RVN-3L "Muninn" (2xMPL, 2xSRM4, ECM, XL295)

Thread in 'RVN-3L' started by The Shazbot, Feb 27, 2017.

  1. The Shazbot

    The Shazbot Active Member

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    Odin's other Raven, and the second half to Huginn. Used as a scout and skirmisher. If things get rough, use your speed to reposition and keep the pressure on your foes. Just like the Huginn it is a great finisher, but has a bit more versatility with the range and poking ability of the MPLs and the stealthiness of ECM.



    Two ravens flew from Hnikar’s
    shoulders; Huginn to the hanged and
    Muninn to the slain.


    Odin -
    "Huginn and Muninn fly each day
    over the spacious earth.
    I fear for Huginn, that he come not back,
    yet more anxious am I for Muninn."

     
    Last edited: Feb 28, 2017
  2. Flokoloko

    Flokoloko Advanced Member

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    You need more head armor. A lucky arty and you are dead. I`d say you remove the half ton of ammo and give the arms and head more armor. Or go for 3 ML instead of 2 MPL which gives you 1 more free ton.
     
  3. The Shazbot

    The Shazbot Active Member

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    This has not been a problem for me so far. The Raven was my first 'Mech over a year ago and I have been running 1 head armor for a lot of the time, but I will keep that in mind. Out of curiosity, would that count as a head shot? Also, would you consider 5 to be enough to counter this? If that is the case I would strip a couple more off each arm since I seem to usually get a side torso or leg blown off way before an arm. I already find myself running out of ammo with the 250 missiles during any lengthy fight, and much prefer the shorter burn of the MPLas for this chassis to be able to poke quickly and keep in motion, since this is a very fragile 'Mech. I also feel like I can hold my own better against other lights , as well as keep on firing during a brawl without any heat problems. Anyways, thanks for the feedback!
     
    Last edited: Feb 28, 2017
  4. CarloArmato

    CarloArmato Professional Potato Carrier

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    I perfectly remember my first headshot: it was on the old (and small) frozen city. I was using a light and I managed to call in an artillery strike right before I died. I perfectly saw the red smoke growing, and the guy who killed me carelessly moved next to my wreck and the red smoke, then he suddenly got killed by my artillery. I was like "How the hell did he died? He was not even cored..."

    Then the "H-H-Headshot!" achievement popped up. I laughed very hard.

    So yup, at least 6-8 armor should be on your head. If you have anything slower than 80 km/h or bigger than a heavy, it should be at least 12; 14 if it is a known mech easy to headshot (like cyclops and Marauder IIC )
     
    Last edited: Feb 28, 2017
    The Shazbot likes this.
  5. The Shazbot

    The Shazbot Active Member

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    That is wonderful! =D
     
  6. The Shazbot

    The Shazbot Active Member

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    Weird that I have never run into this issue... I can only remember 2 times I have died from air / artillery strikes and both times I was CT crit. I am a very active player as well, I play every single day and have over 300 hours on the battlefield.... Maybe it's because I only really play fast 'Mechs and tend not to get hit by strikes in the first place. Thank you guys for pointing that out to me!
     
  7. skribs

    skribs Min-Max Maniac

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    I think you should have enough to block some stray hits from hitting your head, but will agree that it's not a critical spot to heavily armor.
     
  8. The Shazbot

    The Shazbot Active Member

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    Smurphy build edited to 5 head armor and down to 19 on each arm. Thanks again for all of your feedback!
     
  9. The Shazbot

    The Shazbot Active Member

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    Also please note that Air/Artillary Strikes can no longer head shot you. That being said, 5 in the head is still not a bad idea.
     
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