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Centurion Cn9-Al Build Tips Wanted


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#21 TitanSeraph

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Posted 13 December 2012 - 07:12 AM

I run mine with 3x MPLs, 1x SSTRK2 and 1 ERPPC. With the structure and armor upgrade, no AMS and almost max armor (beside legs) with good ammounts of heatsinks, this mech is a beast.
At long range, the ERPPC will cause with this layout about 1/3rd of heat while allowing decent damage, kill assists, etc. The 3 MPLs are fairly dangerous and with this layout, you can keep firing these three weapons for an extended ammount of time before going heat critical, and, if needed, you can use the strk2 and erppc for extra punch.

This mech is an excellent money grinder. I usually come out with 300-550 damage a round, almost always with a victory. The mech is an excellent support and for team players.

In my opinion, the CN9-AL is heavily under-rated. But again, to each his own. I've had far more success with this build than I've had with a K2, hunchie or even an awesome. I've been considering to run a new centurion with 2mpls, ac10 and perhaps a sstrk2.

My main advice with the centurion is this: Don't rambo. The mech can take quite a punch while delivering a good punch, and with a present engine speed of ~69-ish kmh speed, the mech is possibly the most adaptable mech available in MWO, at least until the Trebuchet comes up

Edited by TitanSeraph, 13 December 2012 - 07:13 AM.


#22 ReissTC

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Posted 13 December 2012 - 07:23 AM

Love the CN9-AL, so much fun to use.

I've been running mine with this:

XL260 engine
3x Large Laser (2 on arm, 1 in CT)
LRM10 (1 ton ammo + case)
Endo-steel
DHS (4 placed around the mech)
Standard armour (288 points/9 tons)

Left arm has hardly any armour, contains a heatsink. Is pretty good for heat efficiency (around 1.1). I run the arm lasers on a seperate group to the CT laser, and is pretty much heat neutral when only firing two lasers. In any case, I also have a seperate weapon group on the arm lasers to use chain fire, allowing me to easily switched between a DPS-style with easy heat management and a fair (27 points) alpha strike. LRMs for a bit of extra range, only a support weapon.

Designed around the range of the large lasers, so 450m is about the best range for it. Speed is nice (bit over 80km/h). Decent armour but the wide torso does sort of prevent it from getting too close; generally, if it can't outgun it, it can outrun it. Usually I use it to hover around heavier mechs on my team and add some extra firepower with the alrge lasers and missiles, though its speed also means it can also act as a 'fire support' to light mechs, and can help keep it out of brawls.

Have tried replacing the CT laser with the ER variant, so far seems to work out (at 675m the two arm lasers are doing half as much damage... equal to the single ER laser), doesn't seem to run too hot even with that. Might remove CASE and move the ammo to the leg, which never seem to be shot. Put a little more armour on. Can work a bit of a zombie if you twist the torso about a lot, since the CT laser is still a decent damage dealer.

Usually end up with around 700-800 damage with the thing.

Edited by ReissTC, 13 December 2012 - 07:24 AM.


#23 TitanSeraph

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Posted 13 December 2012 - 07:26 AM

Just remembered:
On the dragon, the centurion and the awesome, the weaponless arm is actually very useful if used as a shield.
Use ctrl key for free view, and use the shield as a shield. Your armor rating has potentially (if you use it correctly) been increased by at least 50%

#24 kanabo melkan

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Posted 25 January 2013 - 08:30 AM

From the looks of it, you've already got a bunch of solid advice on how best to build a CN9-AL, but I figure I ought to throw my build in. Let me know what you think on it.

Engine: STD Engine 260
Armor: Stock amounts, Ferro-Fibrous.
Heat sinks: 13 Dbl. Heat Sinks
Equipment: Beagle Active Probe, AMS with 2 tons ammo and CASE.
Weapons: 1 PPC, 2 Med. Pulse Lasers.

The main downside I've found in using this is that it overheats fast. I've tried removing the Beagle and one of the tons of AMS ammo to slot in another DHS, but I've found it's not really worth it.

The pluses to this is that you don't have to running out of ammo for anything really (2 tons of AMS ammo is more than enough to last you an entire match), though it does become a problem when the shoulder is crippled and you lose both your AMS and the PPC. The CASE keeps you alive (kinda) when it goes too, so you don't have to worry about being cored when it goes boom.

As a heavy scout/scout hunter/assault support, it's a great loadout, but you have to be careful since enemy mechs will more than happily target the little medium mech with the PPC. It's also great for killing anything bigger than a light mech, since they're (generally) slow enough for the PPC to hit almost every time and shear off a fair amount of armor. The MPLs are also great for doing a fair amount of damage to a light mech, provided you can aim properly and it's far enough away that the torso twist can keep up with it's running around.

#25 Phoenix 1

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Posted 25 January 2013 - 10:29 AM

Lot's of good advice and builds on this thread. The Centurion being one of my favorite mechs, it is great reading advice from fellow pilots.

I am working on the 3 Variants Master lvl (A, AL, & D) and I find that piloting the AL is a different mindset with the arm Energy mounts.

My build:

250 Std engine
2x Large Laser - Arm
2x Med Laser - CT
2x SRM4s - LT
Endo-steel
12 DHS
Standard armour (it's around 300)

In saving up for the 250std eng, I used the 225 std. It ended up being a great step up from the 200, and to learn how to use the Centurion. You also have a little more room for the AMS.

I use the Large Lasers as much as possible at range. With both lasers in the arm, the beam looks like one laser. Some cases, your opponents will misjudge the damage until too late :angry: .
I found that using the SRMs with the MLs in close "run-bys" work well. The srm4s don't have the huge punch as the srm6s, but you should be using them on mechs you have already softened up, attrition, and they hit harder than a AC20. Not as much heat either. The slight delay in the SRM fire will hit many times in the center as you pass by on their left. Close to cockpit level on Hvy mechs. Constant movement is your best armor. Alphas can heat fast so use in wise ways.

Edited by Phoenix 1, 25 January 2013 - 10:31 AM.


#26 Empyrus

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Posted 25 January 2013 - 10:35 AM

My build, which seems to be pretty effective:

2xLL in right arm, 1xML in center torso, 2xSRM4 in left torso (and 1 ton of ammo in one leg).
Endo-steel, 13 double heat sinks (10 in engine), Standard 250 engine, ferro fibrous armor (as much you can put, distribute as you wish but right arm, right torso and center torso (front) are the most important locations). This uses all the space though.
Couple with all basic effiencies, the design is quite powerful. The medium laser is a back-up weapon, and extra punch when you need it. You can trade it for extra SRM ammo, if you use them a lot.

My build seems to be very similar to Phoenix1's BUT i really need that additional heatsink, i'm rather aggressive with this.

#27 Selfish

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Posted 25 January 2013 - 11:38 AM

I prefer the CN9-A for the classic AC/10, but the AL is a very solid damage support mech. I run:

2x LLas (r. Arm)
2x Mlas (CT)
2x SRM6 (2 ton)
STD 250
DHS
FF

Can sit at range and pick at people before the fight really starts.

#28 Aeolus Drift

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Posted 04 October 2013 - 01:55 PM

My build is more of a modification of the stock build, but it has gotten me through many battles.
-2 head armor,
(STD 200) stock engine
16x DHS
1x ER LARGE LASER (RA)
1x Medium Laser (RA)
2x MPL (CT)
1xLRM10(LT)
2 tons of LRM ammo(LT).
1x Case (LT)
Endo Steel Structure.

crit slots remaining zero.
Weapons Grouping:
1. 1x ERLL
2. 2x MPL
3. 1x LRM10
4. 1x ML
Tips: Standard Centurion survival tactics still apply. However it is critical for you to be open minded with this machine, play adaptively. Your greatest asset is that you can engage at almost any range, but don't think you will defeat specialist on their terms. You are not the master of the battlefield, rather you are like the water rushing against the riverbed, eroding the land and shaping the currents flow grain by grain. If the opponent expands his offensive, you must contract and force him to advance. when he begins to contract and retreat, expand. When there is an opportunity to weaken the opponent, don't hesitate, seize the moment. Oh and don't lone wolf with this build. This build was designed to exemplify the centurions primary role (escort). protect your allies from lights, aid in taking down key targets, and stack your offense accordingly as the range of engagement adjust. One last thing to note is that with proper firing discipline this mech has extreme longevity in combat. With 16 DHS, you can keep your lasers firing for a sizable amount of time, and during this time you can actually unleash a surprising amount of damage before you shutdown. If your target is distracted or underestimates your mech's stamina, they will be in a world of hurt.

#29 NRP

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Posted 05 October 2013 - 12:32 PM

XL275
2 PPCs
2 MLs

It's an energy version of the YLW. Call it an "eWang" if you like.





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