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Messages - tryrar

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241
Roll To Dodge / Re: Omega Legion
« on: December 23, 2015, 01:01:40 pm »
Not what I had in mind! OW OW OW! Quickly cancel the fire dome and turn to address the newcomers. Be prepared to lightly par-broil them with a flamewall if needed. "Oh? Festival's not over here boys, so I suggest you keep moving."

242
Other Games / Re: Mechwarrior Online
« on: December 23, 2015, 12:14:04 pm »
Honestly? My preference is to go all-in and not try to stopgap for brawling.

This is the Raven 3L build I run. Once you get your skills you top out at ~147kph going forward and ~100kph in reverse, and reach that in less than four seconds from a standing start. You turn on a dime and can twist your torso about as quickly as you can move your mouse. You can alpha those ERLLas eight or nine times in a row before heat starts being a concern, which is about the maximum amount of times you ever want to fire from the same general location (assuming you're being responsible and shifting after every shot). Obviously there's no point running a 3L if you don't take ECM.

Ofc. you run ERLLas CDR and Range modules, as well as the usual Radar Deprivation. The second 'Mech module could reasonably be either Seismic Sensor (defensive) or Advanced Zoom (offensive).

But yeah. You can reach out and touch someone from up to 1500m (more importantly, you can alpha from ~700m out for 18 damage every ~3 seconds), run away from literally anything else in the game while dodging fire via serpentine movements because you turn and run fast enough for that to be viable, and are basically impossible for the average PuG team to focus down, since that requires another ECM mech catching you in counter-ECM long enough for them to pay attention and shoot you. I tested it once on Crimson Strait, sniping at my maximum range from the island--I still managed around 100 damage even though I had to have been doing just about the lowest possible damage per shot in the game.

There's a reason why Raven 3Ls are probably the single most likely 'Mech to be last man standing in a Quick Battle, and it's certainly not because only good players use it. It's survivable as fuck. The extreme speed build is also important for your score, because you absolutely have to relocate frequently, since anything at all that can hit back at your ideal range will probably core you or almost do so; the less time you spend running between positions, the more time you spend putting lasers downrange.

The other reason why I generally avoid putting missiles on my 3L (apart from the utter lack of tonnage for them and the even greater potential for being one-shotted by something nasty) is because they flat-out don't compare to the ERLLas when it comes to damage potential. A SRM-4 or two SSRM-2s do less than half the alpha of the ERLLas and in return make you slower and less heat-efficient, all for the sake of trying to cover for a situation that you can generally avoid with good positioning or escape with quick reactions. The only light that really scares me when I'm in my 3L is an Arctic Cheater, since they're fast as fuck, studded with low-heat low-CD weapons, and can ECM-cancel. Most others you can play the "Oh, I saw you coming when you were 400 meters out and moved a few hundred meters back to a new position, have fun getting legged while you're too far to fire back," game with.  :P

The only real problem with that strat is that the 3L only has a laser duration quirk, and not a very good one :P. Most of it's quirks are missile based :P. But yeah, I can see what you're going for

243
Other Games / Re: Mechwarrior Online
« on: December 23, 2015, 08:24:12 am »
Man, double heatsinks make ALL the difference for the Raven 3L. Before, I was lucky to get 4 salvos off with my ER large lasers before shutting down completely(and that's if I chain fired). Now, I can get 5-6 chainfire salvos off no problem, plus as much SRM shots as needed against those sneaky fast lights or anyone else that gets close. Though, I'm still debating wether to keep the SRM 4 I have or go back to twin streaks. On the one hand, I don't need to lock-on to fire first, which means I can deal with ambushes(important since I'm set up to snipe). On the other hand, it's hard to hit fast moving targets with the missiles(not so much with the lasers since I can sweep them). Thoughts?

244
Acquire Proposals:
A.3: Bofors 37 mm gun - An anti-tank gun, not the strongest gun, but will due fine for home defense.
A.4: Bofors 40 mm gun- An anti-aircraft/multi-purpose autocannon; everyone uses these, might as well make Sweden richer.
Q: Why?
A: See if we can buy some artillary from our local Swedish drug arms dealer and hope every little umph and kaboom in the hands of our military will will help retake our homeland.
Spoiler: Votes list (click to show/hide)
Added 5 D votes, 4 C votes, and 2 new A's.

We already HAVE a good 40mm gun

245
I'm sticking to my plan since we already have greywater waste filtration with the chemical plant, and a full biodome is not needed.

246
Roll To Dodge / Re: Omega Legion
« on: December 22, 2015, 05:08:25 pm »
Team one Jack Spark.

"Great. It just HAD to be raining. I'll just wait for these idiots to get here then."

Invoke an umbrella of heat that evaporates the rain on contact, and wait for the idiots to find their way up here.

247
Roll To Dodge / Re: Roll to fight an overly long boss
« on: December 22, 2015, 05:47:23 am »
Hit the boss with an infectious curse that causes iron to rapidly transmute into oxygen!

248
Hmm, looks like we will have to rely on the flow of the river station for a while while we Geo-engineer the caverns, and/or go geothermal.

As for the MRV: I Say A, B, D. The construction and research time hits would be well worth it with a pretty good all-around vehicle that can do anything a medium-duty vehicle needs to do while providing as much safety and redundancy we can without weighing the vehicle down too much.


Oh, BTW with the bio bay set up what bonuses do we get from it? You never listed them
Spoiler (click to show/hide)

249
Roll To Dodge / Re: Omega Legion
« on: December 21, 2015, 04:53:31 pm »
Team One Jack Spark

Quickly get out of the way before the rest of thew idiots trample me!

250
Roll To Dodge / Re: Omega Legion
« on: December 21, 2015, 03:41:02 am »
Team One, Jack Spark

Simply nod to my fellow meatheads and follow the guy to where we need to go.

251
Currently you guys can technically run:
 -5 basic designs
 -3 large designs (basic design with bonus)
 -4 acquisitions
 -4 construction projects

 Plus, provided I can remember anything, theres the random event that may shove something nice out. And the schools may come out with a design project for you too...

In that case:


Made up a list.
Spoiler: Votes list (click to show/hide)

Dropping support for the heavy tank, Firestorm Mk.2, and engine improvements. I think we should aim for 6 designs MAX until we get some more engineers.

252
Actually, we're up to 9 design projects per turn(3 with an advantage) so we can do all of them if we want. We're still stuck at 4 construction things if I haven't misread the list though.

With that in mind:

I vote for:
Design:
Everything!

Construction:
C.1
C.2
C.3
c.4

253
Right, unless anyone can think of anything else, I say we get voting.

254
Roll To Dodge / Re: Omega Legion
« on: December 20, 2015, 03:37:33 pm »
"This one believes it would be better suited to the festival.  Dar'yajira is not suitable for using shovels."  The cat raises a front paw, and flexes his claws.

Festival, if I can get in.  Adorable kitties are wonderful for riot control!  And not very good for digging.

Also, I think a natural armory progression would work best.  We've got several people who wouldn't even be able to use most armory equipment.


((Jack's not even going to really USE equipment if he can help it, since with protection magic and fire magic he can form armors out of flame. :P))

255
You know what? I think I'll go full torsion bar for the Badger. It's the standard for today's tanks, and was seen later on in WWII due to how simple and reliable it is.

Spoiler: HT-1938 Badger V2 (click to show/hide)

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