Well, during Faction Wars 3350 I was asked a lot of question by a lot of pilots. I sent screenshots of several builds to my faction and we discussed the finer points of building mechs. There were a lot of mechs with a lot of different builds. Everything from an Ice Regis to a Boreas equipped with Crit Kill Lasers but no laser bonus. There were some really crazy ideas and some worked and some were simply the hail mary’s of pilots with too much of one type of weapon or one type of mech.
As for myself I have very few issues Mech wise running a double rainbow as my main. On the whole there are a great variety of Niode Mechs to choose from even if the scales are tipped more towards Laser Mecha. My only 2 Niode Mech gripes being the Reaper and Humbaba due to both having serious vulnerabilities. BUT, thanks to Yan and Joel of the Diamond Dragon’s Faction, I’m going to give the Humbaba I won in the faction raid a shot and see what I can do with it once levelled to my current level. The reaper though…no, it’s still not impressing me even though I have enough niode projectile weapons spare to equip one almost fully. This though is where the rub was for me! Others in Diamond Dragons had willingly gone against their own mechs strengths like weapon damage just to equip Niode Weapons they had lying around the hanger.
So, let me break down what I see as an ideal mech build
1) Niode Mech
2) Niode Equipment
3) Niode Weapons
4) A build that sticks to the strengths of your mech
5) Knowing how your mech works and understanding the basics
Yes it really is that easy! 1 & 2 & 3 are easy and don’t need explaining. It’s having a Boreas and equipping the cockpit slots with M-Hole Cockpits. Maybe the odd Enkidu Panel.
Point 4, on the other hand, is open to interpretation. Although the Ice Damage on my Boreas is +122 there’s no reason why you can’t throw this away and buy 6 x 151K Modules giving you Missile damage +54, Laser damage +36 and an 18% chance of fork. Add in some spark cores for engines to further boost the missile damage by 8% and fork by 4%. Suddenly you have a high damage Missile Boreas with a high fork chance.
If anyone decides to build or has built a missile Boreas please let me know how it’s going!
Point 5, though, is where many pilots seem to come undone. There isn’t an understanding of the basics and they end up with a mech capable of massive damage but that couldn’t hit a barn door at 10 feet. The opposite can also be said. I’ve come up against other pilots who seem to hit me almost every time but do such insignificant ammounts of damage my shields just laugh at them (I did indeed program my shields to laugh at puny attacks!). So it’s time to teach you the basics…..
1) Precision – The higher this is the better your chance to hit whatever you’re firing at. Your ultimate goal here is a minimum of 95 – 96. This gives you 19 out of 20 hits. So, say your mech has 40 weapons, 38 of these will hit on average. I have tried out boosting my precision past 100. I’ve then watched and rewatched in slow motion every battle, curcuit and wave challenge and not noticed anything significant. having your precision lower than 95…well I see a lot more misses.
I have about 50% of my mechs at the minimum precision I see as a must and a few of these mechs still have a cockpit slot. This then opens up the possibilities where, as I no longer need precision as priority I start looking at the other stats and can equip a low precision cockpit that has sweet secondaries.
2) Dodge – Dodge is simply how good your mech is at avoiding damage. It’s a mix of electronic counter measures, etc,etc. I’m examing this currently and it’s similar to precision in the fact that, once you go over a certain number, there is little improvement. Again this seems to be in the 90’s so you’ll want a dodge of at least 90 to have the best chance of avoiding being hit. If you hit this mark then I’d advise the same as above, look at Chassis that have sweet secondaries like damage multipliers or extra shielding to boost either your attack or defense.
3) Speed – I have to admit making the cardinal mistake of not utilising my speed when I first started out as a pilot. I went for the low speed, high damage engines. Since those early days I have learnt that it’s better to hit first. Speed, for those of you not in the know, directly affects the speed of your weapons both for hitting first and for hitting again and again. If your speed is low then you’re getting beaten to the punch everytime. So a high speed is a must. Here I haven’t yet found a speed maximum point but with both my Ignis having speeds of +98 (as my highest speed mechs) I am in the 90’s. I need a mech with enough slots and speed boost to push me over the +100 speed mark. My only observations here are that the faster mechs in my formation, 9 times out of 10, hit first!
4) Shielding – If you’re a regular reader of my articles in the Galaxy Gathering, especially the mech builds, you’ll always see me point to niode shielding. They carry an inbuilt shield plus resistances or additional shielding to different types of primary and secondary attacks. Crystal shielding does not compare to the protection offered by niode shielding. The recent technomancer advances of crit kill shielding, reflect, rebound, etc have only made certain niode shields a lot more valuable. The right shielding will keep you in the fight, and the longer you’re in the fight the more chance you have of dealing that killing shot to your opponent.
So, you now know what I aim for in my builds and why I’m considered one of the top pilots in and around my level. The reason I write these is to educate other pilots and the niodes I get paid are very useful too!
Anyhoo, that’s it for me this time. Keep your eyes on the Galaxy Gathering for your latest news!