Looking for sharpshooter loadouts as well as tatics.
#1
Posted October 17 2014 - 04:24 AM
#2
Posted October 17 2014 - 06:49 AM
#3
Posted October 17 2014 - 06:52 AM
Internals: Repair Kit, Advanced Armor Fusor, Basic Extractor or Basic Power Surger
I shuffle it around depending on the maps, nothing really set in stone.
Weapons: Slug Rifle.
Edited by EM1O, October 17 2014 - 07:09 AM.
Lingua-indigenae *=0=* Clans & Guilds *=||=* Which Mech_ *=X=* GPU Test *=W=* CPU Test *=O=* Dementia
#4
Posted October 17 2014 - 08:23 AM
#5
Posted October 17 2014 - 08:28 AM
As for items, I currently dont run scanner just cause its to op and cant run in tpg anyways. I say repair charges are good, turrets can help you detect if someone is sneaking up on you as well. an emp isnt too bad an idea for occasionally cqc situations to beable to emp them and run. Some Ss's ive seen run holograms which can be pretty effective specially if someone is trying to counter snipe you.
Edited by Skitzo1d, October 17 2014 - 08:29 AM.
Fred is sad hes not like the other robots
[12:43] <@ThirdEyE> skitzo1d = worst reaper NA
#6
Posted October 29 2014 - 07:27 AM
#7
Posted Yesterday, 05:19 AM
I use Repair Charge MKIII and Shield MKI on almost everything, SS included. Some people prefer EMP to Shield, though.
#8
Posted Yesterday, 03:30 PM
However I do say that AC isn't required. It's a nice luxury, but you can easily play it without the AC. Currently I run Replenisher and Air Compressor.
Replenisher because it will make your power shot cool down that much faster.
Other choices: Advanced Armor Fusor, Either Reconstructor, Advanced Repair kit, either extractor.
Not much else though since a lot of the internals won't mean much at all to the SS.
#9
Posted Yesterday, 06:28 PM
Slug for the reason that you need to do as much damage as possible in split second scenarios, which is best accomplished with the slug.
SS was actually the first mech of mine with which I put repair orbs on. This allowed me to be more stationary and line up my shots better in scenarios where one or two people were coming at me, so I had more of an advantage when they arrived at a range better suited for their mechs. I still use it, even though my movement's definitely improved. Now it's mainly a huge time saver, and when I know no one's approaching I'll definitely throw one down and repair on it so I can get back to supporting my teammates as fast as possible.
AC because it compliments the Slug very well. Few mechs benefit quite as much from being in the air as much as SS does. While not the case in close range encounters, hovering can help you get good shots off at a much greater distance than if you were to be on the ground. Obviously you're going to get shot at once in a while. AC helps.
However, it's greatest benefit is in close range play. The SS has some of (if not the) lowest DPS in the game. It is a very bursty mech. Giving it the advantage of aerial maneuvering in medium to close range play is a life saver due to its generally modest stats, and I commonly find myself alternating between shots while in the air, and shots on the ground during burst play, which would not be possible without AC to dodge right back after those shots. I find this somewhat necessary as many other mechs are far better equipped for close range burst play, and being in a different position on your way out of the corner than what they expect can save you some of your already meager health pool.
Edited by ticklemyiguana, Yesterday, 06:28 PM.
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