![]() I finished positioning my guys to flank the Atlas and then Sumire announced that a second enemy lance was setting up shop directly in front of me. The friendlies started mixing it up with Lance 1, focusing-stupidly-on the Atlas instead of taking out the easy guys. Lance 1: Atlas, Dragon, Vindicator, Commando As the rest of the hostile lance came into view I saw an Atlas and about shat myself because you do not fuck around when there are assaults on the field and you have none: I spied some cover off to the right that would give me some good flanking shots at the hostiles and make a beeline for it. The friendlies form up and head out, immediately making contact with a hostile lance between them and the bug-out point. Headed by "Grey Death", a legendary tactician on the run from the Combine on the same martian world as the first mission.Įdit: I take my slightly chewed on lance of 4 AC/20 equipped Orions. ![]() Second mission is 3 1/2 skull: escort a friendly lance out of the combat zone.įriendly lance: Black Knight, Jaegermech, Shadowhawk, Wolverine. Minor structural damage on two of my mechs, and I proceed to the next mission. I end up down to the last building before I manage to get aggro on everybody. ![]() ![]() I had split up, so it was 2 on 4 for each lance. The first lance is 3 heavies and a medium, the second lance is 2 heavies, 1 medium, and 1 light. While I've got a pair of Cyclops Qs, they're basically missile boats which doesn't work well with how I like to headshot all the fools.įirst mission is 3 1/2 skull: defend a base on a Martian biome from two hostile lances. I'm still sitting on my primary lance of 4x Orions. I got my Combine rep high enough to get Red Hunt, which purports to be a 4 skull flashpoint, with a long continuous set of missions. I actually think that's why I tend to favor SRMs and LBX autocannons (or IS standard autocannons): my aim has never been overly steady, so I rely more and more on snap shots and being pretty decent at motion prediction for getting my single-shot projectiles on target. The UAC10s are burst-fire weapons that are going to be more prone to either spreading its damage around a target or straight up missing. The lasers I use depending on the range to the enemy. The UAC's are always on-call for damage so that's basically 40 per fire cycle for them. Well aside from 6 heavy small lasers my Dire Wolf has two UAC/10s and two LPLs. And while your Dire Wolf is in the 80-damage range, chances are that's not all front-loaded damage (namely, lasers have burn time and Clan autocannons are burst-fire weapons).so you're going to be staring down a target more than unloading 24 SRMs and a 20-pellet shotgun. If you're stripping off over half of the armor from the front CT from an assault mech in one instant blast, I'd consider that pretty strong. So yeah, personally, I feel that anything over 40 damage every ~3.5 seconds is pretty strong.Īlso, for frame of reference, (edit) an unskilled Mad Cat Mk2 has around 100-112 armor on the front CT. It should also bear mentioning that during those halcyon days of 8 vs 8 yore, the Atlas was the only mech that could actually fit an AC20+4xSRM6A. Back then, a 35-40 damage alpha strike was considered 'scary' (2圎RPPC+Gauss or 2xGauss+ERPPC or twin-AC20). It depends on a lot of different factors:īut generally, the frame of reference I use is from back during the olden-days of MWO.back when twin-AC20s on a Catapult or Jagermech were considered one of the scariest threats on the battlefield. My Dire Wolf measures in the 80 range somewhere I think. Is 68 considered a lot? I have no sense of scale in that regard.
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