Weekly Blog #15 – Clans Wave 3 and Master Guides (plus super-long build of the week section)


Heya folks!

So the big news from this week was of course the announcement of the Clan Wave 3 pack. You can see my analysis of pod space and shit on reddit, but the gist of it is that all 4 mechs are potentially competitive, and in particular the Cheeter is going to be easily the best clan light and maybe the best light in general (FS9-A and hero lights might give it a run for its money in certain ways, but overall I think the Cheeter will be on top). So yeah, we’re looking at more p2w on the level of Clan Wave 1. Not great news for game balance, but great news for PGI cuz they get a lot of money out of it…whatever…

Anyways, I’ve gone into detail about how I feel about the mech pack financial strategy already, so let’s move on. Some of you may have noticed that I haven’t posted a Master Guide yet this week – this is due to a few reasons. First of all, I’ve been having some computer issues. Basically, the shit broke, I spent a lot of time making it work again, and then my internet broke, which I had to fix, and now neither are working at full capacity but it’s acceptable. I’m pretty sure I’m going to need to replace the motherboard because it’s still giving me issues (and if any of you want to help me out with that financially via the paypal donation link thing I’d appreciate it, but that won’t effect the rate at which I put out master guides cuz I’ve got my laptop set up to work on them now). But now that everything is working, I’m going to try to put out Master Guides for the Enforcer, Panther, Centurion, and Hunchback all by next Saturday. Wish me luck!

In addition to that, I’m going to do another tier list update where I look at every single fucking mech again, along with their build, fix builds, move shit around, and just generally drive myself insane :P. I’ve been busy since the holidays which is why content has slowed down, but I’m starting to get my free time back, so this should all be realistic.

Besides that, I just really want to thank you all for sticking with me, and particularly thank you all who have donated. You guys have saved my ass and allowed me to preorder the Wave 3 thingy so that I can put out some quality Master Guides when those mechs come out. Much <3

 

On to the build of the week! This one’s gonna be different, because I’ll be going over 3 different mechs to see which one boats large lasers the best! Let’s start out with builds that put them all on relatively even footing:

Enforcer ENF-4R

Wolverine WVR-6K

Quickdraw QKD-5K

It’s worth noting that the WVR and QKD builds are not the same as the ones on the tier list. I tried to keep them all as similar as possible for the purposes of this comparison, but the WVR and QKD could each do 4xLL reasonably well. Anyways, let’s look at their relevant quirks (or skip down a while to just look at my conclusion, it’s big and bold):

Enforcer ENF-4R

Large Laser Cooldown 10%
Energy Weapon Cooldown 10%
Energy Weapon Heat Generation -12.5%
Energy Weapon Range 12.5%
Laser Duration -12.5%

Wolverine WVR-6K

Energy Weapon Cooldown 15%
Large Laser Heat Generation -12.5%
Energy Weapon Heat Generation -12.5%
Large Laser Range 12.5%
Energy Weapon Range 12.5%
Laser Duration -15%

Quickdraw QKD-5K

Energy Weapon Cooldown 15%
Medium Laser Heat Generation -12.5%
Energy Weapon Heat Generation -12.5%
Medium Laser Range 12.5%
Energy Weapon Range 12.5%
Large Laser Duration -12.5%
Laser Duration -12.5%

First I’m going to compare the Large Lasers that each mech gets

Enforcer ENF-4R

Cooldown: 20%
Heat Gen: 12.5%
Range: 12.5%
Duration: 12.5%

Wolverine WVR-6K

Cooldown: 15%
Heat Gen: 25%
Range: 25%
Duration: 15%

Quickdraw QKD-5K

Cooldown: 15%
Heat Gen: 12.5%
Range: 12.5%
Duration: 25%

And now their medium lasers

Enforcer ENF-4R

Cooldown: 10%
Heat Gen: 12.5%
Range: 12.5%
Duration: 12.5%

Wolverine WVR-6K

Cooldown: 15%
Heat Gen: 12.5%
Range: 12.5%
Duration: 15%

Quickdraw QKD-5K

Cooldown: 15%
Heat Gen: 25%
Range: 25%
Duration: 12.5%

 

So out of the all, the Quickdraw has the highest precision large lasers (highest beam duration quirk) with other stats apart from cooldown roughly on par with the Enforcer. The Enforcer has the highest DPS (highest cooldown quirk) with other stats apart from beam duration roughly on par with the Quickdraw. And the Wolverine has the best heat gen and range quirks, with the other stats generally falling between the Quickdraw and Enforcer.

For medium lasers, though, the Quickdraw is the runaway winner in every category apart from beam duration. Now, this isn’t as important because in general the meds are the backup weapon, but it’s still worth considering.

Now let’s look at the builds themselves. The Enforcer comes with 16 DHS and 3 jumpjets at 92.7 KPH, the Wolverine comes with 18 DHS and no jumpjets at 97.2 KPH, and the Quickdraw comes with 19 DHS and 1 jumpjet at 96.5 KPH. What this is adding up to for me is that the Enforcer is particularly hot – not only because of its lack of heatsinks but also because it has the best cooldown and worst heat gen. The Wolverine has the best range and very solid consistent fire due to having the best heat efficiency after you take quirks into account, but the low arm mounts may hurt it bad when it comes to poking. The Quickdraw, on the other hand, has great beam duration and relatively high mounts, lacking the great heat gen quirk of the Wolverine but it does carry an extra heat sink. With all of this in mind, I’m going to basically edit all of these builds to make them play to each mechs’ strengths (and cover for its weaknesses).

 

OK THIS IS THE PART THAT YOU SKIP DOWN TO IF IT WAS TL;DR~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enforcer ENF-4R

Wolverine WVR-6K

Quickdraw QKD-5K

But GMan, you said you’d make builds that played to each one’s specific strengths! Well guess what. At least on paper, they’re all stronger with 4 Large Lasers. The only one that might be stronger in some other way is the Quickdraw, which you could do 3 LL and 3 ML on to take advantage of its particularly good ML quirks. But even then, I’d rather have 4 Larges. Let me back up and go through my thought process on this stuff.

For the Enforcer, I was like shieett this thing is way too hot to ever use those mediums effectively! So I took them off. I looked at Standard builds, ferro builds, builds without either ferro or endo…they were all either too slow, too hot, or just too lame. So I went back to endo and slapped on another large laser, and hey presto, it looked good. It’s still going to be hot, but it has more burst than the other builds, and then can take cover effectively due to its decent speed and jumpet.

For the Wolverine, I was like shieett this thing never overheats on even hot maps, what a pussy build! So I added a large laser, and now you can run around melting the enemy and yourself! Small laser’s there because I had nothing else to do with the tonnage, the arm is vulnerable, and laser eyes are fun.

For the Quickdraw, I was like shieett this has a nice low duration and decently high mounts! So even though you can still do 3 each of large and medium lasers, I decided that 4 larges was going to be a better fit for the playstyle.

 

Obviously, other versions of all of these builds exist, (different combinations of anywhere between 2 and 4 large lasers, as many or as few medium lasers as you want, ferro, endo, neither, both, XL, STD, Clan XL, streaks, spatulas, etc.), but I do think that these three are the best, and will be including them in my impending tier list update.

 

kbye

 

-g

 

P.S. honorable mentions:

KTO-20
CN9-AL
TDR-5S

I didn’t include these because, while they may have the quirks, something else prevents them from being on the same level (builds are meh, hitboxes, hardpoint locations, etc.). Which is why they usually work better in a hybrid sense, like this:

KTO-20
CN9-AL
TDR-5S

Also, I left out mechs like the STK-4N and the RVN-2X cuz they’re just way different playstyles. So I hope that clears up any questions before they get asked 🙂