I actually have used and would recommend a slight variation of this, for my own Blood Asp ! I was able to secure my 2nd highest damage match of all time (over 1500), on Solaris City, some months back, with it: Blood Asp- ECM, 5 LB-2x Shotguns, 3 Flamers (in the left arm, I think). Take a Cool Shot (at least one) and the main concept is hammer a target with 5/8 of the firepower of a Direwolf Ultraviolence (in its infamous 8-LB2x or AC-2 configuration).... at extreme ranges (great since you have ECM covering you from lock-ons, at those 1000+ meter distances anyways)... then if the enemy is foolish enough to close on you, and has any kind of Energy Build, you engage with the Flamers. The amazing thing is, because LB-2x's generate SO little Heat, you can literally hold down Mouse-1 (LB-2) at the same time as Mouse-2 (Flamers) and the hapless target is cooked into not-returning fire (due to Overheat concerns), while you pelt them for essentially Free Damage, with the LB-2's ! I've had Dakka Madcats RETREAT in the face of this, while I blow off their arms or Side Torsos, and they shut down (allowing for cockpit kills or sometimes a complete Overheat-Destruction, as they melt their hull from trying to fire, while at the 90% heat bar Flamers lock you to !!). Highly satisfying :-)
Potato here. Last time i got close to 1000 damage it was in 2xATM12, 6xcERSL + light tag Vapor Eagle and 4xcLRM15, 2cSRM6 Sun Spider. Missiles OP. Also that backstab at 11:18 :(
@Baradul My Blood Asp build "Blood God" is entirely different. 2x ATM 12 4x 1 ton ATM ammo 6x Clan Medium Pulse Lasers 9x Clan Double Heat Sinks 1x Clan ECM 1x Targeting Computer Mk 1 -7 armor to each leg Firepower Tree - Maxed out Cooldown Maxed out Range Maxed out Missile Rack, High Explosive, and Spread Maxed out Heat Gen Maxed out Laser Duration Survival - Left side for ARMOR HARDENING Mobility - Can use mobility tree, STRONGLY recommend Kinetic Burst and Hard Brake for faster peeking IF you choose this tree. Operations - Maxed out Coolrun Maxed out Heat Containment Sensors & Auxiliary - I have nothing in them, but you can substitute Mobility for things you want in this tree depending on your play style, Either additional coolshot or ECM. Heat Management for build = 1.38/2.0 Alpha Strike (IN OPTIMAL) = 87 Damage Alpha Strike (IN PRIME OPTIMAL) = 111 Damage *Prime Optimal refers to the very short range damage boost the ATM's get within 200m - 250m which bumps their normal optimal damage from 24 to 36 per launcher.
Nice i tried running the e with stock omnipods and big shoulder peeps and found it hot. I had 4srm6 in my arms though definately willing to try out this build again with arm heatsinks. Did the e have helpful quirks for peeps or is the b with ecm perhaps a better chasis for a quad should peep build?
Can we get a gargoyle build Currently I have a dumb 10 small er laser build with an er large for support With it if you really want to you can have 15 of the smalls
Man that 2nd game was a slaughter. Everywhere you turned there was an enemy, with some even showing their back!
That Marauder in the second game was a master kill securer. 3 kills. 5 assists. 118 damage!
Man this build looks like a silly amount of fun. Great video, as always.
I actually have used and would recommend a slight variation of this, for my own Blood Asp ! I was able to secure my 2nd highest damage match of all time (over 1500), on Solaris City, some months back, with it: Blood Asp- ECM, 5 LB-2x Shotguns, 3 Flamers (in the left arm, I think). Take a Cool Shot (at least one) and the main concept is hammer a target with 5/8 of the firepower of a Direwolf Ultraviolence (in its infamous 8-LB2x or AC-2 configuration).... at extreme ranges (great since you have ECM covering you from lock-ons, at those 1000+ meter distances anyways)... then if the enemy is foolish enough to close on you, and has any kind of Energy Build, you engage with the Flamers. The amazing thing is, because LB-2x's generate SO little Heat, you can literally hold down Mouse-1 (LB-2) at the same time as Mouse-2 (Flamers) and the hapless target is cooked into not-returning fire (due to Overheat concerns), while you pelt them for essentially Free Damage, with the LB-2's ! I've had Dakka Madcats RETREAT in the face of this, while I blow off their arms or Side Torsos, and they shut down (allowing for cockpit kills or sometimes a complete Overheat-Destruction, as they melt their hull from trying to fire, while at the 90% heat bar Flamers lock you to !!). Highly satisfying :-)
7:59 commando hiding in the wreck XD
7:26 you can see him passing in the middle ;)
"It's not NASCAR if everybody is doing it." - Baradul, 2019
Blood Asp with 2xERPPS in the left torso, 2xUAC10s in the right torso, and 3xER micro lasers in each arm for leg humpers.
Potato here. Last time i got close to 1000 damage it was in 2xATM12, 6xcERSL + light tag Vapor Eagle and 4xcLRM15, 2cSRM6 Sun Spider. Missiles OP.
Also that backstab at 11:18 :(
11:15 and onward... LOL! you were practically BETWEEN ALL OF THEM!
This Mech is like an upgrade of the old Cataphract CTF-IM "Ilya Muromets" shotgun build.
This is my build on the Night Gyr, just without ECM and with standard MLs. It's what made it one of my favorite clan heavies.
@Baradul
My Blood Asp build "Blood God" is entirely different.
2x ATM 12
4x 1 ton ATM ammo
6x Clan Medium Pulse Lasers
9x Clan Double Heat Sinks
1x Clan ECM
1x Targeting Computer Mk 1
-7 armor to each leg
Firepower Tree -
Maxed out Cooldown
Maxed out Range
Maxed out Missile Rack, High Explosive, and Spread
Maxed out Heat Gen
Maxed out Laser Duration
Survival -
Left side for ARMOR HARDENING
Mobility -
Can use mobility tree, STRONGLY recommend Kinetic Burst and Hard Brake for faster peeking IF you choose this tree.
Operations -
Maxed out Coolrun
Maxed out Heat Containment
Sensors & Auxiliary -
I have nothing in them, but you can substitute Mobility for things you want in this tree depending on your play style, Either additional coolshot or ECM.
Heat Management for build = 1.38/2.0
Alpha Strike (IN OPTIMAL) = 87 Damage
Alpha Strike (IN PRIME OPTIMAL) = 111 Damage
*Prime Optimal refers to the very short range damage boost the ATM's get within 200m - 250m which bumps their normal optimal damage from 24 to 36 per launcher.
Ah nuts I missed this sale for the sale! Couldnt raise the Cbills in time after buying the spooky Atlas. Ah well, next round then for this mech
4:50 those 4 trashlords afraid to push a single mech...
Blood Asp: Best damage dealer in the game
Nice i tried running the e with stock omnipods and big shoulder peeps and found it hot. I had 4srm6 in my arms though definately willing to try out this build again with arm heatsinks. Did the e have helpful quirks for peeps or is the b with ecm perhaps a better chasis for a quad should peep build?
Thanks for another great vid.
What sound pack do you use?
Can you tell me what mouse and keyboard combo you use?
I would have gone with a different arm weapon other than the ac but looks fun nontheless.
Amazing Flank and Brawl... more like Carnage
"always the teams fault"- Baradul, 2013-
Would you evaluate this?: BAS A Arms BAS D Torsos. 2LB10 , 2LMG and 4HML. 5 extra DHS. Fire power of 67 and Heat of 1.43.
Thanks
LOL the urbie with 2.2k rounds left at the end of the game... What's with people overloading MG ammo all the time?
If everyone goes the same way, it's not Nascar - It's Cuban Pete ( _The Mask ref_ ) conga line!
What was with you Yesterday? You weren't your typical friendly talkative self.
Doing 1200 damage doesn't guarantee that your team will win. Glad you got the win there though.
Can we get a gargoyle build
Currently I have a dumb 10 small er laser build with an er large for support
With it if you really want to you can have 15 of the smalls
"a bit of team damage".... mmh 46 points isn't a bit ;)
How are there already 2 comments when the video has only been up for 7 minutes.
Mostly 'cause the questions were asked while Bara was still in the first fight in the video.
Night Gyr can do this pretty well too, but without ECM: mwo.smurfy-net.de/mechlab#i=444&l=477f1752a4b57c5923607095309fe945f2160a36
Dude, shotguns are pretty heat neutral, when your heat is high do not shoot lasers.