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[Guide] New Battlemech? Visit the "Consulting Engineer Office"


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#1 Catalina Steiner

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Posted 02 September 2015 - 04:49 AM

Posted Image
Credits go to "flyingdebris" for this picture

Last week I finished to master all four classes of available Battlemechs. This means 49 chassis that are available for C-Bills. I needed 25 months to accomplish this personal achievement.

With this experience in mind, I need new challenges. Opening a CEO (Consulting Engineer Office, nice shortcut by the way *chuckles*) is a possibility to build more mechs and to learn more about other play-styles and other needs.

So, welcome to the "CEO" of the Nagelring Brigade. Don't hesitate to ask for Clan builds too, we own them all and we also have knowledge about the way to build them.

***





I have this in mind: a member is posting the request (certainly you should add the mech chassis and variant) and his/her desire how to play it. I can also give advice here if needed. If there are any other issues, I also need to know them (money issues, already available and bought weaponry or equipment and so on).

If you post here, please add a the word "REQUEST" or "BUILD" or any other fitting term above, willingly in big letters. I will also install an index on post #2 for new users to find already available builds that may make their request obsolete.

***





I want to admit that I'm specialized in building missile mechs but my various mechs made me building everything in the past, also laser and ballistic builds. I guess I own 40% missile mechs, 35% laser mechs and 25% ballistic mechs.

This thread is open for requests and other suggestions (not just mine). Every other consulting engineer is welcome if it is constructive criticism. If you don't like a suggested build, show its weakness and post another build. The requesting member will have a bigger choice what build is best for him and that's what this thread is for... thanks in advance.

Let's try to build the best mech possible for you.
You care for speed, even in an assault? You want to use the current quirks in the most efficient way? You want to play a mech that's fun and/or a mech with an high alpha strike that is competitive in your group and CW matches? Yeah, you need a full dropdeck? You want to build a Clan mech with different omnipods? You want the best equipment available for your personal desires?
Don't hesitate to ask, this forum contains a lot of knowledge of experienced pilots. Even if I have no good idea how to build your new scout or brawler, I have the possibility to ask my trusted unit members and my Nagelring Brigade friends. Additional to that I'm sure that even other visitors of this thread like to give you advices and build suggestions.

Talking about scouts and brawlers: the role is very important.
I have these roles in mind when I build a mech:
Light: Scout, Skirmisher, Harasser, Sniper, also "Capping mech" for conquest matches, maybe LRM support
Medium: Skirmisher, Flanker, Sniper, Long range support, brawler, LRM support (also on sight)
Heavy: Brawler, Flanker, Sniper, Long range support, LRM support (also on sight)
Assault: Juggernaut, Brawler, Sniper, Long range support, LRM support (also on sight)
That's only what came to my mind right now, feel free to add more roles or ask for something else.

Now enjoy this thread and I'm curious for the first customers. :)




Spoiler

Edited by Catalina Steiner, 03 September 2015 - 02:32 AM.


#2 Catalina Steiner

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Posted 02 September 2015 - 05:03 AM

Index for mech builds

HBK-4G (Catalina Steiner)
HBK-4G (Stefka Kerensky)

BLR-1G (Catalina Steiner)
BLR-1G (Stefka Kerensky)

ZEU-6S (Catalina Steiner)
ZEU-9S2 (Catalina Steiner)

AS7-S (Sarlic)
AS7-S (Catalina Steiner)




Which role for a Hellbringer?

Edited by Catalina Steiner, 09 October 2015 - 03:37 PM.


#3 Voivode

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Posted 02 September 2015 - 05:24 AM

GENERAL QUESTION

I'd be interested in your thoughts on "mixed" builds. The rule of thumb in MW:O is that specialists are more successful than generalists. My own experience running mixed builds is that they aren't particularly successful, but there are a few generalist builds that I've run to great effect. Is there a place, albeit a small one, for "mixed" builds in MW:O?

(Here's one of my generalist builds that I've found succeeded well enough to keep on the mech.)

Edited by Catalina Steiner, 02 September 2015 - 05:27 AM.
Added a category


#4 Catalina Steiner

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Posted 02 September 2015 - 05:40 AM

ANSWER

As this is a general question, it's hard to answer this in an appropriate way. As for me I like specialized builds but certainly you need to install backup weapons when running a LRM mech for example. Only LRM's are suicide most of the times.
I can also remember my JM6-A which is a LRM mech but with Large Laser, same as your Awesome. But I would not have installed the SRM's because I don't like too many different weapon systems in my mech. Sometimes it's needed (Atlas, Victor, Orion for example) but I really try to focus on two different weapons.

These are the reasons:
1) The quirks reward you for focussing on the buffed weaponry.
2) You don't need to have all the different ranges in mind.
3) You can use a small amount of mouse buttons and keys which is a big advantage especially for new mech pilots. Getting into a brawl and taking much damage makes them panic and then they will only press all the buttons and it won't have much effect.


I also remember my Enforcer with two UAC/5 and only a medium laser as backup weapon, my Dire Wolf with two LB20's and two LB5's or my Griffin with only six medium laser. If possible I try to install only one weapon system. And I rarely regret it. It makes you focus on the map, the enemy and your strategy, not your weaponry and you learn to use this weapon in a perfect way. This is even more true for light mechs.

My answer shall not be a general answer, just my opinion.

Edited by Catalina Steiner, 02 September 2015 - 05:45 AM.


#5 Voivode

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Posted 02 September 2015 - 05:51 AM

View PostCatalina Steiner, on 02 September 2015 - 05:40 AM, said:

But I would not have installed the SRM's because I don't like too many different weapon systems in my mech.


Yeah, that's what I've noticed most of the time. I like that build on the Awesome because the twin LL have good synergy with both the LRM15's and the SRM6's. By only using two LRM15's I can avoid ghost heat while still reaping the benefits of the quirks. It's also able to do decent damage at long, medium, and close ranges in a fairly seamless fashion. Most of my other generalist builds fell short of that one's performance.

EDIT: I had to grammar {Godwin's Law} myself.

Edited by Voivode, 02 September 2015 - 06:33 AM.


#6 Catalina Steiner

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Posted 02 September 2015 - 06:01 AM

By the way, this is my AWS-8R and I also try to avoid ghost heat. Either with the correct number of launchers or with chain fire that will save ammo and is more annoying to the enemy. I know about the AMS problem and some prefer not to use chain fire but I am playing LRM chain fire mechs with success.

AWS-8R

Edited by Catalina Steiner, 02 September 2015 - 06:13 AM.


#7 Sarlic

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Posted 02 September 2015 - 06:22 AM

Nice start. Keep going. I just have overhauled my guide. Still not done, takes hella of work. Lot more then expected.

Edited by Sarlic, 02 September 2015 - 06:23 AM.


#8 Ascaloth

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Posted 02 September 2015 - 06:35 AM

View PostVoivode, on 02 September 2015 - 05:24 AM, said:

GENERAL QUESTION

I'd be interested in your thoughts on "mixed" builds. The rule of thumb in MW:O is that specialists are more successful than generalists. My own experience running mixed builds is that they aren't particularly successful, but there are a few generalist builds that I've run to great effect. Is there a place, albeit a small one, for "mixed" builds in MW:O?

(Here's one of my generalist builds that I've found succeeded well enough to keep on the mech.)


Excuse me, many of my builds are mixed with good results, so i'd like to help answering this:

The determining factors of a successful mixed build depends on range, recycle times and behavior (for you and your target), also on how many weapon groups you are able to manage.

Mixed build to nullify weakness:
This consist in two or more weapon systems that complete each other weakness, like a King Crab with Dual Gaus + triple SRM 4. Good at range and still very good at close range engagements, but you have to keep in mind that you can't win a stare contest against specialized builds, unless you make full use of your weapons systems - in this case your optimal stare-contest engagement range is around 200-250m, enough to converge both Gauss and hit the SRMs.
Other example is the stock loadout for the Panther, mixing PPC with SRM, master of none, but without a real weakness to be exploited.

Mixed all around builds: This is hard to use because it requires intensive awareness, requiring to you keep searching for targets AND firing your weapons. Keep in mind that you almost never will have more than 2/3 of the firepower a specialized mech does, unless you work hard to fight in your optimal alpha-strike range.
This is an example of successful mixed loadout i currently use:
http://mwo.smurfy-ne...550b7fff5f2c4b3
Any range, no sight: Indirect fire with LRM-10 (Group 3) - Capacity of doing 10 damage/salvo.
Any range, on sight: Fire dual ER-LL (Group 2) plus LRM-10 - Capacity of doing 28 damage/salvo.
Short range: SRM-4 + Medium laser firing together (Group 1) and if heat allows the 2-ERLL too. - Capacity of doing up to 46 damage.
Doing a quick analysis, you see the damage scales as the enemy closes by, so the best behavior is to keep firing and keep trying to close in.

I took a look on your Awesome. Your optimal behavior is to pick targets on the open ground at some distance (around 500m) with the LRMs+Lasers, trying to closing in to finish them off with massive damage at ~250 meters (when you can alpha-strike for massive 73.8 points of damage). Much like the Thunderbolt i've posted above :)

So, yes, there is a place for mixed loadouts in this game, specially when a team lacks teamplay and you have to handle and endure every situation.

#9 Night Thastus

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Posted 02 September 2015 - 06:36 AM

[REQUEST]

Hello Catalina Stiener! Just as a forward, I wanted to thank you for making this. I think it's quite a nice thing you're doing here.

As for the request, I recently aquired a Battlemaster-1G.

I have attempted two builds:

http://mwo.smurfy-ne...2757190ea9be4eb (I consider it stock ++)

And:

http://mwo.smurfy-ne...74f8c899fb66364 (Gaussvomit)

Something I really, really care about on the Battlefeild is speed, especially in something like that. If I'm trapped in a situation where I can't manuver, I'm useless and will be focused as any pilot should on assault 'Mechs. I've considered an XL, but yet to try it. I'm not sure how well the BM handles them, or if it's worth the tradeoff.

My first build (Stock ++) is nice, and has many of the qualities I love, but the weapon grouping throws me off. I'm limited to 3 weapon groups with my setup (or a 4th if it is extremely rarely used) and thus I had to go with 1: LPL, 2: Mediums, 3: MG's and SRM-6.

That just made me find it difficult to use all my weapons effectively. I was so focused on just surviving that getting all of my weapons off and maximizing their usefullness was too difficult.

The second build (Gaussvomit) is OK, but I find the lower arm actuator to really throw my gauss aim off. It's not bad, I've gotten 700+ damage matches since I got it yesterday, but I think it's not a keeper. The range of the mediums is nice though.

So, any thoughts? Any new builds you would suggest, or modifications to an existing build? Suggestions for how to play the 1G?

Thanks for any and all help you can give Katrina!

EDIT: Note that I'm in college and will be off for quite some time. If I respond, it wont be for a few hours. Sorry about that.

EDIT: Were I running an XL Battlemaster, I think it would look like this: http://mwo.smurfy-ne...5d1e08142cbc22f (Though I have many builds I'd like to try)

A standard version of that build is here:
http://mwo.smurfy-ne...02372bc67f9e953

I've also considered Dual AC/5's with some mediums as backup, but I run into low tonnage. I could run an XL, or a small STD.

Edited by Night Thastus, 02 September 2015 - 07:03 AM.


#10 Torezu

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Posted 02 September 2015 - 07:21 AM

Question here as well. I recently picked up a Banshee (3M, but also bought a 3E to outfit with the proceeds from the event). I also like speed, and got an XL400 to use with it. So far, it seems like when I do die to ST loss, it's only because I'm in way over my head and my CT is almost gone as well.

Are big XLs on assault mechs an automatic no-no as I've heard so many people say, or are there exceptions to that "rule"?

#11 Voivode

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Posted 02 September 2015 - 07:34 AM

View PostTorezu, on 02 September 2015 - 07:21 AM, said:

Are big XLs on assault mechs an automatic no-no as I've heard so many people say, or are there exceptions to that "rule"?


I would say that there are some chassis that it's an absolute no-no on and others that can be flexible. I have a few Awesome's with XL engines and it works fine. Stalkers or Atlas' with XL engines die almost exclusively to side torso loss. King Crabs can go either way, the CT is certainly bigger than the ST's are but the ST's are big enough that you will experience more than a few deaths to ST loss. Banshee or Battlemaster with XL works alright, Victors tend to work best with standard engines. Highlanders I wouldn't do it myself. Never piloted a Zeus so I can't speak to it.

#12 Catalina Steiner

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Posted 02 September 2015 - 08:15 AM

ANSWER TO NIGHT THASTUS (BLR-1G)

Hm, first a request of a mech I don't own. But it's not a problem, I really love the Battlemaster. Maybe it's my most successful mech (the 1S is one of the most devastating LRM mechs I've ever seen, 1200+ damage done with it).


I. First checking some facts:

1. The weapon quirks
PPC Velocity: +20%, Energy Range: +10%, Laser Duration: -10%, Energy Heat Generation: -10%
Medium Laser Range: +10%, Medium Laser Duration: -10%, Medium Laser Heat Generation: -10%

Ballistic Range: +12.5%, Ballistic cooldown: +12.5%

Sure thing, the 1G needs medium laser... and something else but certainly medium laser.
Range: +20%, Laser Duration: -20%, Heat Generation: -20% altogether.


2. Engine
I checked Tahribators pleadings about the weaknesses of the Battlemaster, based on the thread of Tamerlin and the mech hitboxes. The Battlemaster is XL friendly as the CT is taking the most damage.
mech-weak-spots-guide/
hitbox-localization/
I checked my three Battlemasters and I used one XL engine (in my beloved LRM boat) and the two others own standard engines. I remembered the reasons for it. My 1D is a pure brawler and I don't like XL engines in brawlers and the 3S had enough free tonnage to choose a standard engine.
If you have enough weaponry to install, I would suggest a XL engine. The Battlemaster is able to deal with it.

If you go with a XL engine, I would suggest a size of 360+. This gives you a great speed on the battlefield.

3. Hardpoints
7 energy hardpoints, 2 ballistic hardpoints, 1 missile hardpoint.
Seems to be a nice laser boat with some ballistic long-range-support or a brutal autocannon brawler with lots of medium laser.
I love missiles but I don't like one missile hardpoint. I usually don't use it.

4. Upgrades
You already upgraded your mech with Double Heatsinks and Endo-Steel Structure and that's what I also suggest to other readers of this post. Artemis is optional.



II. Watching your builds

Your first build has four different weapon systems, nearly all with different ranges and some with ammo, some without ammo.
As you said, the number of weapon systems (and the types) are the problem, I cannot imagine to have a nice match with this mech.

Your second build looks even better. Only Gauss and medium laser. That's a build I would also suggest for others.
As for me, I don't like Gauss much and additional to that I only use Gauss or PPC if it really pays off - what means if there are two plus hardpoints to install that weaponry. I don't use just one Gauss or one PCC. I use at least two or even more. When I hit something, it shall be badly damaged or destroyed.

I like your third build but it seems to be too hot, even with the good heat management you installed. And it doesn't exploit the quirks, none of them. Same is true for the fourth build.



III. My suggestions

I would build this brutal autocannon brawler with two AC/5's and seven medium laser as secondary weapon system. You are using every quirk except the PPC velocity.
Your have a very fast engine (XL395) and nearly all hardpoints are used. The tonnage is used completely and there are only two free slots left. You have maximum armor where you need it, only the legs have less armor but I tried it countless times, the Battlemaster is legged very rarely. You have enough ammo for your two autocannons. You don't need any equipment but as many heat sinks as you can get. And last but not least you have range with this autocannons.
Try to install also the AC/5 modules (range and cooldown) or at least AC/5 cooldown and ML cooldown.
I would also suggest Radar deprivation.

BLR-1G

If you want to use another smaller engine (maybe you own this XL385) you will have slot problems if you want to add more heat sinks instead. I would suggest a smaller standard engine in this case or you can also think of downgrading your Battlemaster to Single Heatsinks, use an even smaller XL engine and put in lots of Single Heat Sinks. There are some "SHS boats" out there with a great heat management but this is really nearly a troll build.

Or you are using the two free slots for AMS if you don't own Radar Deprivation. Only 0,5 tons left and I increased the armor of the legs.

BLR-1G with AMS

If you have a special wish with using a given engine, let me know and I will build it again.

Edited by Catalina Steiner, 03 September 2015 - 02:21 AM.


#13 Night Thastus

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Posted 02 September 2015 - 10:20 AM

Thank you so much Catalina! Very informative reply! Thanks for going in-depth, considering hitboxes, quirks, your personal experience and more. It's everything I could have asked for in a reply.

I like your suggestion quite a bit, though I might strip 1 ton of AC/5 ammo for an additional heatsink, so all slots are used. If I find myself running out of ammo, I'll reconsider, but I think 3 tons for 2x AC/5's should be more than enough. As well, while I normally strip the legs myself, if the tonnage works out, I'll keep them maxed. By swapping to a 390 (only a very tiny decrease in speed) I can get maxed legs.

The modified version I'll likely run will be this:
http://mwo.smurfy-ne...7a747174d952c30

I appreciate the help! I'll likely be back in the coming days for other stuff! I've got 46 'Mechs, and a couple of them need work for certain.

EDIT: Just realized something. I likely wont get to use this build anytime soon. I'm fresh out of c-bills, spent them all buying the 'Mech.

It'll be a month or so before I can afford it. Once I do, I'm sure it'll be epic and I'll let you know how it goes.

Edited by Night Thastus, 02 September 2015 - 10:31 AM.


#14 Catalina Steiner

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Posted 02 September 2015 - 10:40 AM

Your new build looks nice. I'm glad you did improve it for your needs.
And I'm happy to help, now and in the future.
Thanks for the kind words... I appreciate it.

Now have fun and kill 'em all. :)

#15 Night Thastus

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Posted 02 September 2015 - 01:32 PM

[REQUEST]

Hey again!

I'm also looking for an Atlas build.

I own the AS7-S Atlas. The loyalty one.

Current builds I've tried:

http://mwo.smurfy-ne...d244883445dca29

It's super-brawly and has a great alpha-strike but is extremely hot and far too short range. If I DO manage to close range and not get focused to death by the time I slowly crawl up to the target, I can generally wreck face with it.


http://mwo.smurfy-ne...e5d4b4e034809ef

This build is my attempt at decent range and speed. However, it just feels underwhelming. If this was on a heavy, perhaps, but the lack of mobility just makes poking a pointless task.


http://mwo.smurfy-ne...80301743249fc02

This build has more speed, and LRMs, but I feel dirty... taking LRMs in an Atlas. I understand that you like LRMs, but I feel like I'm not doing my job in them, which is to take punches for the team.

I've run a few dozen more builds, but they're not worth mentioning here. Something important to note is that I *need* at least some range. Doesn't need to be fantastic, but if all my weapons are locked at 270m, I'm gonna be useless in as slow and focused a 'Mech as the atlas.

So, any thoughts? Out of all the loyalty 'Mechs, this is the only one I can't seem to get working OK.

EDIT: Made a couple spelling changes + some clarifications.

EDIT 2: Forgot to put "Request" at the top. Fixed.

Edited by Night Thastus, 02 September 2015 - 03:46 PM.


#16 Sarlic

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Posted 02 September 2015 - 11:20 PM

QUESTION
Spoiler


ANSWER TO NIGHT THASTUS:
Hi Night Thastus!

Catalina asked me to answer your question about the Atlas. Thanks Catalina!

The Atlas S is most used for brawl setups. Although the S can also be used as a multi weapon platform. I recommend to use it as a brawler.

A mix up is do-able but it's harder to build and perhaps even to manage for some people. You have to drop for example the AC/20 because it takes up too much space and slots to put bigger, better lasers in it and for being a generalist you (to carry for example LRM) you have to take extra slots for ammo and it takes up space and critical slots very fast.
Artemis or not to artemis. It really depends on the build. I personally don't go for Artemis but for more ammo. But this is just personal.

The reason why most people are going full brawler is that the Atlas S has just like the D-DC massive alpha potentional which can shred, melt and destroy components as no man before.
Getting in range -i agree- is the interesting and hardest part.
For what it matters: i l mostly play as a Generalist as well. But i like Brawling too!
  • Your first build is not bad, but as you have pointed out i would not recommend go all in with LRMs. Other mechs for less tonnage can do the same job, if not even better. Unfortunately most people tend to go all in with LRMs which people often find a waste of a 100 ton. I personally prefer a mix and match. The only variant i can think of going full in is with a Atlas K with a LRM 15 or 20.
  • The second one has decent cooling and firepower, but the gauss rifle is very risky and it requires good positioning in order to use it. You have to exposxe atleast 50% if not 100% with your 3 large lasers setup to even fire at your target. Another thing to note is that you aren't using the missile slots which makes the S a very decent. Which is kinda a wasted potential.
I have tried to divide up the Atlas S and use one side for a medium tickle on long range and the remaining side for a short massive punch. But that one is extremely hard to play because you have to gain -any cover is good cover- before your CT/ST is breached by the current 'meta' long range fire.
  • Third one is a good one. However i would optimize it a little more. I have been looking at metamechs and there's a build which is still decent. It's a brawl setup and you do sacrifice some hardpoints and armor but combined it's a beast.

http://mwo.smurfy-ne...9c789c7a21b7589

http://mwo.smurfy-ne...bb32bddfc481eb2





The build
If you insist using LRMs for the longer distance then i would advice to keep it with 1 rack and fill in the rest with SRMs. LRM 10 is a little bit on the weak side, however LRM 15 is just on the sweet spot. LRM 20 takes up too much space and slots.

Use the large lasers to strip armor and when you- or the enemy gets closer use the SRMs to strip even more and finally use your LBX shotgun to critc. the internal opened up components.

http://mwo.smurfy-ne...1ef7f3c8074c4e3

There's a other build i would like to point out:
http://mwo.smurfy-ne...fd456cf6643fb30

This one has less cooling. Not sure how this build goes. But you have to peek and shoot with one side of the chassis and upon closer range use your other half. I know it's a brainfart, but sometimes i just like to divide the chassis up and get less exposure times under cover.

In this one you have to get cover at all times. Group the AC10 up with your LPL and fire away. Peek, shoot and go in cover. Repeat under the enemy comes closer or your arm / ST gets cored out.

I know it's easier said then done. Both builds requires some time to adapt and learn.

I hope this helps answering your question, it's a though one for sure!

Good luck and i hope i helped you out a bit making your choices.

Happy Atlas'ing!

Edited by Sarlic, 02 September 2015 - 11:25 PM.


#17 Nightshade24

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Posted 03 September 2015 - 01:12 AM

[SUGGESTION] (for the OP).

Add LRM boats for lights for the role list above and/or playstyle (can be done 'seriously' in jenner, raven, adder, kitfox. and 'skillfully' (or jockingly) in locust, commando, mist lynx, and arctic cheetah).

Add "Juggernaut" role for assaults (this is the guys less focused on back up weapons for range and much more in close range firepower- the kings of it and much more slower to be a proper brawler ie the common atlas, kingcrab, etc).

Add "Sniper" for lights as they occur there too (famously in the adder, kitfox, raven, panther, etc

[BUILD]

Hello, Resistance II is on the horizon and I got most builds planned for it already in my mind.

MAL-1R and MAL-MX90 in my mind is already done.

But the MAL-1P and MAL-2P are concerning.
I thought earlier that the 1P would be a stock+ like design with the 4 x AC 2, 2 x PPC, and a pair of LRM launchers (I may ugprade it depending on how XL friendly the thing is and/or endo steel would work.). But the problem is originally for the other mauler- the MAL-2P I wanted to do something along the lines of a thug or hatamoto chi with duel SRM 6, duel UAC 5 (or LBX 10), 2 PPC's, but then I realised it would not get the PPC quirks the 1P would probably get and thus may be a waste to have PPC's and so an alternate design occured in my head along the lines of 2 large lasers, 4 medium lasers.

Should I keep with my plans for stock+ for the MAL-1P and the 2P going with lasers. or should I do my 2P's original design on the 1P and do something else on the 2P.


Also do you think the quad LBX 10 mauler is worth using?

#18 Catalina Steiner

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Posted 03 September 2015 - 02:18 AM

ANSWER TO NIGHT THASTUS (AS7-S)

I appreciate your faith in me. *chuckles*
The Atlas S is a mech I own but nonetheless I asked Sarlic to answer your request. It's obvious that he is the specialist for this chassis. When mastering this chassis I remember that I felt this is a problematic chassis for me to build. So I wanted to make sure you get the best answer possible.
Related to the hardpoints, the Atlas is this kind of all-rounder I don't like because it's hard to decide which mixture of weaponry I should install.



I. First checking some facts:

1. The weapon quirks

AC/20 Velocity: +7.5 %
Ballistic Velocity: +7.5 %
Missile Cooldown: +10 %
Laser Duration: -10%
Energy Cooldown: +10%

Also the quirks are general. It's really up to the pilot to install whatever he/she wants.
AC/20 velocity is nice but it is really worth installing it? Sarlic also had his concerns.


2. Engine
I don't need to check any references. Don't install a Xl-engine in your Atlas. Never.
Fast Atlai are the trend if you ask me. Size of 300 is too slow for such a monster. And there is a lot of tonnage to choose a bigger one.


3. Hardpoints
4 energy hardpoints, 1 ballistic hardpoint, 4 missile hardpoints.

An Atlas with that much missile hardpoints but also a mech that is useless as LRM support (even I have to admit that). I rebuilt the Atlai of a friend of mine in the past and I threw the LRM's out of it. It's a juggernaut (thanks for this term, Nightshade24).

4. Upgrades
I want to suggest Double Heatsinks. Endo-steel structure is optional because with this much tonnage you might need every free slot (depends on the weapons and equipment).



II. Watching your builds

Your first build is a nice short range brawler. I would also drive this one but the engine is unacceptable for me. I don't want to be killed when still walking to the front.

Your second build: Only two weapon systems, bigger engine. This is a good build.
I wouldn't choose a Gauss Rifle for the Atlas (because of height of the hardpoints and the quirks and its role as juggernaut) but this looks like a nice build to me.

Build three and four: As I said before (and many others I guess) the Atlas is no LRM carrier. He belongs at the front line. Too heavy, too much armor to waste, too slow. At least in my opinion. I would also not mount the LBX because of the ballistic quirks.



III. My suggestions

I would go with SRM6's, an AC/20 and some medium laser. A mixture of what Sarlic and you already did, especially Sarlic's second build. Upgrade to Artemis when you install SRM6's. Choose the biggerst engine you can get or you can afford, even if you have to go without a fourth SRM launcher. But I really like Sarlic's second build. It's a build without flaws.


And I want to show you my own build.

AS7-S

I have had the same problems with this mech and I abdicated the autocannon. Big engine, strong laser (even if I don't have much range) and a painful SRM strike. That's my own way to deal with this variant.
I would change the build now like putting the two DHS's from the side torso in both arms to minimize the crit chance for the large pulse laser.

I checked my stats and I was surprised. It has the best Kill/Death ratio of all my Atlai.

Edited by Catalina Steiner, 03 September 2015 - 02:25 AM.


#19 Catalina Steiner

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Posted 03 September 2015 - 02:45 AM

ANSWER TO NIGHTSHADE24 [SUGGESTION]

I added the roles in my OP and thanks a lot. It was a useful and needed addition.


ANSWER TO NIGHTSHADE24 [BUILD]

I also like this kind of... planning and constructing in my head even without Smurfys help. But it's really hard to discuss the Mauler builds. As you said, we don't know about true height of hardpoints, the XL problem and much other variables.
I would suggest to wait for the release and... I won't own one, so I will need the help of other engineers.

But I cannot wait for the Mauler, it will be a great mech for me like the Zeus in the last package. I also like the Highlander (as the first 90 ton mech).

The hardpoints show another generalist like the Atlas, the Victor or the Orion for example. Nearly balanced number of all three hardpoint types. So the quirks will become interesting once again.

I will use the 1R, the 1P and the 2P as missile boats with laser backup weaponry. Or I try the MX90 with six(!!!) ballistic hardpoints. Sounds mean...

Edited by Catalina Steiner, 03 September 2015 - 02:46 AM.


#20 Nightshade24

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Posted 03 September 2015 - 03:22 AM

No worries. I often create builds in my head and assume for the best. For instance on the wolfhound thread I already got the builds down to the last ton on all 4 of my wolfhounds using the Ember as a base to see the 'worst' case situation if there is no quirks (because smurfy does no quirks in the stats) which can be found here if you are curious http://mwomercs.com/...ost__p__4515395

I did a few template builds on existing mechs atm and already planed a 6 AC 2 build (depends if XL friendly or not, if XL it may go very very fast and be cold or slow and steady may even be able to have 2 UAC 5's and 4 AC 2's maybe)

if you want since I own all 4 we can go to a private battle and you can investigate the mauler and I will be willing to do builds that you want on one or two of them for tests and reference as well as give you ideas on how I think the feels with certain weapons on it.

It will be quite a long time since you will use the mauler yourself with C-bills so I think I could help out ^^





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