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I do like my Marauder with UAC 20, however. Guaranteed one hit kill, and even if it misses it´s a ton of damage elsewhere.
^pretty much this. NPC annhihilators have trouble hitting my fast moving mechs. and have paper thin armour.
If you use ++ variants that changes dramatically and the UAC2++ becomes a much better weapon than the UAC5++. It's lighter, with less recoil and less heat, allowing you to add more weapons on top. And that superiority (over the UAC5) also translates to the ANH, although in this case the UAC20 really shines when going for the CT. Here[i.imgur.com] there is a little chart to show my point.
UAC2++ only needs 2 rounds to hit to head cap. That being said why bother playing around with the chance of RNG screwing you when that much raw damage can just chew right through the heart of an Atlas.
5 UAC 2++s on an annihilator gives you enough left over tonnage to clear 600 damage alphas while still running cool and ignoring recoil penalties.
Since a well built lance almost certainly contains a Marauder for head chopping and damage reduction...you’ll be spending most of your focus for called shots with that mech instead. So the raw massive damage potential and sustainability over the uac5 version really shine.
While a triple uac20 build can get up into that damage range too...range and recoil are very serious issues.
Your Annihilator build is a walking bomb - Gauss weapon blows up and takes out entire section if hit - not to mention all the ammo you must be packing for the UAC 10's
I'll pass.... On your glass cannon.
But if it is good for you - have fun with it.
I have always had specialist roles in my team - usually two front liners with high armour, medium and short range. One medium to long range DPS (sniper or artillery) and one fast moving scout/backstabber.
I have never had an issue with my glass cannons getting focus fired. It's very easy to keep them out of harm's way. Even when the enemy TRIES to focus them - that's good - it opens them up for easier backstabbing and shortens the fight.
Anyway, you're better off with UAC2, 5 or 10 on an Annihilator. Why would you need it to be close to the fight with that kind of weaponry? It has plenty of armour to take the occasional hit when your tactics are ♥♥♥♥ and you accidentally let that happen.
it has fine armor for an assault mech once you max it out.
That's true. I don't even max it out - I refined the loadout to a nice set of UACs, enough ammo to sustain them and a TTS+++ - it has sufficient tonnage for standard assault Mech armour. It has less than an Atlas II with full loadout - so I'd never use it as a brawler - but that's far from being a weakly armoured Mech.
I've just assumed that even if it were frail, it can perform very well as a "glass cannon". Even though it is way tougher than any other "glass cannons" I've put in the field.
if you are going after slower mechs, you get more bang for your buck by using UACs/AC20s. alternate fire between your two UACs, or get yourself at least 2 ballistic TTS+++ to help compensate for the massive 8 refire penalty.
if you want to use it for headhunting, UAC2++ or gauss++ will work. either will allow you to fully armor up too, not that you should need to.
add a tag to your close range annihilator for bonus damage, and/or add a tag to your other close range mechs.