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Show Off Your Insane Builds Here!


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#61 Wildstreak

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Posted 15 September 2015 - 04:35 PM

View PostNight Thastus, on 29 August 2015 - 04:52 PM, said:

EXE-Prime: Flamecutioner

http://mwo.smurfy-ne...98a2e3ff794ac95

(Too many flamers, 1x UAC/20)

Not a Flamecutioner, I ran one.
7 Flamers in RA
2 LPL, 1 per side torso
Whatever in Left Arm (I had 2 SSRM6)
Save the flamers for a kill shot on weak opponents, the rest is actually good for fighting.

#62 zudukai

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Posted 16 September 2015 - 12:42 PM

BoXer crab

http://mwo.smurfy-ne...ab58327dfef5440

Uac/5's for range and sustained damage, aka, a fast jab. AC/20+3xSRM4 for heavy solid uppercuts

19DPS@41%=22sec says smurfy

66 Alpha w/double tap, with 1/2 your mech you still alpha for 45 points, or 20, every 3 seconds.

first time out "shakedown run" i scored approx. 800 dmg.

Edited by zudukai, 16 September 2015 - 12:42 PM.


#63 zudukai

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Posted 16 September 2015 - 12:51 PM

Flying Fiveby

http://mwo.smurfy-ne...c34f28863e2f6e3

4xJJ, 2x UAC/5/3t + ERppc + 4xERS

projectile speed differs by 50mps, (1150 vs 1200) dakka to cool, ppc AND dakka at range, smalls to brawl,

fun times exploring with JJ :D

*note* armor not to spec.

Edited by zudukai, 17 September 2015 - 12:19 PM.


#64 finalexamweekFTW

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Posted 16 September 2015 - 01:22 PM

http://mwo.smurfy-ne...4aa6c8a128833ea
I call it the Apeeling onion

#65 Bud Crue

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Posted 17 September 2015 - 10:09 AM

"Builds no sane person would run"

Not sure about my sanity, but one of the most fun mechs I run is a Quickdraw 5k that everyone tells me is idiotic (and I kinda have to agree). Load out: 6 ML, AMS and 1t ammo, full jump jets and a lot of heat sinks. The reason it has such a pathetic load out...I was obsessed with maxing out the 78 crit spots and using the standard 330 engine in my inventory.

#66 CygnusX7

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Posted 17 September 2015 - 12:15 PM

View PostBloodweaver, on 12 January 2015 - 03:50 PM, said:

I know it seems "objectively worse," but it actually isn't. The reason is that the way Smurfy's calculates heat efficiency is not really all that relevant to in-game performance. Compare the two versions in-game and you will find the SHS version a LOT more forgiving.


Agreed except for heat dissipation. SHS are bad at it so it seems (to me) that once the heats up there it takes forever to come down again.

Edited by CygnusX7, 17 September 2015 - 12:15 PM.


#67 Bloodweaver

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Posted 18 September 2015 - 11:34 AM

View PostCygnusX7, on 17 September 2015 - 12:15 PM, said:


Agreed except for heat dissipation. SHS are bad at it so it seems (to me) that once the heats up there it takes forever to come down again.

That is dependent on how many SHS you have. If you have anything less than 20, yeah it's going to suck. But the more you add, the more relatively efficient they become. DHS, on the other hand, only gain efficiency up to a certain point. Once you get to 16 or 17 DHS(I can't remember exactly which), the effectiveness of each additional DHS past that number goes down. After a certain point in tonnage spent on heat sinks, you're actually better off with singles.

#68 LMP

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Posted 21 September 2015 - 07:17 PM

LRM boat.

http://mwo.smurfy-ne...74e62bb7fc29c82

#69 LMP

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Posted 22 September 2015 - 05:25 PM

AC/5 machine gun number two (four AC/5's in chain fire).

http://mwo.smurfy-ne...6441fc0548dbf15

#70 Big Tin Man

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Posted 25 March 2016 - 09:10 AM

Bumping for the BURNCROW
http://mwo.smurfy-ne...4fa98425371aaf1

Stormcrow with:
2 ER Large--high should mounts
4 ER Mediums--CT/arm
6 FLAMERS--6 energy flaming arm of doom
17 DHS
1 clan active probe

Poke at range, when the fight closes attack from a flank, poke a mech at point blank range, wait for it to turn and right before it alpha's burn it down with the flames. 80% of the time you'll put them to sleep. Then either take the headshot or run behind the core it from the back. They shouldn't wake up from the overheat. Bonus points if you get them to turn and your team murders them for you.

Absolutely amazing on hot laser vomit builds, and surprisingly effective on splat jenners/cats/archers as well.

Yes, you move the head med to the arm, a ERLL to the head (lower mount than shoulder) and trade the CAP for another DHS or AMS + 1/2 ton ammo. With the amount of ecm right now, the CAP is worth it in my opinion, as you're in the thick of the brawl and getting missile support is really helpful.

#71 Fox With A Shotgun

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Posted 30 March 2016 - 04:17 PM

So I got tired of having my RVN get killed by a ST explosion whenever some assault looks at me funny...
RVN-2X

Now I get funny looks when they try to break my bird and it doesn't work. Did the same with a Lolcust. ZombieCust

Edited by Fox With A Shotgun, 30 March 2016 - 04:19 PM.


#72 Tordin

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Posted 31 March 2016 - 10:04 AM

I tried this Mauler build a few times, mostly successfull but gotta try to get better with it. I dont think its EXACTLY as mine in-game but close enough. Maybe drop a ton of ammo for a bigger engine or something.
Long story short. It wrecks face in a brawl, on more open maps the AMS is a life saver if you dont know where to take cover right away.

Its a monster that dents metal and wrecks internals like a hero if you know how to handle it!

MAL-MX90

Edited by Tordin, 31 March 2016 - 10:05 AM.


#73 Snowbluff

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Posted 31 March 2016 - 04:20 PM

I have an UAC20 shadow cat.

Shadowcat with ECM, 2 ERSL, an UAC20, and two tons of ammo. The armor is cut down a bit.


I one shot an Orion IIC in the back at 4:10. Posted Image

Edited by Snowbluff, 31 March 2016 - 04:22 PM.


#74 Marnean

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Posted 04 April 2016 - 11:22 AM

I run this abomination pretty succesfully:
http://mwo.smurfy-ne...ae1a97187bb2d5a

Way too hot, but you can almost keep spamming the SRM's once you're in a brawl. Racked up a bunch of 1k+ damage games over the last week, best one was 1230 IIRC. Bumped me up to T3 pretty rapidly.

I know 2xSRM6's would be more ideal as they sync up better with the LPLs, but I ran out of slots, plus you overheat so regularly that you're mostly only gonna use the SRM's in a brawl anyway... still melts faces like no tomorrow! Surprisingly durable as well.

#75 Sky Hawk

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Posted 04 April 2016 - 01:01 PM

AWS-8R - XL300, LRM40, BAP, 2520 Ammo

The chat calls it, something like "fail build..." Ye, somehow, it is for me, since against my will, it boost my PRS like hell. Posted Image

But.. I enjoy the sound of the LRMs chainfire... continually... You know "Rain from the Sky.." and stuff.. It's fun....

#76 krevLL

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Posted 11 April 2016 - 02:19 AM

I'm mildly surprised no one linked a LRM MDD, unless someone did and I missed it. Possible. The LRM boat nets me a usual high of 600+, did 1019 two days ago with 4 kills. http://goo.gl/86mVYa

And I've managed to one shot an Awesome and a Direwolf from point blank in the back with this. http://goo.gl/ouDjrj

New to forums here, and game in general. Tell me if it's not valid for this thread!

#77 Michal R

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Posted 11 April 2016 - 03:27 AM

BK - 9 SPL. STD engine.
Mega tanky, mega fun, mega trolololo... but it's working Posted Image

Edited by Michal R, 11 April 2016 - 03:27 AM.


#78 zudukai

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Posted 11 April 2016 - 01:16 PM

View PostkrevLL, on 11 April 2016 - 02:19 AM, said:

I'm mildly surprised no one linked a LRM MDD, unless someone did and I missed it. Possible. The LRM boat nets me a usual high of 600+, did 1019 two days ago with 4 kills. http://goo.gl/86mVYa

And I've managed to one shot an Awesome and a Direwolf from point blank in the back with this. http://goo.gl/ouDjrj

New to forums here, and game in general. Tell me if it's not valid for this thread!
only one critique, your LRM MDD does not have a counter to ECM, most good LRM builds have one, like tag or active probe. otherwise it looks ok, only other suggestions i can offer are preferences and not necessary, like artimis.

#79 Ultimauser

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Posted 12 April 2016 - 09:27 AM

Hi guys, can you say if this build is good or not and its pros and cons
STALKER STK 3H
http://mwo.smurfy-ne...c6eda4b83b07781

#80 zudukai

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Posted 12 April 2016 - 09:56 AM

Posted ImageUltimauser, on 12 April 2016 - 12:47 PM, said:

sorry
this link
http://mwo.smurfy-ne...c6eda4b83b07781

i would scrape another ton of armor from the arms and two points from the legs for another heatsync, and drop a ton of ammo to normalize the SRM launchers, 6 tons is 1200 damage... (200 damage per ton) .. is a lot.

a bank of SRM4 has higher DPS then the group of SRM6, but slightly less alpha damage, it's identical in tonnage and in my preference hit a little better since the volley flies tighter even more so with Artemis, that roughly equals more damage into one panel.


..however you could get away with not running Artemis on srm4's since they naturally have a better spread, but i think you might run out of critical slots, maybe an upgrade to your laser bank?





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