Resistance 1 Champion 'mech Variant Build - Enforcer 4R
#21
Posted 16 June 2015 - 04:14 PM
2 LL + 1 ML in the arm and 1 LL + 1ML in the side torso. Large Lasers are mounted in top most hard points.
#22
Posted 16 June 2015 - 04:20 PM
I call it, "Copper."
It could have a skin that looks like brass or Copper so the name has dual meanings (a slang term for a police officer, an enforcer of the law, as well as the metal).
Edited by Daniel James Neumann, 16 June 2015 - 04:22 PM.
#23
Posted 16 June 2015 - 04:24 PM
Endo and DHS Upgrades
XL 255 (I use this size on a few Raven builds)
AC/10 (3 tons)
4xML
14x DHS
3xJJ
Decent mobility, enough ammo for a good long fight, lasers are padded with DHS, and runs a little bit cooler than some others proposed here. Don't want people melting their shiny new mech. Can easily swap a DHS for another ML if you really want max alpha potential.
#24
Posted 16 June 2015 - 04:36 PM
ENF-4R
XL 255
2 x Large Lasers
3 x Medium Pulse Lasers
AMS w/ 1 ton of ammo
4 x Jump Jets
15 x Double Heat Sinks
Norge
#25
Posted 16 June 2015 - 04:48 PM
#27
Posted 16 June 2015 - 05:04 PM
My version of the AC/10 and 5 Med Laser build.
#28
Posted 16 June 2015 - 05:11 PM
Evil Tiki Tiki, on 16 June 2015 - 05:05 PM, said:
ENF-4R
CASE is irrelevant when you have an XL engine. CASE keeps an ammo explosion from moving past the CASE protected section. Example: You have CASE in your left torso, and your ammo in your left arm. The ammo explodes in your arm, destroys your arm and deals enough damage to also destroy your side torso and CT. Instead, you still lose your Side torso, but your CT is left undamaged from the ammo explosion.
Remove CASE and you'd have my vote. (Replace with 1/2 ton of ammo for AMS or AC10 probably, or an engine upgrade to an XL245.) I'd also would prefer more front mounted armor, but your levels are acceptable to me.
Edited by Tesunie, 16 June 2015 - 05:12 PM.
#30
Posted 16 June 2015 - 05:24 PM
Tesunie, on 16 June 2015 - 05:11 PM, said:
CASE is irrelevant when you have an XL engine. CASE keeps an ammo explosion from moving past the CASE protected section. Example: You have CASE in your left torso, and your ammo in your left arm. The ammo explodes in your arm, destroys your arm and deals enough damage to also destroy your side torso and CT. Instead, you still lose your Side torso, but your CT is left undamaged from the ammo explosion.
Remove CASE and you'd have my vote. (Replace with 1/2 ton of ammo for AMS or AC10 probably, or an engine upgrade to an XL245.) I'd also would prefer more front mounted armor, but your levels are acceptable to me.
Thanks for the info. I thought CASE only kept the explosion from effecting other parts in the section. Here is the updated link with the CASE removed, added 1/2 ton of AC 10 ammo, and updated the engine to XL245.
[smurfy]http://mwo.smurfy-ne...5dab9dd24f93493[/smurfy]
#31
Posted 16 June 2015 - 05:33 PM
#32
Posted 16 June 2015 - 05:33 PM
[smurfy]http://mwo.smurfy-ne...36171330fd1356a[/smurfy]
3xMPLs, 2xLPLs, Excel 255, 13 DHS, 4 JJs.
81kph/89.1kph
Think of this as a striker or skirmisher. It's built to have a shield arm (RA) and be relatively quick. The JJs give it enough maneuverability to get around the map and execute ambushes or just to give it a bit of an edge in combat alongside your teammates. With an Alpha of 40 points of damage, this makes a great hit-and-fade, guerrilla style Mech that excels at close to mid-range combat. It runs a little hot, but it's not hard to manage.
The 2 LPLs in the LT are high mounts compared to the 3 MPLs in the LA. The DHS in the LA are supposed to help with critting; I've found that the MPLs tend to be critted on occasion, so it is my hope that the DHS will help shield the MPLs from this.
I know that I stripped most of the head armor, but I don't see many headshots in this game and have only seen one on an Enforcer, so I think it's worth the risk. The RA has also been dropped four points of armor to help make room for that fourth JJ. It has no AMS, so make sure you stick with the group or use Radar Deprivation!
Unfortunately, I don't have a video to go along with it, but I will post one up the next time I use my screen capture software. I have had many fantastic matches with this Mech though!
Edit: I kept all four JJs on it so that new players can make full use of the Mech's maneuverability for escape and ambush. I also retained more Rear Armor than most of us normally would since new players are more likely to run away in a straight line or get flanked. Having a little more armor on the back, I think, will go a long ways towards increasing new player TTK on average.
The 4R is pretty friendly to Excel engines, so I thought it was safe to give new pilots an Excel with this build. The lasers are easy for new players to use since they are hit scan and one of the simplest weapon systems in the game. All-in-all, my 4R makes a mean Mech for the newbie and veteran alike!
Edit: I updated the Smurfy Build to replace the Excel 250 with the Excel 255 instead. Same tonnage, better performance!
Edit: Proof of concept:
Twitch Link: http://www.twitch.tv...arejk/c/6847713
YouTube (Still rendering):
Edited by Nightmare1, 18 June 2015 - 06:17 PM.
#33
Posted 16 June 2015 - 06:04 PM
Endo Steel
Double Heat Sinks
260 XL engine
RA AC10
RT AC10 Ammo x3
LT SL x2
LA LL, SL x2
RL JJ x2
LL JJ x2
I wanted to work towards the quirks in the base build:
Max Engine: 260
ADDITIONAL STRUCTURE (LA): 8.00
ADDITIONAL STRUCTURE (RA): 8.00
ADDITIONAL STRUCTURE (LL): 12.00
ADDITIONAL STRUCTURE (RL): 12.00
TORSO TURN RATE (YAW): 25.00 %
AC/10 COOLDOWN: 10.00 %
BALLISTIC COOLDOWN: 10.00 %
LARGE LASER COOLDOWN: 10.00 %
ENERGY COOLDOWN: 10.00 %
LASER DURATION: -12.50 %
ENERGY RANGE: 12.50 %
ENERGY HEAT GENERATION: -12.50 %
Decent Medium Range firepower with the AC10 and LL and good close in firepower with the AC10 and SLs. You do have to watch your heat once your opponents close in, so it can be tough for new players but it should be manageable.
Edited by Orion Starion, 16 June 2015 - 06:12 PM.
#34
Posted 16 June 2015 - 06:06 PM
[smurfy]http://mwo.smurfy-ne...555d89ab1f8c854[/smurfy]
Edited by callmejon, 16 June 2015 - 06:10 PM.
#35
Posted 16 June 2015 - 06:14 PM
Despite the desync, the PPC & AC5 combo still work at range, has AMS, max JJs and in the less than 90m area, use AC5 & MLs until range is 90m+ again, good speed too. PPC max range becomes about 1215m without weapon modules, very close to AC5 max range of 1240m.
#36
Posted 16 June 2015 - 06:37 PM
Nightmare1, on 16 June 2015 - 05:33 PM, said:
3xMPLS, 2xLPLs, Excel 250, 13 DHS, 4 JJs.
That's similar to my version, a nice little wub-machine.
ENF-4R
2 LPL
3 MPL
XL255
14 DHS
2 JJ
I upgraded the engine to XL255 and stripped 2 JJ for another DHS. I feel 4 JJ are a bit overkill for a Champion mech, as the extra jump range is not as helpful as some additional cooling for beginners. I do run 4 JJ sometimes myself but feel that is a more advanced build.
I prefer to keep the rear armor relatively low on the Champion build, as nobody should be getting consistently attacked from behind in a decently fast medium with JJ.
#40
Posted 16 June 2015 - 07:37 PM
This config rules on Boreal Vault, Hellebore and anywhere that Sniping and speed are important.
http://mwo.smurfy-ne...ecd136fd8e49b83
4 ERLL
2 JJ
XL 245 engine
When you add your ER LL range mod, you get... 827m optimum range
or
22.5% Range Bonus
10% Cooldown Bonus
-12.5% Heat Generation
-12.5% Laser Duration
Cooling Efficiency 37%
Shoot in Chain Fire, the 3 ER LL in the arm can also be used as a group fire.
*** DISCLAIMER ***
Many Clan Mechs have died in the making of this Champion Mech.
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