Phobos Posted January 17, 2022 Share Posted January 17, 2022 daveliangberg and OKI DOKI 2 Link to comment Share on other sites More sharing options...
Deimos Posted January 17, 2022 Share Posted January 17, 2022 First of all, stop using heat legs for an energy mech. Use massive shocker feet in case you get drained. First mech: replace cooling booster for energy booster Second mech: remove one cooling booster and add utilities, namely ele hook and teleport Third mech: Needs more energy, replace heat engine for energy engine Other than these minor flaws these builds are pretty good. SamUwU 1 Link to comment Share on other sites More sharing options...
Stelight Posted January 17, 2022 Share Posted January 17, 2022 (edited) I will put a note of the scale 1 out of 10 to this mechs : 1st : 7/10 not really fault in the first sight except replace the cooling module by a energy regeneration module .( have you energitic forteress ? ) 2nd 3/10 that my opinion but claws on energy mechs is a bad idea for some reasons : - the energy mech was overweighted . - the energy mech previleged the resist and not hp ( generally energy mech have 2400 hp ) . - the energy mech use generally party crasher with evac spark but it's impossible to use them with claw . 3rd 6/10 quite similar to the first but replace a overload emp is a normal emp, personnaly i prefer using the overload version with better drain for a lighted weight . Edited January 17, 2022 by Electro (see edit history) Link to comment Share on other sites More sharing options...
Deimos Posted January 17, 2022 Share Posted January 17, 2022 11 minutes ago, Electro said: 2nd 3/10 that my opinion but claws on energy mechs is a bad idea for some reasons : - the energy mech was overweighted . - the energy mech previleged the resist and not hp ( generally energy mech have 2400 hp ) . - the energy mech use generally party crasher with evac spark but it's impossible to use them with claw . What? That's an energy hugger, that one works perfectly fine with the claw as long as you have the utilities as well. SamUwU 1 Link to comment Share on other sites More sharing options...
SamUwU Posted January 17, 2022 Share Posted January 17, 2022 all 6.5, bad mod set up Deimos 1 Link to comment Share on other sites More sharing options...
SawzAll Posted January 17, 2022 Share Posted January 17, 2022 (edited) The first one, recoiler plus malice plus valiant plus OEMP, has a range problem. And OEMP doesn't equalize all fights. Top ranks are very energy free. I know Zero ran that for a while, and he's a genius, but for the rest of us mere mortals, I don't like it. I don't want to have to move backwards if stuck at range 3 without a second shot, that's just me. But I'm not a rank 1 player like Zero. Also, I don't like Nightmare for energy builds. LG might disagree with me but I say nightmare has sightly weak energy stats. LPV might be better for that first mech. Edited January 17, 2022 by SawzAll (see edit history) "Play stupid games, win stupid prizes." http://www.puresimplicity.net/~oneeyedcat/misc/supermechs.html Link to comment Share on other sites More sharing options...
WarrMachine Posted January 17, 2022 Share Posted January 17, 2022 10 hours ago, Deimos said: First of all, stop using heat legs for an energy mech. Use massive shocker feet in case you get drained. Heat legs are the best choice on practically any mech that isn't using claw because of the resistance profile. If you get drained using an energy mech, you're already in too big of a losing position that the added benefit of a few extra damage from a stomp attack isn't saving you.@Phobos, I would strongly recommend against using drain based energy mechs if you're chasing arena points. Damage based energy has a far higher performance ceiling in top ladder, although it is less fun to pilot from personal experience. The build below may suit you better, while still maintaining the benefit of beating most counters you'll find in the rank 3 swamp. Good luck. Spoiler OKI DOKI 1 Link to comment Share on other sites More sharing options...
Deimos Posted January 17, 2022 Share Posted January 17, 2022 1 hour ago, WarrMachine said: Heat legs are the best choice on practically any mech that isn't using claw because of the resistance profile. If you get drained using an energy mech, you're already in too big of a losing position that the added benefit of a few extra damage from a stomp attack isn't saving you. Reveal hidden contents It can make a huge difference, especially against other energy. Definitely much bigger than having extra 14 heat resist. Link to comment Share on other sites More sharing options...
Stelight Posted January 17, 2022 Share Posted January 17, 2022 (edited) 23 minutes ago, Deimos said: It can make a huge difference, especially against other energy. Definitely much bigger than having extra 14 heat resist. It's depend, at hight level with the much highter explosive mech use rate makes the thermal version probably better of that energitic mechs are quite rare in arena . Of course it's possible that energitic resist is more useful than explosif resist but if electric mech are not really "meta" i don't think is worth adding defense on it . Edited January 17, 2022 by Electro (see edit history) Link to comment Share on other sites More sharing options...
Fordekash Posted January 19, 2022 Share Posted January 19, 2022 I am pretty sure those are all top notch at least the weapons load out. Should run r5-3 no problem… well at least those set ups kick my butt at those ranks Link to comment Share on other sites More sharing options...
Affy017 Posted January 19, 2022 Share Posted January 19, 2022 nice hybrids. if hybrids weren't what you were looking for........ anyways, use energy legs for energy mechs. and probably use energy torsos for energy mechs. unless you run dual hot flash/hybrid cannon (that's probably the only reason to use heat torsos like nightmare for an energy mech) waited 3 years for terrorcry drop..... still waiting Link to comment Share on other sites More sharing options...
adc Posted January 20, 2022 Share Posted January 20, 2022 hmm good stats and build, but bad mod set up and hybrid legs, use energy leg( except 2nd if u want) and use defense matrix instead of fortresses, less res but more spare weight. 1st: almost same to zero's build, 8,5/10 2nd: 1/10, why? Because no abilities 3rd 7,5/10, almost same to 1st. could have rate 2nd 0/10 if its not energy hugger and i didnt rate 1st one badly because it can be used without teleporter. Link to comment Share on other sites More sharing options...
Stelight Posted January 20, 2022 Share Posted January 20, 2022 4 hours ago, adc said: and use defense matrix instead of fortresses I do not really recommend using this of you have the forteress, as you have seen the energy mech that exceed 2700/2650 hp without claw are rare so making them even less resistant doesn't seem like a good idea . Deimos 1 Link to comment Share on other sites More sharing options...
adc Posted January 20, 2022 Share Posted January 20, 2022 5 hours ago, Electro said: I do not really recommend using this of you have the forteress, as you have seen the energy mech that exceed 2700/2650 hp without claw are rare so making them even less resistant doesn't seem like a good idea . listen, most energy build has high weight af so it's actually good, and what about claw? its not that bad tho Link to comment Share on other sites More sharing options...
Stelight Posted January 20, 2022 Share Posted January 20, 2022 (edited) 30 minutes ago, adc said: and what about claw? personally i prefer don't use this in electric mech as you quote the energy mech was overweighted,equiped a legs with 150 weight with teleporter modules charge and grappling hook will only make the problem worse ( generally not all time ) Edited January 20, 2022 by Electro (see edit history) Link to comment Share on other sites More sharing options...
Deimos Posted January 20, 2022 Share Posted January 20, 2022 (edited) 4 hours ago, Electro said: personally i prefer don't use this in electric mech as you quote the energy mech was overweighted,equiped a legs with 150 weight with teleporter modules charge and grappling hook will only make the problem worse ( generally not all time ) Energy huggers are fine using the claw, it's not META but none of the builds here are except maybe the first one and even that is questionable. That being said you obviously need utilities whenever you use the claw. Edited January 20, 2022 by Deimos (see edit history) Link to comment Share on other sites More sharing options...
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