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Need Help With The Phoenix Variants


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#1 Trystan Thorne

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Posted 14 April 2014 - 10:48 AM

Looks like there is no English Mechs & Loadouts forum anymore, so posting here.

Would be great guys if you could help me with the Phoenix variants.
I'm trying to make myself working variants, yet trying to keep a bit of their original look if possible (yeah, I can be weird ;)).

So for the Shadow Hawk I was thinking about this:
http://mwo.smurfy-ne...4d3d7b3fe2d7d7c

I tested the dual AC5 quite successful on the 5M, so was thinking to bring over. Was tempted to go for a tripple AC2 variant, but then I'm worried about the heat and the amount of time I need to be outside cover.


For the Thunderbolt I was thinking about this:
http://mwo.smurfy-ne...728b22d3fb3fc72

Not much ammo in there for the LRM15, but it's really only going to be used at the start of the battle, when the enemy is still a bit further away.
I sacrificed the larger laser, because of possible heat issues. Obviously, I'm not sure about the firepower now.


Not sure about the Locust. This maybe:
http://mwo.smurfy-ne...1df7e1d0592658f

The Laser should be good for some damage and machineguns sometimes do make people run or hide.


Regarding the Battlemaster. I am absolutely clueless.
Anyone any good ideas for the Battlemaster? And what do you think of the other three builds?

#2 Kyynele

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Posted 14 April 2014 - 11:45 AM

Sorry, but your locust only has 6 heat sinks, and 10 is required to be viable for a match, so you're 4 tons and 12 crits short of even leaving the mech bay with that. This is the reason why Locusts are considered pretty bad, besides their extremely low armor values.

This is probably as close as you could really get to your intended build: http://mwo.smurfy-ne...959fc5521a9fc09

I think the Shadow Hawk could be manageable, although it has too little ammo. You don't want to cap out at 600 damage on an ammo dependant mech if you have 100% hit rate, which you won't have.

The Thunderbolt looks incredibly hot due to the dual AC2s being by far the hottest Autocannons in the game. Also, a 7 ton LRM launcher for 1 ton of ammo is a bad investment, you'd be better off with extra heatsinks and/or extra AC ammo. :/

For your Thunderbolt build, I'd consider AC5s instead, since they produce practically no heat, and thus pair nicely with the much higher heat set of MLs: http://mwo.smurfy-ne...ec1796715c1ceef

Or something way more meta: http://mwo.smurfy-ne...9b3f5da83037253

Or more LRM-boatish: http://mwo.smurfy-ne...e63dafaa72aa687

Edited by Kyynele, 14 April 2014 - 12:09 PM.


#3 Trystan Thorne

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Posted 14 April 2014 - 03:16 PM

Ah, yeah forgot about the 10 Heatsink minimum limitation thanks for reminding me.
And good point on the Shadow Hawk ammo. Should drop the AMS or maybe one of the SRM Launchers,

For the Thunderbolt, I might try replace the AC2's with AC5's. Just wondering, is using an XL engine okay for the Thunderbolt?

#4 Kyynele

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Posted 14 April 2014 - 04:04 PM

I've found that on most mechs, the increase in movement and twist speed helps to both reduce the damage you take (by getting faster into cover) and ease spreading it around via torso twisting. YMMV according to your playing style. I don't play Thunderbolts extensively, but I don't recall their side torsos being especially vulnerable like Jager torsos are (which many people still drive with XLs.)

All of the above builds are best suited for longer range play anyway (with AC5/PPC and LRMs, at least for the early match), and at those longer distances people are way more likely to just target your center of mass instead of specific mech parts. I'd go for XL.

I'd personally only take a STD if I was going for a clearly brawling build, something like http://mwo.smurfy-ne...19a810398aeb20b

#5 SethAbercromby

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Posted 15 April 2014 - 02:55 AM

View PostKyynele, on 14 April 2014 - 04:04 PM, said:

I'd personally only take a STD if I was going for a clearly brawling build, something like http://mwo.smurfy-ne...19a810398aeb20b

Personally, i don't see many reasons to pick any engine rating that can't be divided by 25 (with exceptions including the 255 which weights the same as a 250). for a STD315 you invest 3.5 tons more into only 4kph additional speed compared to the STD300. If you run a 300, it is both easier to swap around with other 'Mechs and will free up enough tonnage to mount 2 engine DHS AND a BAP.

#6 Kyynele

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Posted 15 April 2014 - 05:29 AM

View PostSethAbercromby, on 15 April 2014 - 02:55 AM, said:

Personally, i don't see many reasons to pick any engine rating that can't be divided by 25 (with exceptions including the 255 which weights the same as a 250). for a STD315 you invest 3.5 tons more into only 4kph additional speed compared to the STD300. If you run a 300, it is both easier to swap around with other 'Mechs and will free up enough tonnage to mount 2 engine DHS AND a BAP.


And personally, if I'm running with short range weapons only, I will use the fastest engine reasonable. :huh: What is reasonable is of course highly subjective.

...Reasonable alterations anyway. ;)

#7 Trystan Thorne

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Posted 15 April 2014 - 06:25 AM

So much to learn for me, I guess!
I just hope that at some point all my tries to get Mechs that work for me, will leave me with enough spare parts, so I don't have to spend so many millions on C-Bills! :huh:

#8 Nekomimi

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Posted 19 April 2014 - 11:48 AM

Here's my Locust-1V setup, though it's a bit spensive. The AMS is just extra internal HP in addition to the Heatsinks to help protect the XL.
Posted Image

The trick to the Locust is knowing you're not the first wave, you come in after the brawling starts and chew internals. Or tag team with other mechs, this goes for all the variants.

Edited by Nekomimi, 19 April 2014 - 11:51 AM.






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