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Pick your poison:
AS7-S[mwo.smurfy-net.de]
CP-11-A-DC[mwo.smurfy-net.de]
SCORCH[mwo.smurfy-net.de]
HGN-IIC-B[mwo.smurfy-net.de]
MCII-2[mwo.smurfy-net.de]
I am sure there are more that can do it in a variety of ways.. i am just to lazy to do more. Any build that can run 4 SRM6 and an LBX20 can reach at least 68points of Alpha damage, most of the ones above are 90 damage alpha and up.
What is happening is them using a weapon that can crack your armor, and a high crit weapon to destroy components. Hit something big in the CT and you are likely to damage something valuable.
LB's also don't have a ghost heat scale, which why you might see a KDK-3 with 4 LB10's
Now when it comes to the AC.. IS and Clan function differently.. where the Clan AC20 fires a 4 shot burst vs the IS single slug, and it's cooldown doesn't start until the 4th burst clears the weapon (and for C-UAC20 until the 4th of the 2nd salvo is fired, and if it jams, once it un-jams it will start the cooldown)...
My Victor is quirked for AC20.. so it used to run with 1 AC20 and 3 SRM6's... WIth the new tech release, I slapped a Light Fusion engine, and UAC20 (the AC20 quirk works for both AC and UAC)... Making it the new KDK-SB replacement in the nasty brawling role the KDK-SB was feared for, Since the SB was nerfed into uselessness with the Skill Tree release.. The Victor only lacks the MASC that the SB has..
LBs (and SRMs) are weapons that once fired on target, you can then torso twist to shield or spread return fire directed at you, where with a Clan UAC, you have that slight delay of the time it takes for the UAC to fire all of its bursts to do the full damage or risk missing or spreading your damage on target..
Which is why LB's and IS AC's are preferred weapons in a brawl with SRM's as backup weapons (although on some mechs, the SRM's are really the higher threat weapon it has mounted over the LB/AC)...
And also the LB's get a nice crit damage chance on open armored targets.. which if scores a crit the each pellet from the LB fired does double damage (2 damage per pellet)
And SRM's have a higher % chance of rolling a crit than an LB or AC, which can also be further make even nastier if the player has taken the those nodes that add to that damage effect..
I take your word for it. I don't really like heavy and assault mechs :) But if its a consolidation, i didn't even look at the heavies... and as i said... there are more than can do it. Both Orions (clan and IS) can do it.. Ebj, Roughneck and Maddog can do it... although admittedly as soon as we go down to 65t and less, it gets a little silly as you just don't have the ammo for it anymore.
Yup... Here is a SS of my VTR-9S and it's current Quirks..
http://steamcommunity.com/sharedfiles/filedetails/?id=1136127193
The column on the left side.. And the 12th from the top is a 10% Velocity quirk (the mech's stock quirk bonus), and then the 16th from the top is a 6% Velocity one from my skill build choice.. Which brings the total added Velocity to +16%
Now here are a SS of the bonuses for it gets for the UAC20 and AC20
UAC20
http://steamcommunity.com/sharedfiles/filedetails/?id=1136127203
AC20
http://steamcommunity.com/sharedfiles/filedetails/?id=1136127216
Now It gets a 10% to Vel, Bal Range, etc without any skills or anything else
The base Vel for both weapons are the same speed of 650.. each have the same +104 added to the 650, which using math 104 is 16% of 650..
Well I think they all need more Cowbell...
And i think i am not clicking like crazy to change the defaults, just to enter proper armor values on Smurfy builds, because... quite frankly i am lazy and as long as the armor is maxed, you can distribute it hwoever you want yourself :p