ADR-A "Laser Adder" (2xcERLL, 2xcERML, 1xcERSL)
5/5,

2 ratings

Thread in 'Adder Omni Builds' started by Blagg Zear, Jun 17, 2014.

  1. Blagg Zear

    Blagg Zear Star Lord

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    If you like Pew-Pews, this is your build. Let the Lasershow begin!


    Weapon Groups:
    1. Left ERLLas
    2. Right ERLLas
    3. ERMLas (linked)
    4. Flamer

    Testrun:
    [​IMG]

    Demo Clip from SideStrafe:


    Blagg

    ***Update from 17.06.15 replacing Flamer by ERSLas***
     
    Last edited: Jun 17, 2015
  2. Magnificent Bastard

    Magnificent Bastard Dispossessed

    Good build. But I've always been skiddish about breaking that 40% cooling efficiency minimum. I much prefer ~45% (or higher when possible). So while it might be a downgrade from the perspective of someone who is a pro at managing their heat I think I'd prefer regular medium lasers and 2 extra heatsinks.

     
    Last edited by a moderator: Oct 3, 2014
  3. enileph

    enileph Star Lord

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    This is THE build for this mech, one of the best builds.
     
  4. CX 1237

    CX 1237 Active Member

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    I agree with enlieph.
    Built mine along the lines og Magnificent B*stard, only slightly lower cooling eff though, because I fit a Targeting Computer IV in there aswell.

    /CX
     
  5. LT Satisfactory

    LT Satisfactory Benefactor

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    Similar to Blagg, I prefer the ERLLs in the arms for the better mobility. The Side Torso slots aren't that much higher to lose the harder hit/greater mobility of the erlls in arms.
     
  6. Soy

    Soy Min-Max Maniac

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    Worked on an Adder build for almost half an hour, and it inevitably always led to this, and only this build.

    By the way I had not seen this build before at all or even looked at Adder variants before, and came by the forum to see if anyone had posted it, which Blagg had.

    Kudos.
     
  7. Karl TenBrew

    Karl TenBrew Star Lord

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    Yeeeeeeep, this is pretty much the way to go. I'm still trying to find some kind of satisfactory alt build using the other possible hardpoints, but being limited to one hardpoint per location means that lulzy as things like LRM-20s are it's hard to justify losing a laser. Plan on using this as my Prime for ease of farming. For me personally, the only two things MAYBE worth changing at this point are:
    -replace a ML with TAG
    -replace a heat sink with CAP
    We'll see what happens when targeting computers hit.
     
  8. Thiak

    Thiak Well-Known Member

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    nice build, yes

    i'm trying somethign else here.
    switch RT to prime, add ams
    remove 2DHS on LT and add TC4

    you lose 1 laser and gain some defensive and a TC4 which will improve range on all your lasers, not to forget all the other bonuses a TC provides

    endresult:
     
    Last edited by a moderator: Oct 3, 2014
  9. Aodh

    Aodh Junior Member

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    Ok so I am most likely missing something here but I have my Adder built EXACTLY like the OP's build and the heat eff. is way worse in game than in Smurfy. Am I same to assume its due to the fixed cig lighter in the CT?
     
  10. The Verge

    The Verge Moderator Staff Member

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    yes.
     
  11. Remarius

    Remarius Star Lord

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    Yeah this is functionally identical to the Adder build I got my 1,200+ dmage 6k/6a in.

    Its a great build but feels like the only one currently that's works....

    I tried quite a few setups using 2 c-ERPPC, 1 C-ERPPC+support weapon etc but they just don't work that well.

    Only other variant I'm still running is the 4 SRM6 and I'm really not convinced but like to make multiple variants to keep some variety.
     
  12. Blagg Zear

    Blagg Zear Star Lord

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    Have you already unlocked the Heat Efficiency Skills? How do you manage your Heat/setup your Weapon Groups? How do you fight your targets? Alphabeam alot? Using the Flamer? Fighting like a Ninja or Brawl like nuts? Give us some more information about your playstyle. I used alot Double LLas + BackupMLas builds in many IS Mechs, so this here shouldn`t have the Heat Issues you mentioned, unless you don`t manage your Heat smartly. ;)
     
  13. Aodh

    Aodh Junior Member

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    I handle my heat just fine, Blagg. My question was directed toward the physical numbers. I wanted to know if the flamer was causing the VASTLY different heat eff.'s and if so, is this a bug or an odd characteristic.
     
  14. Remarius

    Remarius Star Lord

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    Yeah its the flamer. Its retardedly heat unfriendly so i always have it on a separate weapon group to only use it in emergencies. o_O

    Amusingly my 4 x SRM6 Adder uses it once out of ammo but that's the only time.

    Never had a situation where I could zombie as low speed + armour doesn't really help in that venue so I always have some better armament until I run out of ammo. o_O
     
  15. Blagg Zear

    Blagg Zear Star Lord

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    Hmm, i don`t get it. The Flamer is producing 1 Heat/sec. You shouldn`t use it at all, if you got your Lasers active. But is really this meant or the question if a Flamer in the CT will slow down the Cooling, even without firing?
     
  16. Karl TenBrew

    Karl TenBrew Star Lord

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    Maybe he means the difference in the way Smurfy displays heat [%] and the way the in-game showing a value between 0.0 and 2.0? That used to throw me off when building in-game, I've since learned to ignore the in-game mechlab's heat number.
     
  17. Aodh

    Aodh Junior Member

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    What he said...only time i use the flamer is to troll someone lol
     
  18. Remarius

    Remarius Star Lord

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    Actually it can be very effective if your other weaponry is out. Just coordinate with even one heavy and you can kill person after person by blinding/overheating them. It'll never be a first or even second choice weapon but its surprising how effective keeping someone blind is as almost everyone panics.
     
  19. focuspark

    focuspark Active Member

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    I have a nearly identical build with the ADR-PRIME



    I prefer the ERML in the arms for mobility if I get caught in a dog fight. The ERML fire faster, deliver more of their damage due to shorter duration, and generate less heat. Still this is the loadout for this 'mech.

    [​IMG]

    As you can see with 3 kills, 6 assists, and 650 damage done (and this with no 'mech skills yet) - it's very viable.
     
    Last edited by a moderator: Oct 3, 2014
  20. enileph

    enileph Star Lord

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    IF both your ERLL and ERML are out chances are that you are dead. In the off chance that you are not, mind as well flamer on for the last seconds of your life! But seriously, don't use the flamer if you have something else left.

    On builds. The other one worth trying is 2x ERLL 2x SRM4. Same idea.
     
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