This generally means 3+ matches per build, but some I've shelved due to performance problems (or the opposite) pretty much immediately as the issues, be they pro or con, are immediately obvious.
First:
Mixed builds work great
However, and this applies to all builds, you can't expect to mix high DPS *and* high burst. For example, 2LPL+2CUAC10 is simply impractical. 2CUAC10 is fantastic on other builds, but the spacing it requires means a pure 2LPL+2CUAC10 build doesn't work right (Yes, Gas, you're totally right here). However, on these mechs, such as the IIC mechs (which I love so dearly) there are many great options.
Dialing back the DPS on the ON1-IIC-C, for example, with twin LBX10's, allows 2xLBX10 and 2xLPL to shine. You don't have the dakka, but you get more twisting time in. I love CUAC10's, but two of them in particular tend to pair best with either infrequently fired weapons or lower-draw weapons.
In particular, I found a mixture of spread+pinpoint to be fairly optimal in most situations. This, because you can bring up your damage output via spread (with the attendant disadvantages) while getting a solid pinpoint hit. I'll mention it again in a bit, but LBX's have a very valuable role in this system.
Pure laser builds are less effective than Live, but still effective
It depends on the mech and build. You've got to spread your fire because of ED limits, and both sets are adding burn times. However, it's really easy to use them, and it gives you a very well defined combat envelope. With that said, if you've got the tonnage or hardpoints, mixing lasers with ballistics or missiles tends to reward more in many cases. Assaults in particular allow cooler ballistics+heavy lasers very well, and heavies and mediums can rock missiles+lasers nicely.
LBX Autocannons don't suck! (even the IS flavour!)
I can't believe I'm saying it, but they don't. The 0.75:1 draw ratio allows you to bring a lot more LBX to the table, so you can utilize multi-ballistic heavier mechs *and* heavy lasers/srms very effectively. The lower ED makes them very competitive options for builds with other heavy weaponry.
Boated IS Larges vs. Clan builds
4 IS Larges work very well, fired in pairs, and if possible coupled with a gauss for more damage w/o the heat. Clans don't have a direct competitor, but have many great options. 4 ERML (the classic IS v. Clan laser argument) is 4 tons, 28 damage, and 24 heat over a similar range band and beam duration vs. 36 damage and 28 heat, but (generally) needing to fire in pairs. Clans have less damage done per heat, but then they're doing it with less than the weight of 1 LL. That is, of course, before quirks. I imagine a 4LL+Gauss Marauder would be a beast.
Builds tested under PTS2:
KDK-1, Gauss, 2xLPL, 4xERML, XL375
Enormously effective, netting me 2+ kills in each match I ran it in. Fire/twist/fire/twist/fire/twist, popping in a gauss shot ever couple erml/lpl rotations.
Warm, but very easy to avoid ED penalties, still able to maintain good offense when heatcapped (gauss+lpl). No problem at all, very hitty build.
KDK-SB, LBX20, 2xERML, 4xASRM6, MASC, XL400
Brutal. Simply brutal. The 15 draw LBX20 and very reasonable SRM6's allow cool-as-a-cucumber combat. You don't alpha both together unless you want a kill right then, but fire one then the other while twisting past (never stopping twisting) and you deliver crushing damage with easy-peasy heat management. Felt OP.
AS7-DDC, 2LBX10, 3SRM4, STD350
Felt stronger than the SB, but obviously not as fast. Quirks lead to awesome twist, though, so fine. Same logic as the SB, but much higher LBX damage vs. lower SRM damage; structural quirks and more spread fire made me feel indestructible.
EBJ, 3LPL, 3SRM4 (Lies; only two matches. 3 LPL is a bit too hot at once, and firing 2+1 is impractical)
Decent. 3LPL is risky; required splitting sometimes for heat management (one group of all three, another group of just the two high shoulder mounts). I think 3LPL is a bit too much, really - I'd either run 2 with more SRM's or 4 and fire 2+2.
SHC, 3ERLL, ECM
Definitely a possibility. You can only fire 3 ERLL from range, though, as it spikes about 50% heat. Firing 2+1 is fine, though. Not a build for me, but I don't do the "2ERLL Light" thing at all either. I'm a terrible laser sniper; don't make good use of it's mobility at all.
TBR, 3MG, 4SRM4, 4MPL
4MPL is fine. The +2 heat from 32 draw firing 4 is inconsequential. The build is basically heat neutral firing just the SRM's and the MG's, so you've got 3x4MPL+4SRM4 until heatcap prevents further MPL firing. That's 128 MPL damage and 128SRM damage before heatcap (ignoring the MG's entirely) before heatcap then constant SRM4's off cooldown. Not bad; definitely usable.
- After more matches; I'm really loving brawling in the PTS. It's a ton of fun.
WHK, 3LRM15, 5MPL
Firing alternate arms is easy, as timing wise you're just firing the second arm as the first arm finishes it's beam. 0.7s -> 14 energy, arms are 16 or 24E, so that works fine. LRM15's chained are cool as a cucumber, and while 3x15 does trip the heat penalty, it's by such a little bit that it makes no difference at all. I only chain them when already very hot, but I didn't find myself ever getting that hot.
KDK-3, 4LBX10 - only one match, for obvious reasons.
Well, nothing to say. This cannot trip ED, so it performs exactly as you'd expect it would. Better than it does on live, relatively, because it can DPS fairly well and not face huge alphas, but still basically exactly as you'd expect.
KDK-3, 2 UAC10, 2 UAC5, XL375
Still enormously effective, but heavily nerfed from live. If you fire the 10's, then the 5's, back and forth, you can make it work with doubletapping, but if you alpha all four autocannons you're generating 2 ghost heat out the gate (6 each from the UAC5's). Doubletapping gets you to 22 (-10 for 0.5s) then another 32 puts you to 54, spiking 24 extra heat.
The builds works, and remains very dangerous for dakka, but if you push it hard (and you can certainly choose to) you'll heatcap then overheat very rapidly. Still, careful fire control (well, I just bound the 10's to LMB and the 5's to RMB, then hit one then the other) allows very high DPS. But, solidly nerfed from live.
I'm not even going to try 4xCUAC10; there's no way that's working out well. You wouldn't be able to really utilize the potential. 2xCUAC10 and 2xLBX10 would be a viable option, though it's still a 35 draw alpha.
KDK-2, 4xLPL, 2xERSL, XL375
Initial testing: Quad LPL is certainly doable, but not a very good build vs. mixed builds. DPS is too low in comparison, and while you can alpha (even just the LPL's, ofc), it's not that impressive an alpha for a lot of heat. Going to leave this for now, because I don't feel 4 LPL's on a mech that can mount so much more firepower is a good build, and it's definitely not a fun one. Certainly no advantage vs. mixed builds like my KDK-1 above.
EBJ, UAC5, UAC2, 3ERML, SRM6
Testing hard mixed builds WITH DPS autocannons, trying to appease Navid A1. In this instance, we've got constant UAC5+2 fire+3ERML, with the SRM6 thrown in when the mood suits. Not a terribly great build (which is obvious) as the SRM6 is pretty much silly; a second UAC5 would probably be better, but the UAC2 is hotter so I decided to bring that along to have a higher Autocannon DPS heat/draw component. Very cool build, though, so I'm kind of at a loss; still easy to avoid tripping Energy Draw.
ON1-IIC-C, 2LPL, 2CUAC10
I saw Gas in this. My build's a bit different, but I'll toss this in to give it a go, and see what the noise is all about. Gas is right in his assessment here; you're basically unable to use both in most circumstances. That said, firing both is essentially a 66pt alpha, so that's that. Only one drop with it, and I'll leave it there: He's right, the build just doesn't work well, as you can simply choose to doubletap the UAC making the twin LPL's useless. With that said, I can think of a great many ways to improve the build under ED, so I'll go that way now.
TBR, 2 LPL, 4 ERML
Exactly what you'd expect. Works great. Pulling high damage in games (streamed by Sean Lang, so evidence exists). I do not find it more effective than lasers+missiles or lasers+ballistics (or even ballistics+missiles) but equally viable. It's good to see that pure laser builds are entirely workable.
MDD, 5LRM5, LRM10, 5ERSL
This is one of my favourite mechs on live. There's the inconsistency from LRM's, but it's a badass brawler that's heat neutral with either LRM or ERSL, and still moderately cool with the works going. It's a monster held around 200-220m, ideally in a mixed scrum where LRM's can be fired over friendly mechs and you can limit exposure of side torsos. Better than on Live. The LRM35 can be chain or group fired without overdrawing. If you're actively group firing the LRM35, then you need to fire arms of lasers separately however. If you are chainfiring the lurms, then you can group all 5 lasers without ever being able to overdraw. It *IS* possible to overdraw, but only if you alpha everything, or fire all 5 lasers very quickly after all 35 tubes. Quite strong; though of course still limited by LRM "reliability".
STK-M, 4LL, Gauss, STD300
Very strong. I suspect this will be a favourite of many IS players, particularly laser/gauss folks. Limited, however, in that you CAN alpha the 4 LL's, but generally won't want to, and the Gauss while very effective features that killer-long cooldown so has to be used very carefully up close. I found you can effectively fire the gauss with a pair of LL's by starting the beams, then firing the Gauss mid beam, without spiking ED. So, fire a pair+gauss, then the other pair.
DWF-B, 4MPL, 2ASRM6, 2LBX20
I was looking for a Direwolf build that the KDK couldn't effectively mirror but be better at just because the KDK is so much better than the
This has the downside of being a slow brawling assault, with all that entails. You need to be able to get close without being beaten to bits at range. Fortunately, ranged alphas are severely curtailed and can be spread easily, so there's that. Success here though is dependant on all the factors that normally apply with a slow, short ranged brawler. With that said, once you get close? Twist, LBX40(30E), twist, SRM12(18E), twist, MPL(32E); it can do this all day without heat ever being an issue, even though you do spike overdraw a tiny bit on the 4MPL's. As it's a pretty cool build in practice, you're able to wade in spread; then tighten up your firing when you can put someone down. If things are harsher, and you're taking more fire, then forgoing the MPL's is worth it - it's 32 pinpoint damage, and only 0.7s, but sometimes it's better to keep twisting instead.
I'd try ranged DWF builds, but it's taken me most of the day to get my 3 drops with this in.
Is it spectacular? No
Edited by Wintersdark, 24 August 2016 - 11:09 AM.