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Critter667
07-31-2007, 05:34 AM
It seems to me that a good sniper NA build may be a good hybrid combination. It can be slower since the sniper usually stays back anyways, and gives the sniper a bit better sighting method than scopes alone would. So have people tried this often? Any good builds?

Dr Shakalu21
07-31-2007, 09:53 AM
I've tried it before with little success. You just can't be an effective TC and try to snipe. You'd have to monitor your NA (as a TC) and then constantly scan the battlefield for targets. I don't think anyone can do it effectively. But thats just my 2 cents.

MR-T
07-31-2007, 09:58 AM
i have a RJ hound with 3 SC's w/ extra ammo and a najm NA. Oh and the pit is a johnson

BioHazardjrp
07-31-2007, 01:58 PM
Man, I swear I was thinking the same thing and I was going to try and build either a Rj401 or spider quad tonight :D . My thought is that it would be a good thing with a 2 or 3 vs 2 or 3, as long as you had a scout to get Coms and a gunner for the main fight.

Overlord Dmitry
08-05-2007, 04:53 AM
I used to run a heavy sniper on quads with 3-4 SCs and the hugest NA maker, but quads are simply too slow to be effective in a war match without having like 8 howitzers or sniper cannons; and otherwise, if the NA maker is any smaller, it won't help your sniping because you can see further with your weapons.

Aeoss_
08-05-2007, 07:45 AM
well, if your just using the coms to give feed back to your squad, its a good idea.

as for spotting where they are so you can shoot them. your asking alot out of your NA range (better be punching out at least 1000 na range) and thats a hefty weight and energy consumption there.

il see what i can come up with on spider legs, as for RJ's you'l probably be dragged down to 3 if not 2 SC's.

Aeoss_
08-05-2007, 08:30 AM
here are two designes i came up with.
sorry if you dislike the huge c-pits. i just feel that these are superior to c20 or tarakian ones other then the size they pose.

(CE def ratings will save your life seeing how these pits can take 4-5 SC200 rounds to kill, which is equal to what c110's take, but at a much lower weight cost, also energy output and fuel is nice)

::4 SC200::
http://i103.photobucket.com/albums/m159/Jpn_mazohisuto/uvs070805-009.jpg

http://i103.photobucket.com/albums/m159/Jpn_mazohisuto/uvs070805-008.jpg

the NA is indeed a shield in this, which is fine. 4000+ dura and 70 CE def is definitly going to eat some punishment for you. (roughly 5 or 6 SC200 rounds to pop it) once popped, that 70 CE def taks on to your c-pits def if they try to drill through it.


::3 SC200::
http://i103.photobucket.com/albums/m159/Jpn_mazohisuto/uvs070805-006.jpg

http://i103.photobucket.com/albums/m159/Jpn_mazohisuto/uvs070805-007.jpg

this one has a bigger NA, 1up c-pit, armor plate infront, NA is not so hitable. the neat thing is, these are all extended ammo so your only down 1 shot (76 shots with 4 normal sc, and 75 with 3 extended). i repositioned c-pit to get behind the armor plate as much as possible.

Critter667
08-06-2007, 08:52 AM
Thanks! I'll have to try them soon. And no, I wasn't really expecting the NA to reach all targets. Usually when we have a more stationary sniper (or one roaming in the same grid square) the rest of us are out capturing coms, moving closer to the enemy. I figured it would be the coms the team captures that let the sniper see where the enemies are, not so much as having a huge NA.

Gnavahoe
08-07-2007, 08:14 AM
The best I've come up with is a Sal Kar medium cockpit with 3 SC200's on single fire around the cockpit and the generator sideways with a Born spacer and a large NA on top. As anything that is built sacrificing NA for more ammo. I use single shot due to the stability of treads. More a support hound for targeting and detracting while the partners move in.

Flipside
08-07-2007, 11:14 AM
Thanks! I'll have to try them soon. And no, I wasn't really expecting the NA to reach all targets. Usually when we have a more stationary sniper (or one roaming in the same grid square) the rest of us are out capturing coms, moving closer to the enemy. I figured it would be the coms the team captures that let the sniper see where the enemies are, not so much as having a huge NA.


We run SNP/CMD hybrids with a good level of success, I'll have Merc pass you guys some builds.


Flip

Pherdnut
09-24-2007, 01:14 PM
Haven't tried it yet, but I suspect quad Sal Kar cannons might work with the light NA on Naqas.

Cobra N
09-25-2007, 01:47 AM
You can build a quad cannon TC on Naqa's, but it'll have to have an open Brooke pit, so I don't think that works.

Best I have on Naqa's uses 3 Falchions and a Johnson pit, to run 4 I just drop it all onto Meade treads and add a radiator to the back.

Pherdnut
09-25-2007, 03:18 PM
Wasn't too impressed with my quad Sal Kar build. I'd say I scored about 75% hits on the cockpit of a heavy AI build using HEAT rounds and still didn't get a kill. I have Sabres but I don't think I could fit them on with the ammo upgrade. Lookin' forward to picking up parts from other countries.

Zaha*Torte
09-25-2007, 03:50 PM
Wasn't too impressed with my quad Sal Kar build. I'd say I scored about 75% hits on the of a heavy AI build using HEAT rounds and still didn't get a kill. I have Sabres but I don't think I could fit them on with the ammo upgrade. Lookin' forward to picking up parts from other countries.

Consider switching to RJs, a light NA, and SC200s. Rely on combas towers for your NA range, and use snipers from key positions (SC200s have enough ammo to do the job).

It's feasably effective. I don't like running TacComs outside of cities or maps I know n00bz try to rush my base. But, it is an option that's tried and true.

dainbramage
09-25-2007, 04:14 PM
I have a pretty good snp/cmd on quads with 4 sc200's, a couple of AR for short range defense when needed and a fairly large NA. The keys to build a good snp/cmd hybrid is keeping your power usage and weight under control. Your role is not going to be delivering the kill shot but rather keeping the enemy off balance while keeping your squad mates apprised of battlefield conditions. Never under estimate the power of a well place sniper shot, even if it misses. Even a missed shot can give the enemy cause to pause, which can give your squad mates the opening they need to swoop in for the kill.

Pherdnut
09-25-2007, 04:21 PM
I suspect us noob players stand to benefit more from the NA Maker tradeoffs than the more experienced ones although sometimes I wonder if people aren't putting a little bit too much stock in bringing more firepower to the field.

Pherdnut
09-25-2007, 04:38 PM
Wasn't too impressed with my quad Sal Kar build. I'd say I scored about 75% hits on the of a heavy AI build using HEAT rounds and still didn't get a kill. I have Sabres but I don't think I could fit them on with the ammo upgrade. Lookin' forward to picking up parts from other countries.

Consider switching to RJs, a light NA, and SC200s. Rely on combas towers for your NA range, and use snipers from key positions (SC200s have enough ammo to do the job).

It's feasably effective. I don't like running TacComs outside of cities or maps I know n00bz try to rush my base. But, it is an option that's tried and true.

That was with the light NA maker. Legs were the heavier load carrying SP reverse joints. I used one bracket to hide a light weight pit and give the snipers additional stability by placing them further back although I'm not sure the Sal Kar Sniper Cannons need it.

Pherdnut
09-26-2007, 10:34 AM
Trying to remember the quad epee build I pulled off last night. Think it was RJ-Douglasses, an open Stuart pit and an RFZ-GE-B1 (kicking myself for not grabbing some Sal Kar generators before Sal Kar went down). Moves just short of 160 IIRC. I'll bet the legs are a lot easier to hit than Naqas though but the Epees fire pretty straight at 1000 and I haven't really had to time to mess around with their orientation. The 'pit made it possible to put them back a bit and drop them right down to waist level.

I'm starting to think it might be wiser to go down to 3 s-cannons to build a better protected design, but there's lots of experimentation remaining. So many parts, so little time.

ZINOWOR
09-26-2007, 02:49 PM
Wasn't too impressed with my quad Sal Kar build. I'd say I scored about 75% hits on the of a heavy AI build using HEAT rounds and still didn't get a kill. I have Sabres but I don't think I could fit them on with the ammo upgrade. Lookin' forward to picking up parts from other countries.

Consider switching to RJs, a light NA, and SC200s. Rely on combas towers for your NA range, and use snipers from key positions (SC200s have enough ammo to do the job).

It's feasably effective. I don't like running TacComs outside of cities or maps I know n00bz try to rush my base. But, it is an option that's tried and true.sabers with extended ammo are lighter than SC200's without extra ammo.

Zaha*Torte
09-26-2007, 03:20 PM
Wasn't too impressed with my quad Sal Kar build. I'd say I scored about 75% hits on the of a heavy AI build using HEAT rounds and still didn't get a kill. I have Sabres but I don't think I could fit them on with the ammo upgrade. Lookin' forward to picking up parts from other countries.

Consider switching to RJs, a light NA, and SC200s. Rely on combas towers for your NA range, and use snipers from key positions (SC200s have enough ammo to do the job).

It's feasably effective. I don't like running TacComs outside of cities or maps I know n00bz try to rush my base. But, it is an option that's tried and true.sabers with extended ammo are lighter than SC200's without extra ammo.

Yes, but the ammo does wonders.

Pherdnut
09-26-2007, 03:24 PM
I don't even have SC200s yet. :( Hope the Boosters take down Tarakia by next weekend. I've got most of what I want from them.

Pherdnut
10-03-2007, 01:58 PM
Hah. Oops. I was using the SP light NA Maker. 'doh! Anyway, Quad Epees suit me just fine for now and I can fit those on RJ/Burns.

Zaha*Torte
10-03-2007, 07:14 PM
Hah. Oops. I was using the SP light NA Maker. 'doh! Anyway, Quad Epees suit me just fine for now and I can fit those on RJ/Burns.

Epees are fun, but just wait until you get SC200s.

Sure, they're heavier... but the muzzle velocity is incredible in comparison (meaning you'll have a much easier time hitting your target at range). That, the ammo (19 instead of 14), and the range is a beautiful thing.

You'll love it. :twisted:

Pherdnut
10-03-2007, 10:09 PM
I'm thinking of attaching a machine gun to compensate for my crappy close-range sniping skills.

Zaha*Torte
10-04-2007, 07:36 AM
I'm thinking of attaching a machine gun to compensate for my crappy close-range sniping skills.

One machine gun unfortunately won't do anything.

Four however will.

If you want a side weapon to compensate for when someone gets up close, consider Grenades or Heat Rockets.

Each of those will generally do the job. You don't need excessive ammo since you won't be in close range a whole lot as a sniper. But, when it does happen, you'll be prepared.

Best weapons to use for a secondary close-range weapon: Machine Guns (if you're using a sniper moving faster than 150), Grenades, and Heat Rockets. However, one will not do enough. Try to equip at least three.

A good build that I use often will have 4 sniper cannons and 3 Grenades on Naqas moving about 155 or so (I always use a Backus with my snipers).

It just takes experimentation to find what side arm works for you however. If you don't feel comfortable using pukers, try one of the others. Just remember to group more than one together or it isn't worth it.

InsomniacsDream
10-04-2007, 09:08 AM
On a com it's not a bad idea having 1, so long as you get it with extended ammo. Why? Base killing. Commanders are the sneakiest of all the hounds, simply because they know where you are, and can keep a hill between you and them at all times. That is, if the NA range is good enough...


For a sniper com, I would suggest using SC200's, a brooke pit (no real need to run much else these days...), and a light com unit. Machine guns can be added on if need be, though I don't see much reason for it other than base killing...


I currently run a build very close to Zaha's, however mine uses an RC1500 (shoots better that way, you know how it is :roll: ), but I use 3 machine guns. It's highly effective, and after using it I've actually seen some people use the other build I have, an ANN MG variation. They think it'll work better, tried and true though, mine does o.0


Anyways, I would say for a sniper com MGs are a must, as you will probably be asked to drop ACVs, might have to drop the base (or have a really good way into it after somebody else makes a dash for it when things go bad), and it's always nice having some close-range protection, since you ARE going to be a prime target...

ARs/Snipes would work well too, which is actually what I'm working on right now. I'm thinking 3 AR's, 3 Snipes... Maybe 3 AR's, 2 Snipes, or if I can fit 6 on, 4 AR's and 2 Snipes might get the job done...

Cobra N
10-04-2007, 09:25 AM
I have this Sniper TC build:

http://www.maven.de/chromehounds/?h=BACIAILAKMAKQAHQAHQAHWAHWAHWAHkAD

Pit on treads, then gennie with armour in front, guns at side. Pretty fast, decent NA range, 3 snipers and 3 MG's. To be honest I use it more on 1 vs CPU situations rather than war, but it is a better pit than a Brooke so if you are used to staying out of trouble it should do allright.

Pherdnut
10-04-2007, 01:40 PM
I'm thinking of attaching a machine gun to compensate for my crappy close-range sniping skills.

One machine gun unfortunately won't do anything.



You've all misunderstood me. The machine gun would be for use as a camera for the snipers in another weapon grouping.

Zaha*Torte
10-04-2007, 01:51 PM
I'm thinking of attaching a machine gun to compensate for my crappy close-range sniping skills.

One machine gun unfortunately won't do anything.



You've all misunderstood me. The machine gun would be for use as a camera for the snipers in another weapon grouping.

Ah, I apologize.

However, if the sniper/comm is the way you want to go, at close range, it's eaiser than you think to aim the snipers.

Don't use your weapon cam. At all.

I dance with cannon hounds all the time with a Trigger. They're faster, sporting fast-reload, powerful cannons, and generally well armored. Me? I'm slow as an ox, big and bulky target, no armor to speak of, and weapons that can't aim worth a damn unless the enemy is more than a grid away.

My solution?

I get right in the cannon's face so it looks like my hound is humping his leg.

The cannon hound normally wants to get close to a sniper, so he generally allows this to happen.

Then what do I do...?

I line up my guns to his pit (even an armadillo's pit is exposed at this range) using line-of-sight, not the weapon cam, and pull the trigger.

4-7 Sabers in the pit in one volley, no hound will survive.

I've plowed through 3+ cannon hounds in a row like this in both free battle and war.

They want to get close...? I don't even need a side-arm for close combat... Nor do I need a cam to aim my weapons...

I'll still win.

ZINOWOR
10-04-2007, 02:51 PM
I'm thinking of attaching a machine gun to compensate for my crappy close-range sniping skills.

One machine gun unfortunately won't do anything.



You've all misunderstood me. The machine gun would be for use as a camera for the snipers in another weapon grouping.

Ah, I apologize.

However, if the sniper/comm is the way you want to go, at close range, it's eaiser than you think to aim the snipers.

Don't use your weapon cam. At all.

I dance with cannon hounds all the time with a Trigger. They're faster, sporting fast-reload, powerful cannons, and generally well armored. Me? I'm slow as an ox, big and bulky target, no armor to speak of, and weapons that can't aim worth a damn unless the enemy is more than a grid away.

My solution?

I get right in the cannon's face so it looks like my hound is humping his leg.

The cannon hound normally wants to get close to a sniper, so he generally allows this to happen.

Then what do I do...?

I line up my guns to his pit (even an armadillo's pit is exposed at this range) using line-of-sight, not the weapon cam, and pull the trigger.

4-7 Sabers in the pit in one volley, no hound will survive.

I've plowed through 3+ cannon hounds in a row like this in both free battle and war.

They want to get close...? I don't even need a side-arm for close combat... Nor do I need a cam to aim my weapons...

I'll still win.Its all about confidence and calmth. :D

Pherdnut
10-04-2007, 04:14 PM
It's harder to that with thermals and smoke. :twisted:

Runegrace
10-05-2007, 11:05 AM
Hah. Oops. I was using the SP light NA Maker. 'doh! Anyway, Quad Epees suit me just fine for now and I can fit those on RJ/Burns.

Epees are fun, but just wait until you get SC200s.

Sure, they're heavier... but the muzzle velocity is incredible in comparison (meaning you'll have a much easier time hitting your target at range). That, the ammo (19 instead of 14), and the range is a beautiful thing.

You'll love it. :twisted:

Speaking of muzzle velocity...I've always felt like the longer-range a gun was, the faster the rounds traveled (which makes sense why they have better range). Zaha, you have a lot of experience in the game...have you seen this to be true? It's a hard thing to check looking down the flight path of the hound, but it definitely seems like the HEAT rockets with higher range fly faster. Wondering if this would be true within every gun type...

Zaha*Torte
10-05-2007, 11:57 AM
Hah. Oops. I was using the SP light NA Maker. 'doh! Anyway, Quad Epees suit me just fine for now and I can fit those on RJ/Burns.

Epees are fun, but just wait until you get SC200s.

Sure, they're heavier... but the muzzle velocity is incredible in comparison (meaning you'll have a much easier time hitting your target at range). That, the ammo (19 instead of 14), and the range is a beautiful thing.

You'll love it. :twisted:

Speaking of muzzle velocity...I've always felt like the longer-range a gun was, the faster the rounds traveled (which makes sense why they have better range). Zaha, you have a lot of experience in the game...have you seen this to be true? It's a hard thing to check looking down the flight path of the hound, but it definitely seems like the HEAT rockets with higher range fly faster. Wondering if this would be true within every gun type...

For the most part, that is correct. However, it also depends. Muzzle velocity is determined by two factors.

The first is the type of ammunition... KE or CE.

Kinetic rounds move faster than Chemical. However, 90% of hound parts have a stronger defence against KE than CE... So, for a sniper to be devastating in their shots, it makes sense to equip CE, sacrificing the speed for the power.

However, Kinetic rounds lose their umph for this very reason at longer ranges. Chemical rounds do the same amount of damage no matter what range the enemy is at (which means a Sniper's best bet is CE, since their job is a range fight anyway).

The second would be, as aforementioned, the range of the gun. In order to punch out a round as far as the gun's range implicates (hence why sniper rounds have the highest muzzle velocity of any weapon in game), it takes considerable force. That force creates speed.

Epees are relatively short range for sniper cannons. For this reason, they are relatively slow. Fleurets are longer range than Epees, and also sport a higher muzzle velocity. SC200s have a high range, and with that, a considerable increase in velocity.

Finally, the beautiful Sabers. The highest range sniper cannon in game, the most powerful of them to boot, it also has the highest muzzle velocity of any sniper cannon in game. All of these advantages, its only disadvantage is the ammo count and low durability (they pop easy, and SC200s are as tough as regular cannons).

So yes, you are correct Runegrace, however you also have to take to acount the type of ammo you're loading.

Runegrace
10-05-2007, 12:43 PM
I've always attributed CE round's low velocity to the fact that they also have reduced range, but it seems like the basic behaviour you're describing is the same as what I picked up.

Also, it seems like power is a direct relation to recoil...that higher damage rounds used typically have high recoil as their drawback. ...Which is why I don't really get the point of the "reduced recoil" weapons...they're often heavier, and seem to have lower power, which results in the lower recoil. If that's the case, why not just use lower damage rounds on another weapon and save the weight, eh?

Kard
10-05-2007, 01:01 PM
RJ401. Smallest NA. 4 SC200s. Dabur C-pit. Shield in front of c-pit.

that is the most effective NA/sniper Ive ever been able to come up with.

ZINOWOR
10-05-2007, 01:31 PM
I have a Sniper Commander that's on naqa's, shooting three sc200's. It has a brooke and an NA Maker with about 930 NA range. :D
Oh and a covered pit :P

InsomniacsDream
10-05-2007, 03:06 PM
Hah. Oops. I was using the SP light NA Maker. 'doh! Anyway, Quad Epees suit me just fine for now and I can fit those on RJ/Burns.

Epees are fun, but just wait until you get SC200s.

Sure, they're heavier... but the muzzle velocity is incredible in comparison (meaning you'll have a much easier time hitting your target at range). That, the ammo (19 instead of 14), and the range is a beautiful thing.

You'll love it. :twisted:

Speaking of muzzle velocity...I've always felt like the longer-range a gun was, the faster the rounds traveled (which makes sense why they have better range). Zaha, you have a lot of experience in the game...have you seen this to be true? It's a hard thing to check looking down the flight path of the hound, but it definitely seems like the HEAT rockets with higher range fly faster. Wondering if this would be true within every gun type...

For the most part, that is correct. However, it also depends. Muzzle velocity is determined by two factors.

The first is the type of ammunition... KE or CE.

Kinetic rounds move faster than Chemical. However, 90% of hound parts have a stronger defence against KE than CE... So, for a sniper to be devastating in their shots, it makes sense to equip CE, sacrificing the speed for the power.

However, Kinetic rounds lose their umph for this very reason at longer ranges. Chemical rounds do the same amount of damage no matter what range the enemy is at (which means a Sniper's best bet is CE, since their job is a range fight anyway).

The second would be, as aforementioned, the range of the gun. In order to punch out a round as far as the gun's range implicates (hence why sniper rounds have the highest muzzle velocity of any weapon in game), it takes considerable force. That force creates speed.

Epees are relatively short range for sniper cannons. For this reason, they are relatively slow. Fleurets are longer range than Epees, and also sport a higher muzzle velocity. SC200s have a high range, and with that, a considerable increase in velocity.

Finally, the beautiful Sabers. The highest range sniper cannon in game, the most powerful of them to boot, it also has the highest muzzle velocity of any sniper cannon in game. All of these advantages, its only disadvantage is the ammo count and low durability (they pop easy, and SC200s are as tough as regular cannons).

So yes, you are correct Runegrace, however you also have to take to acount the type of ammo you're loading.

Epee's have a lower velocity that SC200's with around 300 more range, if you go by CE that is ;)

Pherdnut
10-05-2007, 07:50 PM
Ah, I apologize.

However, if the sniper/comm is the way you want to go, at close range, it's eaiser than you think to aim the snipers.

Don't use your weapon cam. At all.

I dance with cannon hounds all the time with a Trigger. They're faster, sporting fast-reload, powerful cannons, and generally well armored. Me? I'm slow as an ox, big and bulky target, no armor to speak of, and weapons that can't aim worth a damn unless the enemy is more than a grid away.

My solution?

I get right in the cannon's face so it looks like my hound is humping his leg.

The cannon hound normally wants to get close to a sniper, so he generally allows this to happen.

Then what do I do...?

I line up my guns to his pit (even an armadillo's pit is exposed at this range) using line-of-sight, not the weapon cam, and pull the trigger.

4-7 Sabers in the pit in one volley, no hound will survive.

I've plowed through 3+ cannon hounds in a row like this in both free battle and war.

They want to get close...? I don't even need a side-arm for close combat... Nor do I need a cam to aim my weapons...

I'll still win.

Heh, yep. I actually outdanced a wheelie today with my crappy RJ-Burns (his wheels were popped of course). :lol: Also discovered that headlights are a nice no-weight alternative to gauge a close-range shot if you don't quite have your guns jammed into his chassis which would have been a bad idea since it was an MG/pile build and I didn't want to get locked into him but it was pretty much point blank on a very small terrace with cliffs on both sides.

Runegrace
10-05-2007, 10:42 PM
Hmm...I never actually threw out a design for this thread.

The Commander/Sniper I use is more COM than SNP, but is based loosely on the low-rider design style. Start with the Sal Kari "Thawr" quad legs. Use an Isba spacer on it's side to hook towards the back. From here, you will need the first heavyweight generator...Sal Kari Shajar, I think it's called. Mounted flat against the spacer and rotated up. Behind that, one of the two lightweight generators, mounted sideways so that you can place a pit on it. Sal Kar lightweight pit, with side mount set on the last generator.

On the spacer, in front of the pit, you can now mount three sniper cannons. None of the Tarakians with fit, so...go with SC200s. Three of them. Now, on top of the generator, you can mount up to the 1200+ range Morskoj NA maker. You may also note that you have high heat because of two generators...so put on a radiator. Only the Carnot with fit with the huge NA (taking you to EXACTLY the load of the Thawr legs), but if you want more play room, you could always downgrade the NA to the 1100 Tarakian beast.

Either way, your NA will extend far enough to cover all weapon fire except for KE Saber rounds (do people still even use those?) or long range howitzer fire (do people still range targets?). The emphasis of this design is it's NA, not it's combat. But it still has the ability to put some hurt on a hound because of the 3 SC200s. Play with the generators and system devices as you see fit, but you should only really need the 3-slot stability in order to make it work. Moves a bit faster than 120, so keep distance and use scuttle-dodging in order to dodge fire (face legs sideways, and move side to side. Change direction and stopping constantly). However, do NOT get into a sniper match with someone. You are not a dedicated sniper...they are. Provide cover fire...only actively snipe when your enemy can't effectively fire back.

To be honest, this is a rather new hound design. Put it together, was happy with several computer runs, but almost no one was around for free battles, so I couldn't test it with a big group. Ever throw out a commander in a big team battle? Watching your allies on the map display sweep across the map as you call out enemy spawns is pretty funny. Almost as funny as the second or third match, at which point the enemy team has decided to deploy a commander of their own and you start getting into commander-battles inbetween calling out positions.

Pherdnut
10-07-2007, 01:50 PM
I find free battles are the best place to discover weaknesses in your builds.

WNxGrim Reaper
10-13-2007, 01:58 AM
ive got a hound like that. i find it fun to play but i wouldnt advise useing it in PvP. maybe in a squad game vs comps but DEFINATELY not agains players.

MiltaryMagnusOX
10-13-2007, 12:27 PM
I managed to make a sal kar quad w/ a morskoi NA that acted like frontal armor and four sc200's. It worked out great, I would use it if I had a squad of more than three people.

Pherdnut
10-13-2007, 02:30 PM
I'm surprised you didn't go with a lighter NA maker given the edge you guys would have in combas grabbing with those superlight hovers of yours.

Runegrace
10-13-2007, 11:17 PM
ive got a hound like that. i find it fun to play but i wouldnt advise useing it in PvP. maybe in a squad game vs comps but DEFINATELY not agains players.

Obviously a commander does not stand in 1v1 combat, but having an NA that covers half the battle field has advantages unto itself. They can actually be extremely useful in a free battle as well.

Zaha*Torte
10-14-2007, 06:42 AM
ive got a hound like that. i find it fun to play but i wouldnt advise useing it in PvP. maybe in a squad game vs comps but DEFINATELY not agains players.

Obviously a commander does not stand in 1v1 combat, but having an NA that covers half the battle field has advantages unto itself. They can actually be extremely useful in a free battle as well.

They're definately useful, though nowadays, you're better off with the smallest NA, and using Combas towers as your NA range.

You can still cover over half the map with a little coordination, and you don't loose too much in the terms of firepower, armor, and speed.

Pherdnut
10-17-2007, 09:03 AM
Speaking of muzzle velocity...I've always felt like the longer-range a gun was, the faster the rounds traveled (which makes sense why they have better range). Zaha, you have a lot of experience in the game...have you seen this to be true? It's a hard thing to check looking down the flight path of the hound, but it definitely seems like the HEAT rockets with higher range fly faster. Wondering if this would be true within every gun type...[/quote]

Not true with ARs as far as I can tell. The highest damage/shot ones from Morskoj have awesome Muzzle Velocity (best AFAIK) but the shortest range.

daibook
10-24-2007, 01:19 AM
ive got a hound like that. i find it fun to play but i wouldnt advise useing it in PvP. maybe in a squad game vs comps but DEFINATELY not agains players.

Obviously a commander does not stand in 1v1 combat, but having an NA that covers half the battle field has advantages unto itself. They can actually be extremely useful in a free battle as well.

They're definately useful, though nowadays, you're better off with the smallest NA, and using Combas towers as your NA range.

You can still cover over half the map with a little coordination, and you don't loose too much in the terms of firepower, armor, and speed.
agreed I have never ran a TC with over a bell most of the time it's the lightest one and I have alot of TC more then any other RT in my assembly data

Pherdnut
10-28-2007, 11:02 PM
I got a Bagel TC with a C100, a Franklin Generator, 4 MGs, and a completely shielded pit with the second heaviest NA Maker shielding the front. It moves ~150 has loads of rotation for tracking fast movers and sees 2/3 of the damn map.

Really starting to like the silly thing.

Runegrace
10-29-2007, 07:14 AM
A huge NA can be extremely useful. Most people only think about the loss of their own attack power, but having a TC that can spot an enemy before they can even get within firing range makes your entire team more powerful. Giving up a cannon to specialize further in your role is definitely worth it if you have a good team backing you up.

The problem with "seeing through combases" is that you only "see" where you've already been. Your team needs to walk up to the "dead zone"...the very edge of the NA where the next combas is, without knowing if the enemy is just beyond that horizon.

Pherdnut
10-29-2007, 03:03 PM
Yeah, I think I'm going to switch up to a Meade build. Easier to find cover with 40 more speed.

Flipside
10-30-2007, 10:24 AM
A huge NA can be extremely useful. Most people only think about the loss of their own attack power, but having a TC that can spot an enemy before they can even get within firing range makes your entire team more powerful. Giving up a cannon to specialize further in your role is definitely worth it if you have a good team backing you up.

The problem with "seeing through combases" is that you only "see" where you've already been. Your team needs to walk up to the "dead zone"...the very edge of the NA where the next combas is, without knowing if the enemy is just beyond that horizon.

It depends on the level of the squad you're fighting.

If they're at or below your own skill level then having an NA can be useful in tracking down targets.

If you deem them to be better off skill wise than you are, or have a better position on the map then the NAs weight and lack of fire power on that unit basically puts you down a man at the start of the match which is never a good thing.

NAs are great for city fighting, outside of that they can be avoided most of the time and you'll be fine.

Pherdnut
10-31-2007, 07:49 AM
Not sure I agree with that. If a pack of noobs have learned to coordinate well with the use of a TC I would give them better odds against a team of players that could easily wipe the floor with all of them in 1v2s than if they merely had another player running with full guns. I've got a TC with 1,000 range on Meades that runs 4 Sabres and could run 4 SC200s. Sure, it's on treads and fires in pairs but how much of a loss is that over a gator sniper in the hands of a lesser player?

Runegrace
10-31-2007, 09:42 AM
The main difference is, what are you better with? Positioning and strategy, or the trigger? If your team excels at laying ambushes and isolating the enemy one at a time, then having a wide NA coverage helps tremendously. If your team excels when you've got the enemy in your sights, then you want everyone to be doing the run-and-gun thing.

One's not better than the other, and there are certainly people that are good at both. And of course, the terrain is also a factor. Night maps, mountains, and cities are all good placed for an NA. On more open-field maps there's much less of a need to run them.

TruePoindexter
06-27-2008, 03:27 PM
It's old but here:

CMD-Prometheus
http://www.youtube.com/watch?v=66X4a99M79o

Well armored cniper/cmd. My only reservation is that the brooke is very light on it. I have a new version that has a johnston and an MSK-NM1000 on it instead that I'll post over the weekend.

Hybrid Circle
06-27-2008, 05:17 PM
Why post in a like 7 month old thread? :roll: :evil:

j2224
06-27-2008, 07:55 PM
because hes cool like that 8) 8)

Hybrid Circle
06-27-2008, 07:55 PM
because hes cool like that 8) 8)


Why post in a like 7 month old thread? :roll: :evil:
:wink: :lol:

TruePoindexter
06-28-2008, 04:36 AM
because hes cool like that 8) 8)


Why post in a like 7 month old thread? :roll: :evil:
:wink: :lol:

To force people to post in this section of the forums again? *puts pinky to mouth*

Haycho
10-11-2008, 04:20 PM
I did make one on burns. dosnt apeal but its got alrite speed.

Bits
----
Broke pit
Burns Chassis
Shajar Gen
3 SC200's
Bell NA Thingy
I think it has a spacer
Chips
===
What ev ya want

My Xbox is at my friends so ill post the "how to build" it later