Post by phlaago on Apr 22, 2016 17:34:12 GMT
Back when gargoyles came into the game they were completely shit, a lot has happened since then and some clanners have had their eyes on this for quite a while.
GCGB has been using gargoyle drops a long time now.
The primary change that made gargoyles good at dealing damage was the introduction of the GAR-C because its right arm omnipod carries 6 energymounts.
The most anyone had on the right arm before that was 2 energy and some versions had ballistic and/or missile mounts which the gargoyle simple does not have tonnage to carry with its huge engine.
The left arm omnipod used for any dps gargoyle is the GAR-A one with 4 energy mounts.
Center torso carries 1 energy for GAR-Prime and 2 energy for GAR-D (which was a cashshop only version at first, I did not find it useful enough to spend money on)
another thing making the gargoyles nasty is the introduction of quirks to make it tankier, it had a bad repution for dieing easy way back when it first came out because of its hitboxes and Atlas-like stance.
They also move at 87.1kph with speed tweak, same speed as timberwolf.
And chassiweight of 80t makes it possible to fit 2 gargoyles into 1 deck without crippling it. (gar-d, gar-prime, mad dog, cheetah)
Structure quirks for both these builds are as follows.
CT 12, LT/RT 17, Arms 7, Legs 8.
Ignore the armor quirks listed in the shop as those are on arm omnipods not used in these builds.
other notable quirks include 50% accel/decel 35% turn rate and 40-45% torso turnrate depending on version.
both of these builds run very hot with the 12 spl one overheating after 10 seconds but by then you will have done 200+ damage if you get your shots on target.
the 11 spl gar prime might actually be a better mech for these types of engagements as it will pull ahead in damage after the initial 10 seconds
(since it takes 11-12 seconds to overheat and will dissipate its heat slightly faster due to 1 more heatsink)
I have tailored these builds with maximum tonnage use and as much armor as possible without giving up 1 heatsink for 7 extra armor on each leg.
dropping leg armor to 41/42 is also possible for 1 extra heatsink but i think it is unlikely that GCGB is doing that since they like to shoot legs sometimes themselves.
So here they are, in my opinion the assumed builds of "ze germans"
The big nasty 12 small pulse GAR-D
GAR-D
More heat efficient version based on Gar-Prime (which is nice if you have the special +30% c-bill version)
GAR-PRIME
GCGB has been using gargoyle drops a long time now.
The primary change that made gargoyles good at dealing damage was the introduction of the GAR-C because its right arm omnipod carries 6 energymounts.
The most anyone had on the right arm before that was 2 energy and some versions had ballistic and/or missile mounts which the gargoyle simple does not have tonnage to carry with its huge engine.
The left arm omnipod used for any dps gargoyle is the GAR-A one with 4 energy mounts.
Center torso carries 1 energy for GAR-Prime and 2 energy for GAR-D (which was a cashshop only version at first, I did not find it useful enough to spend money on)
another thing making the gargoyles nasty is the introduction of quirks to make it tankier, it had a bad repution for dieing easy way back when it first came out because of its hitboxes and Atlas-like stance.
They also move at 87.1kph with speed tweak, same speed as timberwolf.
And chassiweight of 80t makes it possible to fit 2 gargoyles into 1 deck without crippling it. (gar-d, gar-prime, mad dog, cheetah)
Structure quirks for both these builds are as follows.
CT 12, LT/RT 17, Arms 7, Legs 8.
Ignore the armor quirks listed in the shop as those are on arm omnipods not used in these builds.
other notable quirks include 50% accel/decel 35% turn rate and 40-45% torso turnrate depending on version.
both of these builds run very hot with the 12 spl one overheating after 10 seconds but by then you will have done 200+ damage if you get your shots on target.
the 11 spl gar prime might actually be a better mech for these types of engagements as it will pull ahead in damage after the initial 10 seconds
(since it takes 11-12 seconds to overheat and will dissipate its heat slightly faster due to 1 more heatsink)
I have tailored these builds with maximum tonnage use and as much armor as possible without giving up 1 heatsink for 7 extra armor on each leg.
dropping leg armor to 41/42 is also possible for 1 extra heatsink but i think it is unlikely that GCGB is doing that since they like to shoot legs sometimes themselves.
So here they are, in my opinion the assumed builds of "ze germans"
The big nasty 12 small pulse GAR-D
GAR-D
More heat efficient version based on Gar-Prime (which is nice if you have the special +30% c-bill version)
GAR-PRIME