Tips on Incinerator_
#1
Posted February 15 2014 - 08:28 PM
#2
Posted February 15 2014 - 08:38 PM
LoC_TR, on February 14 2014 - 10:28 PM, said:
What i noticed:
-You generate a lot of heat from allies and enemies
-
-You don't lose heat over time
-You can use the primary utility shot to disperse lots of heat, for example throw a heat grenade down and lay into someone with that high disperse shot.
-Proficient crowd control, and sustained damage, you can literally shoot the entire match.
-Techs are are nice.
-Flight kinda sucks but thats really not a big issue.
-easily take out flying A class with the primary and sustained secondary
-The ability is also really good for weak a mechs that stray to close.
-The ability can be used as a last ditch effort to kill targets around you.
-The ability does more damage if you have more heat.
This is also my new favorite, barring the return of the Raider. Live in fear puny mortals.
Edit: The new map is EASILY exploited by hellfires and snipers. open map. INC does well on this map as well if you have a tech and backup. Needs testing.
LoC_TR, on February 15 2014 - 04:35 PM, said:
It's a support mech and compliments the tech and counters it depending upon mech composition.
If used right you should be shooting the entire match. Build up heat to about 2/3 and when you get into combat you can immediately start firing the SAARE.
Right now a good tech will switch to the lowest health in the mech and move to each player in turn so that you take full advantage of your time and abilities. The incinerator can suppress a teams armor pool and makes the techs job much harder.
On the BABY I find that I can control my heat more easily but it also makes my primaries utility function less viable unless I need to disperse heat quickly. The utility on the SAARE is suppose to have a bigger splash but right now does the same damage as the regular firing mode.
With the PAPA, you can use the utility function on the primary more effectively but you're fire rate is lowered. The PAPA also makes the ability more viable since you have higher heat more often than a BABY spamming its primary SAARE function.
The MAMA is somewhere in the middle and can be used effectively either way but you have to manage your heat more to use everything.
The ability is a finisher and does a lot of damage but it also puts you at risk so you need to use it wisely, it is super effective on A classes that like to hug.
The incinerator does poorly in a 1v1 against C mechs and even A classes, so seperating this mech from its team important.
The incinerator draws heat from every mech, enemies and allies, and has a huge aoe. So this can put you at a disadvantage if you are too close to the enemy.
Heat grenades are a blessing and a curse. If you are prepared, you can use a heat grenade to lay down some hard hitting SAARE utility shots. If you are not prepared you will insta-overheat.
This is a team style mech like the tech, so as a team you need to utilize its heat dispersing just by being near it. It's all suppression, but it can also role with the kills if you're smart with it.
Just remember to keep your heat up inbetween fights, and stay with your team. Hope this helps some. It's a great mech, and perfectly balanced with the tech in mind.
Put this in some general threads. guess it belongs here though.
#3
Posted February 15 2014 - 08:46 PM
Edited by Hijinks_The_Turtle, February 15 2014 - 08:46 PM.
#4
Posted February 15 2014 - 08:48 PM
Hijinks_The_Turtle, on February 15 2014 - 08:46 PM, said:
Edited by LoC_TR, February 15 2014 - 08:50 PM.
#5
Posted February 15 2014 - 08:53 PM
Edited by Hijinks_The_Turtle, February 15 2014 - 08:57 PM.
#6
Posted February 15 2014 - 09:05 PM
Hijinks_The_Turtle, on February 15 2014 - 08:53 PM, said:
You still want to be aggressive. I don't know any time in this game you don't want to be aggressive, you just don't want to over step, you can easily get cut off because you're so slow. I like Advanced Armor Fusor, beccause you get a lot of assists on the mech. Composite armor is always a solid choice on C's. Failsafe could be useful, but it is on all explosive mechs. Also i just thought of this but i'm not exactly sure if extractor effects heat grenades. Speed internals could be useful too. I wouldn't use air compressor only because this mech doesn't have a huge fuel tank and flying around is a rather useless strategy in this mech. Deflector could be useful since you're so big and even when you dodge you can be easy to hit.
Edited by LoC_TR, February 15 2014 - 09:06 PM.
#7
Posted February 15 2014 - 09:19 PM
Edited by Hijinks_The_Turtle, February 15 2014 - 09:20 PM.
#8
Posted February 15 2014 - 09:31 PM
Hijinks_The_Turtle, on February 15 2014 - 09:19 PM, said:
If you have a target just keep shooting that BABY, there should be no down time on that thing if you're using it right. The SAARE is like a fast corsair and is more for area denial, so you need to be shooting the area where they want to go or will be instead of aiming directly for a target. So the BABY needs a target, the SAARE needs area. Those big fire balls scare the fuzzy bunny out of ppl. If you're using the BBY stop shooting the SAARE for 3-4 second intervals so you can build up heat to spam it again.
EDIT: in CQC you need to direct hits with the SAARE, and if they are playing peek-a-boo it might be to you're advantage to use the SAARE utility fire instead of its regular fire. The utility function has a bigger AOE, but is slow refire rate and eats up more heat. If you're suppressing players that are grouped up behind something it might be to your advantage to switch to the utility and throw some of those over there too. Just don't do it too long or you'll end dispersing too much east for the BBY to keep up.
Edited by LoC_TR, February 15 2014 - 09:37 PM.
#9
Posted February 15 2014 - 09:44 PM
#11
Posted February 15 2014 - 09:58 PM
#12
Posted February 15 2014 - 10:28 PM
#13
Posted February 16 2014 - 12:17 AM
Farlanghn, on February 15 2014 - 10:28 PM, said:
The damage is 60, the same on both. The utility has a slightly bigger splash and i think is suppose to be 80 damage. Someone may need to double check my numbers but that's what i got.
Definitely not worth switching to unless you really need that extra bit of aoe or need to disperse heat.. which i don't fully understand why you'd make this decision on BBY.
Edited by LoC_TR, February 16 2014 - 12:20 AM.
#14
Posted February 16 2014 - 12:28 AM
#15
Posted February 16 2014 - 01:41 AM
#16
Posted February 16 2014 - 01:56 AM
Ronteque, on February 16 2014 - 01:41 AM, said:
I like BBY but i think i'll be switching to the MAMA. PAPA seems to generate too much heat right now. If you don't have a lot of HC dont buy the weapons yet, buy the internals or items.
#17
Posted February 16 2014 - 08:11 AM
I have also discovered a tactic that could render the incinerator's ability useless during my encounter with a scout: Just before i could unleash my ability, the scout threw a shield at me which pretty much prevented all the explosion's AOE from reaching him when the shield dome covered my incinerator...the scout made a quick getaway.
Edited by 86, February 16 2014 - 08:12 AM.
#18
Posted February 16 2014 - 08:12 AM
86, on February 16 2014 - 08:11 AM, said:
I have also discovered a tactic that could render the incinerator's ability useless during my encounter with a scout: Just before i could unleash my ability, the scout threw a shield at me which pretty much prevented all the explosion's AOE from reaching him when the shield dome covered my incinerator...the scout made a quick getaway.
Dang, people learn fast. I'm sure you could do the same with a blockade.
Edited by Hijinks_The_Turtle, February 16 2014 - 08:13 AM.
#19
Posted February 16 2014 - 09:17 AM
#20
Posted February 16 2014 - 09:33 AM
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