons and mechs.
The bad: Agressive monetization, where have I seen this before... At least we can use the good old "invest a bit of RM to speed up progress", the way War Robots used to be before the dash bots where you might pick up gold for $10 to complete that Lancelot you've been saving for. But I still don't like the direction it's going.
The ugly: Matchmaking was horrible. Thanks to events I can say that I won 3 of maybe 20 matches (Division 4) I played, most of my teammates faded unless we got 3 beacons in the first 30 seconds. So the typical result was me coming in first on the losing side, even if I didn't try too hard.
Oh, and Tournament appears to be completely unplayable if you have a low-ish hangar like me (3 star mechs/weapons). I just got stomped over by way, way more powerful mechs. Extremely frustrating.
Not sure if I'll stick around for long. But in case I do, and as it's hard to judge the quality of mechs and weapons I don't have, what's the meta in higher leagues? Are Missile Racks, Carbines, Stais beams and Railguns worth saving for, and which one would you get with limited resources? (And I still think about getting Rocket Mortars and trolling other players, as I'm being trolled...)
F2P is still possible... just slow.
MM is jacked. Peak hours are the worst. That is definitely part of your Tourney experience. Troll builds are actually pretty damn effective and Rm 12s, in particular, could be called META, now. Since Killshot can be maxed out at 24 EN now, you'll see top players running it with RM 12s to good effect.
LA 10s and possibly 8s, Stasis Beam, Carb 10 - 12, Arc 10, RM 12, MR 8, and of course, RG 16, are all top tier and worth saving for/maxing. Carb 8s are still worth having, but in top tier they are mostly EN filler for specific loadouts. Jav 6s still have their place but aren't quite top tier... close, but eclipsed by RMs. Rm 16 + Jav 6 is still a good loadout... and maxed Javs on a tank is still a PITA and worth running if you enjoy it. Pulse Cannon 8s can work as alternative to Carb 8s if played to their strengths.
KS, Panther, Guardian, Ares, Jug, Zephyr are all way up in the list of good mechs and are almost a guaranteed "worth maxing" from me.
Next are Redox, Surge, Brickhouse. Maybe Shadow or MD in this group... if you are good with it.
All the rest of the mechs are still viable to some degree... but if you have limited funds, you may not find them effective enough to commit to maxing unless you really love the gameplay with them.
Quick list of my opinion, only.
Hope you can find a groove... but MM is def making it difficult for a lot of folk... playing different modes when you encounter over leveled opponents can help, so can playing during "off times".
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Post by punishingcossack on Aug 24, 2021 12:05:39 GMT -5
prioritize maxing out KS panther guardian
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Post by frunobulax on Aug 25, 2021 4:32:51 GMT -5
Missle Rack 8,all Carbines and ultimately Rail Gun are all the popular choices,Pulse Cannon 8 is pretty effective too levelled up,Jav 6 is good for fast bots to move in,launch a payload and get out.Rocket Mortar 12 is the only decent Mortars worth investing in. Yeah, if one was to spend money it would probably better to start over. I mean, there are some pretty good starter offers for weapons like Carbines that would take me months to grind for... And someone who knows the game would know which ones are worth the money.
However, Plarion made it clear that they don't want my money. When I re-installed I connected to google, and didn't get my old account back. So I figured that I had to start over, and bought the Ares deal. When I later connected to Facebook it turned out that my old profile is alive and well and was for some reason connected to Facebook, however Plarion absolutely refused to either refund the money or transfer the Ares to the correct account. Mother「fluffernutter」ers have no problem with the fact that I paid and didn't receive anything for the money. So it's f2p for me, and I'm already feeling more bad vibes than good ones.
But maybe it's just as well. Fought a wallet warrier yesterday, 300 battles and a high-level Ares with Carbines. Situational awareness of a wet towel, killed him despite vastly inferior gear. Wouldn't want to be lumped in with the wrong crowd
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Post by Redfiend on Aug 25, 2021 7:44:57 GMT -5
Mechs to focus: Killshot, Panther, Ares, Zephyr, your choice of light mech. I say 3 mediums, a heavy and a light because of max EN and weapons currently available.
Weapons to focus: MR8, Pulse 8, LA8+10, Carb 10+12, Railgun, Javelin 6, RM12. Everything else is just filler.
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Post by BigBear on Aug 25, 2021 7:49:26 GMT -5
Players wallets are the reason games are developed,well actually parting players from their money is the reason.
I was on the verge of spending fifty notes on the Rail Gun deal a couple of months ago,as facing someone who has one opposed to not having one greatly reduces your chance of winning,then Plarium announced pilots and alarm bells rang and my wallet went back into my pocket.
I'm glad I bought deals early on in the game as I'm happy where my hanger is right now and don't feel the urge to buy anything else,I can be patient and grind out those elusive A coins.
But Plarium are going to be seeing a huge influx of money,they know they have cornered the Mech PvP market and you know they now have people exclusively working on increasing that income,that's why for now I'm just playing the game with what I have,for me now is a good time to watch this game unfold and see where it's direction will be before I spend any more.
I remember you from Mech Battle so I know you know your games and how developers work,so far this game is far better than any other game of its genre in the game stores,unless something similar is being developed somewhere this is the better type of game we have at the moment.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 25, 2021 9:43:39 GMT -5
Mechs to focus: Killshot, Panther, Ares, Zephyr, your choice of light mech. I say 3 mediums, a heavy and a light because of max EN and weapons currently available. Weapons to focus: MR8, Pulse 8, LA8+10, Carb 10+12, Railgun, Javelin 6, RM12. Everything else is just filler. I agree... but I also feel Arc 10 is anything but filler. It plus an MR 8 is a freaking staple EN 18 combo. It performs VERY well and I would tell someone to get that over a Carb 10, at this point. I run that loadout on both my Zep and KS.
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Post by punishingcossack on Aug 25, 2021 11:25:18 GMT -5
Mechs to focus: Killshot, Panther, Ares, Zephyr, your choice of light mech. I say 3 mediums, a heavy and a light because of max EN and weapons currently available. Weapons to focus: MR8, Pulse 8, LA8+10, Carb 10+12, Railgun, Javelin 6, RM12. Everything else is just filler. I'd have to disagree on the necessity to fill up EN. Guardian is an extremely useful mech. Mine is fully maxed, and I still sometimes run RG MR8 on it, and I'm more than happy leaving 8 unfilled EN.
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Post by Old-Cat on Aug 25, 2021 15:45:38 GMT -5
Mechs to focus: Killshot, Panther, Ares, Zephyr, your choice of light mech. I say 3 mediums, a heavy and a light because of max EN and weapons currently available. Weapons to focus: MR8, Pulse 8, LA8+10, Carb 10+12, Railgun, Javelin 6, RM12. Everything else is just filler. I agree... but I also feel Arc 10 is anything but filler. It plus an MR 8 is a freaking staple EN 18 combo. It performs VERY well and I would tell someone to get that over a Carb 10, at this point. I run that loadout on both my Zep and KS. agreed. I run both AT10 and Cb10. They are vastly different. When I get enough blueprints to copy my AT, I will replace one of the CB 10s for my Jug. Right now my single is on my Zeph. I built my Jug w the roll of a control point "wall", it excels in close quarters battles. " you had better bring friends if you think you are getting this control point." Slap a 6 star At 10 on it, ohhh my.
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Post by frunobulax on Aug 30, 2021 2:03:48 GMT -5
Well, I think MM is totally broken right now. Now I'm totally f2p, because back when I started playing MA the game wasn't released in my country so I couldn't purchase anything through the play store. With about 1000 battles and being in Div4, I'm winning 1 battle out of 5 at best. All I see are players with premium bots and weapons that I don't have, as RPGs and Pulse cannons simply are not in the same league as Missile Racks, Carbines and Stasis beam. If I ever decide to hang back and snipe with Longarms, then I inevitably lose on beacons because the rest of my team woudln't go after a beacon if their life depends on it. (Even though I can rack up quite impressive kill numbers this way.) And for some weird matchmaking reason it seems that the human players in my team are always much weaker than on the other team. Note that I still climb in leauges, I usually lose first place so I'm being pushed towards even harder enemies.
Oh yes, and I'm consistently lumped in with human players that play for about 10 seconds and then stop playing. It's not unusual that my team is down to 2 players after one minute.
And, to complete the picture, I just encountered a cheater. 1-shot my 30k health Jug twice, once with Pulse Cannons and once with a 3-star LA8 on a 2-star KS. Yeah, right.
Can't say I'm impressed with the game.
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Post by BigBear on Aug 30, 2021 3:50:55 GMT -5
I have seen a big upsurge of complaints about hacking on FB groups,at first I thought it was new players not understanding some of the weapons against them but now videos are being posted and the opponents are very obviously hacking the games.
This is worrying and hopefully Plarium can get a handle on this or this global release will be over before it started.
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Post by Koalabear on Aug 30, 2021 8:16:40 GMT -5
Do you have links to the cheat vids? If you do, you should post here and on Plarium's Discord.
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Post by BigBear on Aug 30, 2021 13:03:02 GMT -5
Do you have links to the cheat vids? If you do, you should post here and on Plarium's Discord. I recommend the players contact the developers from within the game and attach the video,it seems to be Asian players that are getting all these problems, thankfully I haven't run into any so far.
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Post by frunobulax on Aug 30, 2021 15:02:21 GMT -5
Do you have links to the cheat vids? If you do, you should post here and on Plarium's Discord. I recommend the players contact the developers from within the game and attach the video,it seems to be Asian players that are getting all these problems, thankfully I haven't run into any so far. Problem is, once you realized that there is a cheater you have little time to start capturing and collect evidence. I tried, failed, and in-game support wasn't interested even though the player profile clearly indicated cheating (550k max damage with 2-star mechs and weapons, like 80 out of 90 games won). Ah well, would have been nice to see a company handle this better than Pixonic
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Post by S1E1 on Aug 31, 2021 10:41:07 GMT -5
I'm a bit surprised at all the praise for PC8s. Saw it some in mid-game but it doesn't really drop opponents fast enough to be that good for tourney.
I get the idea that they are an alternative to Carb8s which are expensive, and I admit in retrospect, would rather have prioritized getting/doubling Carb10s earlier. But C8s still hold water in endgame as 2nd weapon and PC8s don't, so ultimately my main wish is that I had never spent any A-Coins on PCs to begin with, and just ploughed them into more Carbs.
MR8 is the only weapon in the EN8 range that truly works well in endgame. LA8s can work but don't have quite enough punch and doubling LA10s as fast as possible instead is a higher priority.
RPG6s are worth taking to 3.7 for early game. I'm not sure but likely parking Jav6s and LA8s at 4.7 for mid-game and then focusing on the 10/12/16 staples is probably the most efficient course.
Also, not sure that the list of essential mechs really tops just 4 - Panther, Killshot, Zephyr and Guardian. Ares might be a 5th once we lose 2nd copies of mechs but it seems really it would need to be maxed at EN24 and that won't be easy blueprint-wise since those are only sold for A-Coins in the store. It is good for mid-game though but I'd park it at 4.7 until you get the other 4 mechs up into the 6s.
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Post by Koalabear on Aug 31, 2021 11:22:58 GMT -5
My JR6 is at 6.1 and I think it was worth it to bring it that high. I don't have plans to max out yet, but at R6, the chance for critical goes to 30%, which means and don't critique my math here... that out of a salvo of 6 missiles, 1-2 will do double damage, so with a pair of JR6's, you might have up to 4 missiles do double damage. Then, you factor in the ability to arc the missiles to the side or behind and your damage potential goes up.
IDK about LA10. I didn't level mine up until after the EN upgrade so that I can run LA10/RG16 on my Guardian. I think that if you never had the plans to get the RG16, then prioritizing the leveling of your LA10 is good. But, if you do eventually want to get the RG16, then probably don't over invest too fast. Also, as you face more and more human players, getting good damaging salvos off at them at long range becomes increasingly hard. Playstyles also factor in too of course.
My MR8 is still at R4 and I haven't really considered bringing them up any more. When I look at the damage stats, they don't seem that much greater, and the only other advantage is a bigger splash area which doesn't seem that great to me - correct me if I'm wrong of course!
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Post by Deadeye on Aug 31, 2021 11:24:19 GMT -5
I'm a bit surprised at all the praise for PC8s. Saw it some in mid-game but it doesn't really drop opponents fast enough to be that good for tourney. I get the idea that they are an alternative to Carb8s which are expensive, and I admit in retrospect, would rather have prioritized getting/doubling Carb10s earlier. But C8s still hold water in endgame as 2nd weapon and PC8s don't, so ultimately my main wish is that I had never spent any A-Coins on PCs to begin with, and just ploughed them into more Carbs. MR8 is the only weapon in the EN8 range that truly works well in endgame. LA8s can work but don't have quite enough punch and doubling LA10s as fast as possible instead is a higher priority. RPG6s are worth taking to 3.7 for early game. I'm not sure but likely parking Jav6s and LA8s at 4.7 for mid-game and then focusing on the 10/12/16 staples is probably the most efficient course. Also, not sure that the list of essential mechs really tops just 4 - Panther, Killshot, Zephyr and Guardian. Ares might be a 5th once we lose 2nd copies of mechs but it seems really it would need to be maxed at EN24 and that won't be easy blueprint-wise since those are only sold for A-Coins in the store. It is good for mid-game though but I'd park it at 4.7 until you get the other 4 mechs up into the 6s. I've not been impressed either, but I've heard you have to maximize the accuracy (aka, R5) before they shine. Mine are sitting somewhere in the R4 range, so maybe that's why I'm unimpressed. The carb8s start at R5, so it's not a fair comparison unless equally leveled. I understand where you're coming from though.
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Post by Koalabear on Aug 31, 2021 11:34:47 GMT -5
Engagement times are so short in this game, especially after the EN update. You're either killing or being killed by high end weapons like RM12s and RG16s and CB12s or you're duking it out with a keyboarder who can pop in and out of cover like a FPS character.
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Post by Old-Cat on Aug 31, 2021 11:42:29 GMT -5
I'm a bit surprised at all the praise for PC8s. Saw it some in mid-game but it doesn't really drop opponents fast enough to be that good for tourney. I get the idea that they are an alternative to Carb8s which are expensive, and I admit in retrospect, would rather have prioritized getting/doubling Carb10s earlier. But C8s still hold water in endgame as 2nd weapon and PC8s don't, so ultimately my main wish is that I had never spent any A-Coins on PCs to begin with, and just ploughed them into more Carbs. MR8 is the only weapon in the EN8 range that truly works well in endgame. LA8s can work but don't have quite enough punch and doubling LA10s as fast as possible instead is a higher priority. RPG6s are worth taking to 3.7 for early game. I'm not sure but likely parking Jav6s and LA8s at 4.7 for mid-game and then focusing on the 10/12/16 staples is probably the most efficient course. Also, not sure that the list of essential mechs really tops just 4 - Panther, Killshot, Zephyr and Guardian. Ares might be a 5th once we lose 2nd copies of mechs but it seems really it would need to be maxed at EN24 and that won't be easy blueprint-wise since those are only sold for A-Coins in the store. It is good for mid-game though but I'd park it at 4.7 until you get the other 4 mechs up into the 6s. I've not been impressed either, but I've heard you have to maximize the accuracy (aka, R5) before they shine. Mine are sitting somewhere in the R4 range, so maybe that's why I'm unimpressed. The carb8s start at R5, so it's not a fair comparison unless equally leveled. I understand where you're coming from though. I’m running mine as we speak on my zephyr for a task. I shelved them when we had the energy change, in place I typically run a Carb 10. I have to say I’ve been pleasantly surprised by the range and damage output works fine for a freeze and disengage strategy. I don’t know if I would advise one to level them to 6.3 like I did, or many 8 energy weapons for that matter. With that said, the range over carbs is a fairly big deal. I can touch up players long before the they get in optimal range and the quick reload has me ready to go in no time. I , if I had to pick, would choose them over carb 8s. One could argue they are a better option than carb 10,s w the right play style. Edit. I’ve been considering leveling a MD , I bet a 6.7 MD hiding behind a tank would absolutely be nasty w them.
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Post by Deadeye on Aug 31, 2021 11:47:10 GMT -5
I've not been impressed either, but I've heard you have to maximize the accuracy (aka, R5) before they shine. Mine are sitting somewhere in the R4 range, so maybe that's why I'm unimpressed. The carb8s start at R5, so it's not a fair comparison unless equally leveled. I understand where you're coming from though. I’m running mine as we speak on my zephyr for a task. I shelved them when we had the energy change, in place I typically run a Carb 10. I have to say I’ve been pleasantly surprised by the range and damage output works fine for a freeze and disengage strategy. I don’t know if I would advise one to level them to 6.3 like I did, or many 8 energy weapons for that matter. With that said, the range over carbs is a fairly big deal. I can touch up players long before the they get in optimal range and the quick reload has me ready to go in no time. I , if I had to pick, would choose them over carb 8s. One could argue they are a better option than carb 10,s w the right play style. And this is consistently what I hear from people that have sufficently leveled them enough to benefit from the maximum accuracy boost. I just have so many irons in the fire ATM and with the impending (but date yet unspecified) dual mech removal, I am holding off most of my upgrades beyond the Panther maxing. The sole exception was taking my Zephyr to R6 finally. The Arc10/Carb10 combo was totally worth it.
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Post by S1E1 on Aug 31, 2021 11:57:30 GMT -5
I'm a bit surprised at all the praise for PC8s. Saw it some in mid-game but it doesn't really drop opponents fast enough to be that good for tourney. I get the idea that they are an alternative to Carb8s which are expensive, and I admit in retrospect, would rather have prioritized getting/doubling Carb10s earlier. But C8s still hold water in endgame as 2nd weapon and PC8s don't, so ultimately my main wish is that I had never spent any A-Coins on PCs to begin with, and just ploughed them into more Carbs. MR8 is the only weapon in the EN8 range that truly works well in endgame. LA8s can work but don't have quite enough punch and doubling LA10s as fast as possible instead is a higher priority. RPG6s are worth taking to 3.7 for early game. I'm not sure but likely parking Jav6s and LA8s at 4.7 for mid-game and then focusing on the 10/12/16 staples is probably the most efficient course. Also, not sure that the list of essential mechs really tops just 4 - Panther, Killshot, Zephyr and Guardian. Ares might be a 5th once we lose 2nd copies of mechs but it seems really it would need to be maxed at EN24 and that won't be easy blueprint-wise since those are only sold for A-Coins in the store. It is good for mid-game though but I'd park it at 4.7 until you get the other 4 mechs up into the 6s. I've not been impressed either, but I've heard you have to maximize the accuracy (aka, R5) before they shine. Mine are sitting somewhere in the R4 range, so maybe that's why I'm unimpressed. The carb8s start at R5, so it's not a fair comparison unless equally leveled. I understC8s where you're coming from though. Yeah, I've heard the same. Mine are parked at 4.7 so I never have really played them at their best. The thing is though, I've have only found them to problematic in the hands of tournament opponents as a mid-game setup on Killshots. Outside of that they only seemed decent in CPC matches, which doesn't need to be considered in upgrade strategy. I mean I tried to go the cheaper PC8 route, but by the time I could upgrade them to 5.1 it would no longer have mattered in tournament matches - I'd shot past the point where they would be effective against my opponents. My Carb8s are still useful though. I realize getting C8s played a factor in all that. But I had a couple good weeks on tourney and a good run on a Vault Blitz to get the A-Coins to just buy them. Trying to juggle go up several ranks while upgrading all my more important mechs and weapons was actually the slow route. Of course now the odds for A-Coin prizes on Vault Blitz have been nerfed it's probably a bit different, but sometimes the big A-Coin purchases are a lot quicker to pull off.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Sept 1, 2021 10:15:37 GMT -5
My JR6 is at 6.1 and I think it was worth it to bring it that high. I don't have plans to max out yet, but at R6, the chance for critical goes to 30%, which means and don't critique my math here... that out of a salvo of 6 missiles, 1-2 will do double damage, so with a pair of JR6's, you might have up to 4 missiles do double damage. Then, you factor in the ability to arc the missiles to the side or behind and your damage potential goes up. IDK about LA10. I didn't level mine up until after the EN upgrade so that I can run LA10/RG16 on my Guardian. I think that if you never had the plans to get the RG16, then prioritizing the leveling of your LA10 is good. But, if you do eventually want to get the RG16, then probably don't over invest too fast. Also, as you face more and more human players, getting good damaging salvos off at them at long range becomes increasingly hard. Playstyles also factor in too of course. My MR8 is still at R4 and I haven't really considered bringing them up any more. When I look at the damage stats, they don't seem that much greater, and the only other advantage is a bigger splash area which doesn't seem that great to me - correct me if I'm wrong of course! MR 8 is definitely worth it.
Builds I use and swear by:
1. - Of course, 2 x MR 8 on Killy. That's my jam. It's still good even after the EN increase and seeing more maxed mechs. I do have to try to get flank shots if possible, but you can also shoot at the environment right next to, or behind, your opponent when they are facing towards you but away from the wall/obstacle they are near, and get the damage bonuses that way from the splash damage. (This is why the greater splash damage is worth ranking up for) Often, though, I am not engaging full health mechs, so killing is not that hard and a single salvo from both MRs, plus dash is usually enough. Long range shots are also very good against unsuspecting players. I have killed many near or over 100m that were sniping or lobbing mortars at other players. Killshot gives me the flexibility to be where I need to in order to get the rockets on target, in more situations, better than any other mech.
2. - MR 8 + CB 12 Killshot - What I am running atm in order to be able to run the next build, below. It's versatile and can provide a good amount of close range burst and midrange suppression fire. 2nd favorite. Had several double digit kill counts with it, recently.
3. - MR 8 + Arc 10 Zep - Deadly. Relies on the ability a lot... but better than 2 Arc 10s, IMO. So far, my favorite Zep build.
4. - MR 8 + Arc 10 Killshot - Good. It is really good when attacking center with someone else, preferably with the aggro being on your fellow blue, but not required. The Arc will mess up the red player's aim, and both weapons have splash (well, Arc chains... but it's about the same). Good for clustered beacon fights or chokepoints (think 2 Arches or Acropolis)
There are a lot of other viable builds. I think punishingcossack still uses the RG 16 + MR8 on a Panther... for example. Now that medium mechs can get to EN 24, they can run that same build and it's VERY good on KS. But even Ares would be dangerous with it.
They work well in end game.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Sept 1, 2021 10:28:35 GMT -5
I've not been impressed either, but I've heard you have to maximize the accuracy (aka, R5) before they shine. Mine are sitting somewhere in the R4 range, so maybe that's why I'm unimpressed. The carb8s start at R5, so it's not a fair comparison unless equally leveled. I understand where you're coming from though. I’m running mine as we speak on my zephyr for a task. I shelved them when we had the energy change, in place I typically run a Carb 10. I have to say I’ve been pleasantly surprised by the range and damage output works fine for a freeze and disengage strategy. I don’t know if I would advise one to level them to 6.3 like I did, or many 8 energy weapons for that matter. With that said, the range over carbs is a fairly big deal. I can touch up players long before the they get in optimal range and the quick reload has me ready to go in no time. I , if I had to pick, would choose them over carb 8s. One could argue they are a better option than carb 10,s w the right play style. Edit. I’ve been considering leveling a MD , I bet a 6.7 MD hiding behind a tank would absolutely be nasty w them. Absolutely. My PCs are at 6.1, and I still occasionally run them in conjunction with SB 16 to some decent effect. However, with the EN increase for light mechs, I could definitely see them being useful for either Lancer, Cheetah, MD, or Shadow, in various situations. But man, leveling up light mechs is very cost prohibitive. Which is bass ackwards, in my mind.
And yes, the at range accuracy is very much a selling point.
However, for most folk, they are not going to be as appealing as C8s (due to leveling). I, personally, think of them as an alternative with benefits to the C8s. I tend to use my C8s more for filler since they compliment the builds I use more than PC 8s do... but PC8s can still be viable.
The part I can't comment on is resource spending efficiency. I don't know if a F2P should go one way or the other... and can only go by what others say. But, like you said, with the right playstyle, they can still do the business. EDIT: S1E1 - dual LA 8s on a maxed light bot opens up some great options.
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Post by S1E1 on Sept 1, 2021 11:01:35 GMT -5
EDIT: S1E1 - dual LA 8s on a maxed light bot opens up some great options. [/div][/quote] Good to hear, although I don't know what decade it'll be by the time I can max my light bots, lol.
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Post by S1E1 on Sept 1, 2021 11:18:05 GMT -5
My JR6 is at 6.1 and I think it was worth it to bring it that high. I don't have plans to max out yet, but at R6, the chance for critical goes to 30%, which means and don't critique my math here... that out of a salvo of 6 missiles, 1-2 will do double damage, so with a pair of JR6's, you might have up to 4 missiles do double damage. Then, you factor in the ability to arc the missiles to the side or behind and your damage potential goes up. IDK about LA10. I didn't level mine up until after the EN upgrade so that I can run LA10/RG16 on my Guardian. I think that if you never had the plans to get the RG16, then prioritizing the leveling of your LA10 is good. But, if you do eventually want to get the RG16, then probably don't over invest too fast. Also, as you face more and more human players, getting good damaging salvos off at them at long range becomes increasingly hard. Playstyles also factor in too of course. My MR8 is still at R4 and I haven't really considered bringing them up any more. When I look at the damage stats, they don't seem that much greater, and the only other advantage is a bigger splash area which doesn't seem that great to me - correct me if I'm wrong of course! LA10s are great with RG16s. I am in no hurry to max my heavy bots so I can run dual RG16s and put my eggs all in one basket. I've dropped several opponents running 2xRG16 Panthers. If they get me, I still have a backup, but when I get them, they are out of luck. And it is really surprising how effective a combo it is up close. Of course it doesn't hit quite as hard, but it's pretty close. Can gulp down light bots in one salvo. Tanks are more problematic especially when you get human opponents running Guardian snipers. Overall RM12 is probably a bit better but LA10 is close and a lot more fun to play imo.
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Post by Koalabear on Sept 1, 2021 11:42:22 GMT -5
Yeah, I don't know if I will ever run dual RG16 even if I max a mech. Seems like such a waste. Sure, I can one shot kill almost anything, but a smart human player won't expose himself once he knows you're running DRG16. If I ever max my Panther, I think I'll do SB16/RG16.
LA10/RG16 has served me well. Well enough that I might rank up the LA10 just to get higher chance to overheat. If you hit a tank with the LA and it over heats and then immediately hit it again with both guns, it's going down.
I'm actually continuously surprised at the effectiveness of RG16/RM12, even against human players. In fact, even MR8/RM12 on the KS is really good. Bait them with the RM12 and maybe score a couple of lucky hits to drain their HP, and then follow up with MR8 and/or Melee Dash for the finish.
I know we talked about asymmetrical builds in the past and they had limited effectiveness, but now, with higher EN ceilings and more high EN weapons, I find that these weapons are powerful enough to run single and then mix it up with another high end weapon on the other side. Each weapon fills different niches and compliments each other with their diversity.
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Post by Old-Cat on Sept 1, 2021 14:20:06 GMT -5
My JR6 is at 6.1 and I think it was worth it to bring it that high. I don't have plans to max out yet, but at R6, the chance for critical goes to 30%, which means and don't critique my math here... that out of a salvo of 6 missiles, 1-2 will do double damage, so with a pair of JR6's, you might have up to 4 missiles do double damage. Then, you factor in the ability to arc the missiles to the side or behind and your damage potential goes up. IDK about LA10. I didn't level mine up until after the EN upgrade so that I can run LA10/RG16 on my Guardian. I think that if you never had the plans to get the RG16, then prioritizing the leveling of your LA10 is good. But, if you do eventually want to get the RG16, then probably don't over invest too fast. Also, as you face more and more human players, getting good damaging salvos off at them at long range becomes increasingly hard. Playstyles also factor in too of course. My MR8 is still at R4 and I haven't really considered bringing them up any more. When I look at the damage stats, they don't seem that much greater, and the only other advantage is a bigger splash area which doesn't seem that great to me - correct me if I'm wrong of course! LA10s are great with RG16s. I am in no hurry to max my heavy bots so I can run dual RG16s and put my eggs all in one basket. I've dropped several opponents running 2xRG16 Panthers. If they get me, I still have a backup, but when I get them, they are out of luck. And it is really surprising how effective a combo it is up close. Of course it doesn't hit quite as hard, but it's pretty close. Can gulp down light bots in one salvo. Tanks are more problematic especially when you get human opponents running Guardian snipers. Overall RM12 is probably a bit better but LA10 is close and a lot more fun to play imo. This. I brawl w my Guardian. Love me the RG and LA combo, it a hoot pulling it out when people don’t expect it. I leveled some mortars for tasks, I can only take that mess so long and switch one side back to the LA 10,
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