Solaris GXP prize surprisingly generous.

Thread in 'MechWarrior Online' started by Gun Tuv, Jul 18, 2018.

  1. Gun Tuv

    Gun Tuv Well-Known Member

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    When Solaris was launched I played it fairly solidly for a week or so before ditching it and returning to my regular diet of QP/Faction Play. I won't go into the reasons why as I'm sure you all know them well. However, in my week of play I apparently earned 300k of GXP in prizes. This is pretty useful, I must say! Useful enough to return to the arena? Hmmm, we'll see...
     
  2. Excalibaard

    Excalibaard 101 010 Staff Member

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    I earned about 1.3 M from being better than 1k in each div, sometimes better than 500. In D4 I reached 67, but no GXP there, warhorns tho
     
  3. Dagonus

    Dagonus Moderator Staff Member

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    Whoa. Was that the AC2 DD?
     
  4. Excalibaard

    Excalibaard 101 010 Staff Member

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    D4 I played lots of things, but at that rank, it's pretty much 6AC2 or bust, yes. I think I had 110/26 W/L.

    After some experimentation in an SRM Assassin, I started off winning with a brawling ZEU-5S (3SRM6A 1LBX10 3SPL) which did fairly well due to the absurd amount of structure it has. Even beat some JM6-S with 4AC2 as long as I avoided Boreal and Coliseum. They usually cooked themselves on Jungle overriding because my structure surely had to go down at some point (but yeah, 102 structure in CT bois).

    When my Zeus got consistently rekt due to the size of its hitboxes, limitation to short range and the vulnerability of my SRM arm, I switched to a 2UAC10 4HMG JM6-DD, which had very good DPS close range and burst at medium-long ranges. The 4HMG also mean I could easily beat assassins dancing around my ankles. The 6AC2 jager is a counter to this strategy due to the fact that a single double tap (dealing 40 damage if I don't jam) gave the enemy opportunity to fire 3-4 shots in the time it took to poke, dealing 36-48 damage in return, so I couldn't keep up the damage trade.

    And that's basically why the DD is so dominating. It's the only 6B mech in the heavy class and in that division, and thus the only mech that can run a 12 damage alpha on a 0.6 second cooldown. Only if you can reduce your time exposed to less than a fraction of a second (maybe a well-piloted quick assassin with PPC), you're able to trade effectively. Because there is no cooldown time you can abuse to get close, the build has excellent suppression qualities and even if you get close or twist from defensive to attack a certain component, it deals a consistent 20 DPS or more with very little heat buildup, which beats most of the big-alpha brawling builds and other ballistic collections. (2UAC10 4HMG deals 17.6+6 = 23.6, but only as long as you don't jam!)

    The best strategy is to either go for arms or legs, which removes their weapons from the vulnerable arms (JM6 have less armor on arms nowadays) or get an ammo explosion or kill them quicker than trying to get through the increased ST armor to the XL engine. Because they often hide their legs behind a hill, arms is the most likely.
     
    Last edited: Jul 18, 2018
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  5. Dagonus

    Dagonus Moderator Staff Member

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    I keep getting wrecked in my DD. I'd like to see your skills. Maybe I'm just way off base.
     
  6. Excalibaard

    Excalibaard 101 010 Staff Member

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    My DD skills are mostly focused on having even better cooldown reduction, together with survivability, mobility, and adv zoom. Could put the mobility into armor skills instead, hasn't given me that much.

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    Last edited: Jul 18, 2018
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