This build also works well on the centurion AL if you want to replicate it in a standard cbill mech. Binary lasers really do benefit from duration reducing quicks.
I need to let you know that your MWO uploads are among my few of a rotating series of videos I decide are worth watching on RU-vid. I always appreciate your uploads but the MWO build and daily dose videos just inspire a lot of people to play and try out new mechs and I appreciate that. Hope you've had a happy Christmas and new year. I have a feeling mech games are going to start getting more love in the next few years.
I like that you don't just put up your wins, and that you share the hard games too. It makes it even better because you are obviously having fun, win or lose. I've never been a fan of the Quickdraw, but this build makes it somewhat more appealing.
Hi Bara, as luck would have it, I bought this mech last last week and have the same loadout. The main difference for me is the engine: I chose the XL 325 which gives me at top speed of 94.3 KPH with full speed tweak. A significant speed difference! I also run a Targeting Computer MK 1 which gives the Binary Lasers a optimal range of 571 and ERmeds 428 plus some additional zoom and crit chance. Any extra range with this build is welcomed. This came at the cost of dropping 2 double heatsinks for a total of 15 as compared to your 17 (the 325 lets me put one additional heatsink in the engine and the other 2 are in left and right torso. Arms need minmal armor since they carry nothing. I chose Light ferro-fibrous for armour) I think this mech is a great all rounder, its fast, punches quick and fairly hard, can jump like a frog and the Standard Laser duration quirk is taylor made for playing the peeking game.
Because when I saw "Desperada" in the thumbnail, I honestly thought you were talking about the "Desperado" FrankenMech in MW5. A 'Mech that doesn't allow you to equip chemical lasers anywhere but its hands - where you can ONLY put chemical lasers - & has Quirks which give you 4x ammo capacity for the chem lasers & laser quirks which - when combined with the shorter beam duration & tier-1 faster energy cycling - gives you the ability to have a pair of Tier-V Large Chemical Lasers that are firing at 292rpm. You can burn through 4 double-bins of ammo - at 4x the ammo capacity, so 620 rounds per double-bin - in about 8 minutes, & that's even WITH using the chest lasers & single ballistic hardpoint!
I've been running this build for a few weeks now, I couldnt resist the cringe and yet funny UwU mech and I just got drawn to the idea of dual binary canon and some er med as backup. Tho I chose to put them symmetrically . Its such a fn build, mobile, decent range, decent damage output and the jump jet shenanigans.
I'm the only guy in my circle of friends without a Desper-uwu. :D It should be noted, I feel, that Legendaries *are* being slowly released for MC and a few of them are available in the in-game store. I think, though, that the bonuses from the mini-battlepass are worth the $15, typically. So I would recommend that, if you have the cash. Thanks for the excellent content!
It's been a while since I read the word "didactic." :) Even in my education classes it wasn't used very often. It's a fun word to pair with "dynamic," because it makes it difficult for some people to say.
So...what do I have to do for you to do the same thing over in MW5, but with the FrankenMechs? And maybe the Hero Mechs - IS & Clan - as well. And perhaps even something on the level of Ace Trainer Liam's Form-Fight, where you take IS & Clan Heroes of the same frame & compare the two of them side-by-side. Their quirks & weapon hardpoints, what kinds of loadouts you'd like to use with them, things like that. That would be great.
Im a little annoyed Bara can go into a match with little to no back armor and never get hit in the back. I get hit in the back every game most of the time from lights the circled around and my team don't care about.
This is a good build but one of you minor weaknesses is heat management. During extended face time engagements, you should just be refiring medium lasers as they are efficient and easy to manage in the 'heat of battle'. You did this only once in the two games in this video. There were repeated opportunities to do so but instead, you often did unnecessary self damage. I make the distinction because as a sniper mech, self damage at the initial engagement, where burst damage to remove threats is Highly appropriate. After the two sides have settled into attrition, it is Not recommended to do self damage, especially if you are going to be trading. Recycle your mediums after you have entered the heat danger zone, Especially for fast targets or those moving behind cover, where your burn time won't even be fully on target.
Just a few ppl having impactful arty strikes slowing down that push on the 2nd game could have won it. But when the Nascar starts, and your lights take too long to kill one thing... you lose.
The games a JIP don’t play the game its unbalanced. PGI goes in and adjusts your hit boxes and damage done when people complain your wining too much that’s why lots of people are leaving