It probably gets the most kills of all my mechs because of this. That Arctic Wolf-A has ecm and is small enough that people sometimes don't see me 5m away plowing them with srm splat. Any mech with 4 10's or 2 20's is gonna wreck stuff, but that cyclops can also take a beating. That also puts out easymode levels of damage.īack to the list, the Sleipnir and the Arctic Wolf-A are among my favorite mechs. When we start trading, they decide it's time to move. It's range is long enough enough to shoot all those clever people standing out in the open 1500m away with ppc's and lrm's. I haven't really thought about it this way before, and I may change what mechs are my fav based on this experience.Īt the moment, I love whatever fits piles of ac2's with ammo into it. They are largely not my high damage builds, which is what I typically judge my mechs by.Ī lot of times, I'm getting 300 or so damage but have kills. I am sure it has absolutely ruined a game for more than a handful of people, though. The splat cat is also more reliable than you might expect, but it runs hot and requires cool run nodes, cool shots, and the mindset of being at peace with suicides to kill stuff. Some are less of a risk than others, the 75 ton Marauders are pretty reliable, as is the Crab, the Adder, the Ultraviolet, and the Huntsman. HPG gets a special mention, but it's just spawn rushing and the nascar is usually quite slow to happen so rarely people get left behind if they actually are aware of the flow of the game. I have other mechs that do other things well but these are ones that end up killing stuff quick, even if they're glass cannons sometimes or require some pretty risky playing to actually do so. So from this we can conclude that ballistics boating really only generally becomes viable once you're into the high end of the heavies, below that you're best boating lasers or some type of missile. 6x SRM6+A Catapult A1 (Yes, I can still make the Splat Cat work)ĭual AC/20 Rifleman 3C (Absolute glass cannon though, zero chill)Ĩx MPL Marauder 4A (Roll of the dice, can usually get 1 or 2 kills reliably, but extremely short range, though my highest damage match ever I believe was in this mech.)
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