Reaper question... How to get out of CQB_
#1
Posted December 15 2013 - 12:45 PM
-Using Slug Rifle
-H.E. Charge, EMP charge, and 10% cool down redux
-5pts weapons loader, 3 pts. fuel tank, 1pt. armor.
I like to deal damage at long distances, and I am a little greedy when it comes to kills. I sometimes get real dumb and get lured into large engagements at close quarters. It's always a problem because I cannot get away due to the shear amount of mechs on my tail as I flee. I need help with items- such as a stunning item that I can use to get away from engagements. Any ideas, tactics, and edits to my loadout that I can use_
My old Ferrari of a build;
||Intel Core 2 Duo e6750 | Asus P5k LGA775 motherboard. | EVGA GTX 660 | 6GB Misc. DDR2 RAM | Win 7 pro ||
#2
Posted December 15 2013 - 01:45 PM
Don't dive into the enemy team. Reaper has the worst mobility out of all the A-classes and can't disengage with the same impunity as Scouts or Infiltrators. Instead, constantly try to find good firing angles, where you can consistently lay down sustained damage or pick off weakened enemies while still moving with your team. On the flipside, don't be that tower camping dead-weight. Be the mobile suppressor, the guy who moves around getting lots of assists and kill steals. It's what you're good at.
If you desperately need disengage potential, maybe grab a Barricade or a stronger EMP, but again you shouldn't typically be getting stuck/surrounded as a Reaper. Be aware of your own positioning and the positions of the enemy team.
As for items: Ditch the HE charge, ditch the 10% cooldown item. HE charge is unreliable and a couple seconds off your items typically won't help much. If you want offensive power, go for Detonator/EMP, for bursting down enemies and shutting down aggression. If you need more survivability, try running Shield/Repair charge (+repair kit internal) for some damage blocking and rapid heals.
For tuning points, I have and recommend 10 points in Weapons Loader, 6 points in Armor, and maxed out Hydraulics/Cooling Units.
The maxed Weapons Loader allows for maximum Slug/KE-Sabot damage output, while the extra armor helps if you get into a skirmish. I tend to walk and dodge around a lot while firing (especially against other Reapers/Sharpshooters), so the maxed Hydraulics provide some helpful mobility. I prefer maxed Cooling Units over Heatsinks because Cooling Units are overpowered as hell and can make a significant difference in prolonged engagements/teamfights. Getting a couple extra shots off before overheating is nice, but recovering from your overheat in mere seconds is even better, since it allows you to keep laying down damage with impunity.
I've tried putting tuning points into Fuel Tank and Radar but never found them to be worth it. A big fuel tank might seem nice, but I've never had any fuel problems on Reaper so it doesn't seem worthwhile. As for Radar - if you pay attention to friendly healthbars to see who's taking damage, while also watching your own radar and watching for enemy sighted/help request pings, you shouldn't need any points in it.
Sorry if this went a little off topic. Hope it helps.
#3
Posted December 15 2013 - 01:52 PM
An item that might help bail you out is the ISM Disruptor in CQC. It acts like a flashbang and you can fire one off to disorient your opponents while you make your exit. However, I don't recommend it because there shouldn't be any reason why you should be in CQC in the first place. I also don't know why you're carrying an H.E Charge. Dump it and go with a Detonator for more offensive punch, or grab a Repair Charge to get some Armor back quickly in case you're running and you don't have the time to go into repair mode. That 10% item regenerator is fairly useless if you know when the precise moment to use your item is. A couple seconds won't make a difference in my opinion.
As for Tuning, when you can, max out Weapons loaders and get some points into hydraulics. You'll move much faster with points into Hydraulics which will help you get into position faster and then you unload even more damage into opponents with Weapons loader. A couple of points (2-3) into Armor won't hurt, and the rest can go into Cooling Units or Heatsinks, depending on how well you manage your heat generation. If you have any leftovers, putting it into Fuel Tank won't hurt, as a larger fuel tank can help you get spot to spot without stopping so much.
Edited by Silverfire, December 15 2013 - 01:54 PM.
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#4
Posted December 15 2013 - 02:59 PM
I have weapons loader, armor, hydraulics maxed out and the rest is in boost speed. With the slug rifle I NEVER find myself overheating, so putting points into heatsinks or Cooling units doesn't have any advantage to me. The way I play doesn't require sustained damage, so those points are better allocated the way I have them now to accommodate my playstyle.
I don't have the HC to get the items I want on my Reaper, so I'm stuck with the universal items (the MKI shield and detonator I don't mind).
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#5
Posted December 28 2013 - 11:52 AM
Due to the mechanics of the hit-scan weapons, lack of splash and very low damage add for max points in weapon loader, I don't use it at all on my Reaper.
You don't want to find yourself if CQC, but if you do. The way to play your Reaper is kind of how you would play a scout with a giant fuel tank and more Armor.
1. never flee in a straight line from your enemy.
2. if you are going to die, do as much damage for as long as you can live.
3. break line of sight (LOS) as much as you can.
4. use enemy C mechs to break LOS for smaller mechs. You can dance around them to get away and block LOS.
5. left no choice, close with the mech that will do the most self damage try to crawl inside while firing at them,
Reaper is a hard mech to play well, especially in CQC, you should spend a lot of time backing and dropping around corners, leading and Kiting your targets. Use Radar to know where the enemy is and control the engagement range to what is most effective for you.
#6
Posted December 28 2013 - 11:11 PM
I don't agree with people who think the Reaper should be relegated to stealing kills or support--if you're decent with it, it's entirely possible to play it just as offensively and effectively as any other mech. If you know its capabilities and you make sure not to overextend, you'll be fine.
here's my build if anyone is interested:
I don't think it's necessary to put points into either Cooling Units or Heatsinks, as heat management with Slug+KE isn't much of a challenge at all. The recent default overheat time decrease also makes overheating less dangerous, so the incentive to put points into either of those tuning options is decreased even further.
#7
Posted December 29 2013 - 08:31 AM
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#8
Posted December 29 2013 - 08:56 AM
JeffMagnum, on December 28 2013 - 11:11 PM, said:
I don't agree with people who think the Reaper should be relegated to stealing kills or support--if you're decent with it, it's entirely possible to play it just as offensively and effectively as any other mech. If you know its capabilities and you make sure not to overextend, you'll be fine.
here's my build if anyone is interested:
I don't think it's necessary to put points into either Cooling Units or Heatsinks, as heat management with Slug+KE isn't much of a challenge at all. The recent default overheat time decrease also makes overheating less dangerous, so the incentive to put points into either of those tuning options is decreased even further.
I have the exact same load out. I don't know why some people insist on cooling units and heatsinks with a KE + slug :S To me it says you aren't moving enough and are not getting all your shots on target...
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#9
Posted January 10 2014 - 10:22 AM
fingerknitter, on December 29 2013 - 08:56 AM, said:
JeffMagnum, on December 28 2013 - 11:11 PM, said:
I don't agree with people who think the Reaper should be relegated to stealing kills or support--if you're decent with it, it's entirely possible to play it just as offensively and effectively as any other mech. If you know its capabilities and you make sure not to overextend, you'll be fine.
here's my build if anyone is interested:
I don't think it's necessary to put points into either Cooling Units or Heatsinks, as heat management with Slug+KE isn't much of a challenge at all. The recent default overheat time decrease also makes overheating less dangerous, so the incentive to put points into either of those tuning options is decreased even further.
I have the exact same load out. I don't know why some people insist on cooling units and heatsinks with a KE + slug :S To me it says you aren't moving enough and are not getting all your shots on target...
I go with fuel and radar over weapon loader. The weapon loader comes out to 8 or 9 damage and 12 or 13 damage for each weapon per cycle where I know the fuel and radar put me in the right spot to fire on the enemy many more times before they close or return fire, The way I looked at it, looking at the number of shots to kill the primary mechs I have to fight, does the typical number of shots to kill get reduced by adding to weapons loader_ In the case of Slug/KE, the points are mostly wasted. if there were a weapon with feathered damage or ability to hit multiple opponents available then maybe but in this case it only comes into play very rarely.
#10
Posted January 13 2014 - 07:21 AM
I'd rather spend those 10 extra points into Fuel Tank/Radar for better positioning power, so I'm with Grizzled.
#11
Posted January 13 2014 - 07:22 PM
Grizzled, on January 10 2014 - 10:22 AM, said:
fingerknitter, on December 29 2013 - 08:56 AM, said:
JeffMagnum, on December 28 2013 - 11:11 PM, said:
I don't agree with people who think the Reaper should be relegated to stealing kills or support--if you're decent with it, it's entirely possible to play it just as offensively and effectively as any other mech. If you know its capabilities and you make sure not to overextend, you'll be fine.
here's my build if anyone is interested:
I don't think it's necessary to put points into either Cooling Units or Heatsinks, as heat management with Slug+KE isn't much of a challenge at all. The recent default overheat time decrease also makes overheating less dangerous, so the incentive to put points into either of those tuning options is decreased even further.
I have the exact same load out. I don't know why some people insist on cooling units and heatsinks with a KE + slug :S To me it says you aren't moving enough and are not getting all your shots on target...
I go with fuel and radar over weapon loader. The weapon loader comes out to 8 or 9 damage and 12 or 13 damage for each weapon per cycle where I know the fuel and radar put me in the right spot to fire on the enemy many more times before they close or return fire, The way I looked at it, looking at the number of shots to kill the primary mechs I have to fight, does the typical number of shots to kill get reduced by adding to weapons loader_ In the case of Slug/KE, the points are mostly wasted. if there were a weapon with feathered damage or ability to hit multiple opponents available then maybe but in this case it only comes into play very rarely.
That makes a lot more sense to me, and I have been experimenting with it recently. However, most recently, I've been completely spoiled with the Sharpshooter :/
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#12
Posted January 13 2014 - 10:01 PM
Max out hydraulics (though it is unimportNt due to next patch)
When you see a scout or raider boosting to you, walk back and KEEP FIRING!
The slug is double faster than the ke sabot so you shoot slug and ke, then only slug then both together again.
However, without good aiming skills in CQ you will fail, aiming is the core in playing a sniper
"Things change ... thank god, otherwise we would still hunt animals to survive and forge weapons of stone."
- FakeName
#13
Posted January 19 2014 - 11:40 PM
When in CQC hydraulics has saved my life too many times. It's easier to stay out of their field of view without dodging. With the amsar though you can afford to miss a few shots but you really need to
unlike the slug. Definetly gonna go with weapons loader here because of the am-sar... Your game awareness can make up for radar. Heat sinks and cooling units.. heat sinks are at 21 base so i throw em in cooling units.
Here's my build.
Edited by LoC_TR, January 19 2014 - 11:47 PM.
#14
Posted January 20 2014 - 08:49 PM
I recommend using the Hawkins and trying to engage 2-5 enemies as much as you can using 122.75 total dps. (peppered with a det3 every so often)
I like the pace of the reaper w/-out pts to hydr. just fine (however, I do use LoC's tune when I'm feeling frisky)
internals
replenisher
power surger
basic deflector
basic fuel converter
items
detonator III
shield mk-I
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#15
Posted January 21 2014 - 04:36 PM
LoC_TR, on January 19 2014 - 11:40 PM, said:
When in CQC hydraulics has saved my life too many times. It's easier to stay out of their field of view without dodging. With the amsar though you can afford to miss a few shots but you really need to
unlike the slug. Definetly gonna go with weapons loader here because of the am-sar... Your game awareness can make up for radar. Heat sinks and cooling units.. heat sinks are at 21 base so i throw em in cooling units.
Here's my build.
Just want to add to this, the AM Sar has GREAT dps if you can hit your shots; much more manageable on the reaper than the SS.
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#16
Posted January 21 2014 - 08:01 PM
It just feels so inaccurate to me, so I don't use it anymore unfortunately. I usually run around as a mid-range Slug Reaper, with a bit of Hawkins Reaper if I'm feeling adventurous.
Edited by Silverfire, January 21 2014 - 08:01 PM.
Check out my new short film Prebirth: The Eternal War! Check out my e-peen!
Need to find a mech guide_ Well, look here!
Intel Core i3 2120 @ 3.30 GHz | Corsair XMS3 8GB RAM | eVGA GTX 550Ti 1GB OC | Corsair CX600 PSU
#17
Posted January 22 2014 - 09:08 AM
MechCraft, on December 15 2013 - 01:45 PM, said:
Don't dive into the enemy team. Reaper has the worst mobility out of all the A-classes and can't disengage with the same impunity as Scouts or Infiltrators. Instead, constantly try to find good firing angles, where you can consistently lay down sustained damage or pick off weakened enemies while still moving with your team. On the flipside, don't be that tower camping dead-weight. Be the mobile suppressor, the guy who moves around getting lots of assists and kill steals. It's what you're good at.
If you desperately need disengage potential, maybe grab a Barricade or a stronger EMP, but again you shouldn't typically be getting stuck/surrounded as a Reaper. Be aware of your own positioning and the positions of the enemy team.
As for items: Ditch the HE charge, ditch the 10% cooldown item. HE charge is unreliable and a couple seconds off your items typically won't help much. If you want offensive power, go for Detonator/EMP, for bursting down enemies and shutting down aggression. If you need more survivability, try running Shield/Repair charge (+repair kit internal) for some damage blocking and rapid heals.
For tuning points, I have and recommend 10 points in Weapons Loader, 6 points in Armor, and maxed out Hydraulics/Cooling Units.
The maxed Weapons Loader allows for maximum Slug/KE-Sabot damage output, while the extra armor helps if you get into a skirmish. I tend to walk and dodge around a lot while firing (especially against other Reapers/Sharpshooters), so the maxed Hydraulics provide some helpful mobility. I prefer maxed Cooling Units over Heatsinks because Cooling Units are overpowered as hell and can make a significant difference in prolonged engagements/teamfights. Getting a couple extra shots off before overheating is nice, but recovering from your overheat in mere seconds is even better, since it allows you to keep laying down damage with impunity.
I've tried putting tuning points into Fuel Tank and Radar but never found them to be worth it. A big fuel tank might seem nice, but I've never had any fuel problems on Reaper so it doesn't seem worthwhile. As for Radar - if you pay attention to friendly healthbars to see who's taking damage, while also watching your own radar and watching for enemy sighted/help request pings, you shouldn't need any points in it.
Sorry if this went a little off topic. Hope it helps.
DIS GUY SPEAKS THE TRUTH^^^^
Edited by MugenSage, January 22 2014 - 09:10 AM.
#18
Posted January 23 2014 - 06:13 PM
craftydus, on January 20 2014 - 08:49 PM, said:
I recommend using the Hawkins and trying to engage 2-5 enemies as much as you can using 122.75 total dps. (peppered with a det3 every so often)
I like the pace of the reaper w/-out pts to hydr. just fine (however, I do use LoC's tune when I'm feeling frisky)
internals
replenisher
power surger
basic deflector
basic fuel converter
items
detonator III
shield mk-I
If you are going in, go in deep enough that they take maximum self damage, you wont take any from your weapons, but close but not close enough can be deadly.
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