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View Full Version : TC setups, and Indirect Arty



ForeverChaos
08-15-2006, 10:43 AM
Alright, so I am fairly new to the game (2 maybe 3 weeks top) Which probably isn't much different then most players. Started off fiddling with different hound designs and jumped through a few squads till I found one I felt comfortable with and was active enough.

Now in all honesty, this squad has some potential but in my opinon is largely untested. Most combat has happened vrs computers not players. This is NOT because we don't want to fight humans, but rather we always seem to have a group of 6 playing and haven't successfully launched a 6v6 game yet. At any rate, the squad always asks me to be the TC when we enter a fight. And I enjoy the position so I have complied. It also helps that since doing TC we haven't lost a match, and due to this they are generally very good at moving to positions I ask them to go to because they trust my tactical ideas.

As a result of all of this, I have tried to improve myself in the TC role because heck, if I am gonna be a TC every match, I might as well be the best one I can. Also as a result I have tried a few varients of the TC designs. Here are the two i've had the most success with and why,

Scout TC, I use the double wheeled chassis from Morskoj and throw on the 1000 weight sal kar NA along with 4 storyline sal kar piles and 1 machine gun and 1 light machine gun. I use this for 3 purposes, first, it can distract and draw enemies (albeit somewhat dimwitted ones) into ambushes set up by the rest of the team, since I know exactly where I need to lead the enemy and exactly where my allies are positioned, It is easier then if I was to try and direct another player to attempt this. Sometimes the enemy doesn't always go in the right direction and the trap may need to be moved. Also I can pile the base if the opportunity arrises and finally I can ambush pile an enemy hound that's sniping or artying and not paying attention to their backside.

Light to Mid soldier, For this I take some midweight biped legs, think i'am again using the morkoj ones for this. (note not reverse joint for speed) I once again have the light sal kar na and 3 cannons, falchions I think they are. I have them set up to shoot a single, then a pair, and third group is all three of them. These cannons have HUGE punch and can really ruin a mech if they are well aimed and you manage to get close enough to them. I also mount a front armor plate to cover the lower end of the cockpit and the reactor. Yes the kickback can be issues if your to far away and firing the two cannon or 3 cannon group. With this design I generally run with the most talented/lethal of my squad, and break the team into two pairs along with 1 base defender and 1 support sniper/arty. I find I can take out mid and lighter mechs in a square off with little or no support from the team.

Since reading these articles I plan on trying to run an arty TC. This leads me into the second part of the discussion. We tested calling in arty from out of sight by spotters in a free battle. I found that when not engaged we generally got the arty to hit the target first shot, and at worst second shot. But when we attempted it with active enemies, it was pretty much undoable. Now I am sure this is just an issue of practice and control.

However I wanted your opinions on using indirect arty fire against a moving hound, Which arty weapons, and which ammo have you had the most success in this with. And what other ideas have you tried to try and improve the accuracy and speed at which to bring this arty fire in?

THanks,

I understand my experience is limited due to not often fighting against humans in a large combat situation and any of my suggestions or idea's should be taken with a grain of salt.

Bronze Knight
08-15-2006, 01:02 PM
http://boards.sega.com/chromehounds/viewtopic.php?t=1456 Yes no maby so i think it would help.

Cobra N
08-16-2006, 02:16 AM
Heavy gunner / TC is genrally considered a good hybrid as you can use the map to determine a rough range to shoot at, although it would help if you have a scout or some spotter to confirm your hits. If possible you could just try getting close enough to hit the HQ's as they are static and of course could win the match.

Once the range is locked in you can fire, check the map and advise the team on any situation, adjust aim - fire and repeat.

Downside is with the NA and some big guns you will endup being slow, probably on some sort of quad legs, possibly heavy tracks.

Try it and see if it suits you - there's no wrong or right answer about any mech build - it all comes down to the pilot and your style of play.

ed111
08-16-2006, 08:36 AM
i tried the TC/HVG hybrid and i put a na on my hvg and i think i went 33 kph? might've been 40ish but it was slow as dirt, i advose you only play as an hvg/tc hybrid if you have alot of patience and squad mates to watch your back while your getting to firing position...

spawn316
08-16-2006, 01:44 PM
i tried the TC/HVG hybrid and i put a na on my hvg and i think i went 33 kph? might've been 40ish but it was slow as dirt, i advose you only play as an hvg/tc hybrid if you have alot of patience and squad mates to watch your back while your getting to firing position...

Grab a Nuemann chip; it'll get the quad legs up to 80. Still slow, but better than the 40s.

Monker
08-16-2006, 02:24 PM
you shouldn't be slower than about 65 unless your generator is overtaxed.

I know about the experimental morskoj quads (I have a set) and the slowest I've been while adequately powered was 69.

daibook
09-13-2006, 09:05 PM
i run a burns with 3 howies and 2 AM's c20 cockpit at 140 mph fast enough to keep up with the team and take down any RT and bases

Blue6
09-13-2006, 11:13 PM
Since reading these articles I plan on trying to run an arty TC. This leads me into the second part of the discussion. We tested calling in arty from out of sight by spotters in a free battle. I found that when not engaged we generally got the arty to hit the target first shot, and at worst second shot. But when we attempted it with active enemies, it was pretty much undoable. Now I am sure this is just an issue of practice and control.

However I wanted your opinions on using indirect arty fire against a moving hound, Which arty weapons, and which ammo have you had the most success in this with. And what other ideas have you tried to try and improve the accuracy and speed at which to bring this arty fire in?



I'll post my favorite variant. You may not have the same parts I have, but the idea is a set of inverse legs with a double cannon and a large NA maker. With my particular combination, it has a speed of 129 and my network range is 1127:

MSK-NM1500 (NA Maker)
MSK-RJ401 (Base)
MSK-G1500 (Generator)
MSK-HC1500/D (Double Cannon)
MSK-SP600 (Spacer)
M02CK Pickett (C-Pit)
RD-Nahar (Radiator)
MSK-RD100 (Radiator)

With this setup, I have the c-pit on the spacer behind the generator so the generator shields the c-pit from the front.

I use the radiators on the generator for shielding as well as cooling.

If I feel the need to add a missile countermeasure, I can play with the NA maker and generator to get a weight/power combination that works.

There are bi-pedal legs that can carry more weight, but they don't provide as stable a firing platform. My system cards are optimized for turning speed and stability rather than speed and acceleration.

Sometimes I'll give up the radiators to swap for the largest NA if needed for a battle.

With this setup, I really only suffer mobility damage and haven't been killed yet. But my squad is pretty good and generally takes out the majority of the enemy HOUNDs before I need to start using the cannons in direct fire mode.

Sometimes scouts break through, and this setup will at least slow a scout down enough for a soldier to come back and kill the scout if I don't get it first.

I use the high explosive rounds with maximum splash damage. Since I'm not used that much for base kills, I don't bother with the SABOT (APFSDS) rounds because the HE rounds will do more damage to a HOUND if I can't hit it directly. Using the HE rounds, I've tried to take a base out and actually run out of ammo without the base being destroyed.

Have fun. This game is a blast.

Blue6

ed111
09-14-2006, 03:56 AM
i tried the TC/HVG hybrid and i put a na on my hvg and i think i went 33 kph? might've been 40ish but it was slow as dirt, i advose you only play as an hvg/tc hybrid if you have alot of patience and squad mates to watch your back while your getting to firing position...

Grab a Nuemann chip; it'll get the quad legs up to 80. Still slow, but better than the 40s.

but then ill have no stability :|

spawn316
09-14-2006, 07:23 AM
i tried the TC/HVG hybrid and i put a na on my hvg and i think i went 33 kph? might've been 40ish but it was slow as dirt, i advose you only play as an hvg/tc hybrid if you have alot of patience and squad mates to watch your back while your getting to firing position...

Grab a Nuemann chip; it'll get the quad legs up to 80. Still slow, but better than the 40s.

but then ill have no stability :|

If you're running quads, you'll have decent stability from jump. If you can roll with a cockpit that has 9 sockets, you can get a decent stabilty chip with 2-3 sockets. The aim stability chip you can go with a 1-socket chip. Give it a shot and see what you think; the main thing is you find something you're comfortable with.

K0rN b4LL
09-14-2006, 08:35 AM
i tried the TC/HVG hybrid and i put a na on my hvg and i think i went 33 kph? might've been 40ish but it was slow as dirt, i advose you only play as an hvg/tc hybrid if you have alot of patience and squad mates to watch your back while your getting to firing position...

You need more energy, add a larger or second generator.

K0rN b4LL
09-14-2006, 08:42 AM
One TC I have that seems to work uses the high stability quad legs from Morskoj (sorry I dont know exact names), the roughly 8300 durability cpit (the middle one of the three huge ones), one downloaded double barrel cannon using wide area splash ammo, two generators - the large Sal Kar and the largest of the Sal Kar scout generators (the ones at the bottom of the list), and the Morskoj NA maker with the 1201 range.
Its slow as heck but the durability of the cpit hepls make up for that some. The only real problem is the small generator gets blown out kinda quick and I lose my NA range. But as long as I don't get in the thick of the fight that usually doesn't happen

daibook
09-14-2006, 06:02 PM
i know I'll reget this but hey it's For my fellow TC I like a good fight
use misslecounter or mines as a spacer, scrapping every pound for an well round hound with a 1000 lb dish on you back is a must
put the gen. & pit on top of each other use stub nose pit like C-10,20
the corner looking sheild. counters are less weight and serve a purpose