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Heavy Trial `mech Builds


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#301 FriscoeHotsauce

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Posted 13 March 2013 - 10:52 PM

Cataphract CTF-2X "The Pain Bringer"
Tonnage: 70
Engine: STD
Rating: 280
Max Engine Rating: 340
Armor: 430/434
Type: Standard
Head: 18
Left Arm: 44
Left Torso: 40/20
Center Torso: 62/26
Right Torso: 40/20
Right Arm: 44
Left Leg: 58
Right Leg: 58
Weapons & Equipment:
Head: N/A
Left Arm: 1x SRM4, 1x SRM6
Left Torso: 1x Med Laser, 1x AC/20 ammo, 2x SRM ammo, 2x Double Heat Sink
Center Torso: 1x STD 280 Engine (1/1 Heat sinks)
Right Torso: 1x AC/20, 1x Med Laser, 1x AC/20 Ammo
Right Arm: 1x Med Laser
Left Leg: N/A
Right Leg: N/A
Hardpoints:
Left Arm: 2 Missile
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy, 1 Ballistic
Right Arm: 1 Energy
Internal Structure: Endo-Steel
Heat Sinks: Double Heat Sinks
ECM Capable?: No
Max Jump Jets: 0

Summary: Every weapon in this 'Mech is rated most effective at 270M, resulting in an extremely powerful alpha strike at close range. The maximum range of the AC/20 and Medium Lasers makes it effective at 400M or so as well. It is an extremely effective "brawler" "Mech, and can toe it with the best assault 'Mechs out there given it's superior maneuverability. The lack of an XL engine allows the "The Pain Bringer" to continue to deal damage with it's AC/20 or 10 SRMS depending on which side of the 'Mech is crippled. Overall, it's a specialized mid-range combat 'Mech, and I believe specialization has been lacking in the Trial 'Mech area. This is hands-down my favorite 'Mech so far, and I've experimented with a lot of different chassis' and specializations.

Edited by Flavious59, 13 March 2013 - 10:59 PM.


#302 Fiona Marshe

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Posted 13 March 2013 - 10:57 PM

Catapult CPLT-C4 "FireBee"
Tonnage: 65
Engine: XL
Rating: 265
Max Engine Rating: 315
Armor: 352
Type: Standard
Head: 18
Left Arm: 38
Left Torso: 40/10
Center Torso: 66/12
Right Torso: 40/10
Right Arm: 38
Left Leg: 40
Right Leg: 40
Weapons & Equipment:
Head: AMS Ammo
Left Arm: SRM6+Artemis, LRM15+Artemis, LRM Ammo,
Left Torso: JJ, JJ, AMS
Center Torso: TAG, Medium Laser
Right Torso: JJ,JJ
Right Arm: SRM6+Artemis, LRM15+Artemis, LRM Ammo,
Left Leg: LRM Ammo, SRM Ammo
Right Leg: LRM Ammo, SRM Ammo
Hardpoints:
Left Arm: 2 Missile
Center Torso: 2 Energy
Right Torso: 1 AMS
Right Arm: 2 Missile
Internal Structure: Endosteel
Heat Sinks: 10 Double
ECM Capable?: No
Max Jump Jets: 4/4

CPLT-C4

Runs very hot if you try to alpha strike, but if separated into Long and Short range brackets, there's plenty of cooling.

Edited by Fiona Marshe, 13 March 2013 - 11:00 PM.


#303 Cid F

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Posted 13 March 2013 - 11:00 PM

CPLT-K2

CPLT-A1

CPLT-C1

#304 ThrashInc

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Posted 13 March 2013 - 11:04 PM

Posting my Catapult A-1 build, hope you like it!

CPLT-A1

#305 Jiiamma

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Posted 13 March 2013 - 11:35 PM

My CTF-1X Loadout
(MWO Smurfy Mechlab link) http://mwo.smurfy-ne...e7b631ef790c10d

Cataphract CTF-1X
Tonnage: 70
Engine: STD
Rating: 280
Max Engine Rating: 340
Armor: 430
Type: Ferro-fibrous
Head: 18
Left Arm: 44
Left Torso: 60 (44+16)
Center Torso: 88 (70+18)
Right Torso: 60 (44+16
Right Arm: 44
Left Leg: 58
Right Leg: 58
Weapons & Equipment:
Head: -
Left Arm: Medium Pulse Laser
Left Torso: 1 Large Laser, 2x AC/10 Ammo, Double Heatsink, C.A.S.E
Center Torso: -
Right Torso: AC/10, Large Laser
Right Arm: 2 Medium Pulse Laser
Left Leg: -
Right Leg: -
Hardpoints:
Left Arm: 1 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy, 1 Ballistic
Right Arm: 2 Energy
Internal Structure: Endo-Steel
Heat Sinks: 12 Double Heat Sinks (10+1 Engine Heatsinks)
ECM Capable?: No
Max Jump Jets: 0

Here be text: The reason I didn't put in XL engine was that if there is new player playing with this mech build who don't know that if mech's side torso with XL engine is destroyed it will knock out the mech. New players might not know to cover those side torsos properly.
As the mech is more like a brawler it adds survivability to have STD engine.
Fire groups would be like:
1: 1x left arms MPL; 2. right arms 2x MPL; 3. 2x LL; 4. 1xAC/10.
Player will have to watch the heat with this build, but this should be all good if LL' are only used as longer range combat.
The AC/10 can be changed for a LB-10X AC.

J-M Alonen

Edited by JiiaMMa, 14 March 2013 - 12:01 PM.


#306 Aszot

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Posted 13 March 2013 - 11:39 PM

Catapult CPLT-C1
Tonnage: 65
Engine: XL
Rating: 285
Max Engine Rating: 315
Armor: 320
Type: standart
Head: 18
Left Arm: 20
Left Torso: 38/ 20
Center Torso: 56/ 28
Right Torso: 38/ 20
Right Arm: 20
Left Leg: 31
Right Leg: 31
Weapons & Equipment:
Head: Empty
Left Arm: LRM15 + Artemis
Left Torso: Large laser + 2 x DHS
Center Torso: 2 x medium laser + DHS in engine
Right Torso: Large laser + 2 x DHS
Right Arm: LRM 15 + Artemis
Left Leg: 2 x LRM ammo
Right Leg:2 x LRM ammo
Hardpoints:
Left Arm: 1 Missile
Left Torso: 1 Energy
Center Torso: 2 Energy
Right Torso: 1 Energy, 1 AMS
Right Arm: 1 Missile
Internal Structure: Endo- Steel
Heat Sinks: 15
ECM Capable?: No
Max Jump Jets: 4

#307 mrQuGel

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Posted 13 March 2013 - 11:56 PM

Dragon DRG-1C
Tonnage: 60
Engine:XL
Rating:350
Max Engine Rating: 360
Armor: 394
Type: Ferro FIberous Armor
Head: 18
Left Arm: 20
Left Torso: 36 / 20
Center Torso: 56 / 24
Right Torso: 36 / 20
Right Arm: 20
Left Leg: 52
Right Leg: 52
Weapons & Equipment:
Head: -
Left Arm: 2 Large Laser
Left Torso: -
Center Torso: 2 Heat Sinks in Engine
Right Torso: -
Right Arm: Ultra AC/5 + 3 Ultra AC/5 AMMO
Left Leg: -
Right Leg: -
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Energy
Center Torso: 1 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Internal Structure:
Heat Sinks:
ECM Capable?: No
Max Jump Jets: 0

Edited by mrQuGel, 13 March 2013 - 11:59 PM.


#308 AgBaphomet

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Posted 14 March 2013 - 12:06 AM

Dragon DRG-1C
Tonnage: 60
Engine: XL
Rating: 335
Max Engine Rating: 360
Armor: 384
Type: Standard
Head: 18
Left Arm: 40
Left Torso: 40 (16)
Center Torso: 60 (20)
Right Torso: 40 (16)
Right Arm: 40
Left Leg: 47
Right Leg: 47
Weapons & Equipment:
Head: SRM AMMO
Left Arm: 2x Medium Laser
Left Torso: 2x Large Laser, Machinegun Ammo, AMS Ammo, DHS
Center Torso: SRM6, 3x DHS (Engine)
Right Torso: AMS, 2x DHS
Right Arm: Machine Gun
Left Leg:
Right Leg:
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Energy
Center Torso: 1 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Internal Structure: Endo-Steel
Heat Sinks: 15 DHS
ECM Capable?: No
Max Jump Jets: 0

DRG-1C

Edited by AgBaphomet, 14 March 2013 - 12:21 AM.


#309 Pando

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Posted 14 March 2013 - 12:10 AM

Dragon DRG-1C
Tonnage: 60
Engine: XL
Rating: 285
Max Engine Rating: 360
Armor: 368
Type: Standard
Head: 18
Left Arm: 40
Left Torso: 36 / 20
Center Torso: 56 / 24
Right Torso: 36 / 20
Right Arm: 40
Left Leg: 39
Right Leg: 39
Weapons & Equipment:
Head: -
Left Arm: 2x Medium Laser
Left Torso: 2x Medium Laser, 1xHS
Center Torso: 1xLRM10
Right Torso: 2xHS
Right Arm: 1xAC10
Left Leg: 1xAC10 ammo, 1xLRM ammo
Right Leg: 1xAC10 ammo, 1xLRM ammo
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Energy
Center Torso: 1 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Internal Structure: Endo-steel
Heat Sinks: 16 DBL Heat Sinks
ECM Capable?: No
Max Jump Jets: 0

#310 MustrumRidcully

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Posted 14 March 2013 - 12:17 AM

CPLT-K2 - Critical Observer

Catapult CPLT-K2
Tonnage: 65
Engine: XL
Rating: 300
Max Engine Rating: 315
Armor: 384
Type: Standard
Head: 18
Left Arm: 37
Left Torso: 45 / 12
Center Torso: 63 / 17
Right Torso: 45 / 12
Right Arm: 37
Left Leg: 49
Right Leg: 49
Weapons & Equipment:
Head:
Left Arm: 2 Double Heat Sinks, 1 PPC
Left Torso: 2 Double Heat Sinks, 1 Medium Pulse Laser
Center Torso: Beagle Active Probe
Right Torso: 2 Double Heat Sinks, 1 Medium Pulse Laser, 1 AMS
Right Arm: 2 Double Heat Sinks, 1 PPC
Left Leg:
Right Leg: 1 Ton AMS Ammo
Hardpoints:
Left Arm: 1 Energy
Left Torso: 1 Energy, 1 Ballistic
Right Torso: 1 Energy, 1 Ballistic, 1 AMS
Right Arm: 1 Energy
Internal Structure: Standard
Heat Sinks: 20 Double Heat Sinks
ECM Capable?: No
Max Jump Jets: 0

Tactical Role:
The Catapult CPLT-K2 "Critical Observer" custom design is a direct fire support mech.
Thanks to its Beagle Active Probe, it can detect enemy mechs early and engage at long distances.
For close range engagements against mechs with more heat efficient weapons than the PPC, the mechwarrior can use the 2 Medium Pulse Lasers.

Story:
The Critical Observer was a custom job requested by a wealthy mercenary commander. The Mercenary had lost his previous K2 due to an internal ammo explosion from his Machine Gun due to a long range missle hit, that cored the mech. He barely escaped with his life and vowed never to rely on Machine Guns again.
To replace the Machine Guns, the Engineers suggested to install 2 Medium Pulse Lasers instead of 2 Medium Lasers ,giving his mech a decent close range and anti-infantry defense. Attempts to install ER PPCs failed. Despite the CPLT-K3 Catapult prototype a few early, the engineers contracted for the design were not able to make them work to the client's satisfication, which may be due to their inexperience with the new technologies of the ER PPC and their need to refit an existing K2, instead of building a completely new design.
The installation of the Anti-Missile System caused some concern - it would allow defending against missiles, but at the same time, the AMS is basically a specialized machine gun, again carrying the risk of an internal ammo explosion. CASE was discussed, but required too much compromises on armour, so the decision was eventually to install the AMS ammo in the leg, so that any internal explosion couldn't carry too far.

#311 panzerhammer

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Posted 14 March 2013 - 12:27 AM

"Dragon of all trades"
http://mwo.smurfy-ne...6214ee242131421

Dragon DRG-5N
Tonnage: 60

Engine: XL
Rating: 275
Max Engine Rating: 360
Speed 74.3 kph / 81.7 kph

Armor: 400
Type: Standard
Head: 18
Left Arm: 40
Left Torso: 38/18
Center Torso: 58/22
Right Torso: 38/18
Right Arm: 40
Left Leg: 55
Right Leg: 55

Weapons & Equipment:
Head: LRM Ammo
Left Arm: Flamer, ER PPC
Left Torso:
Center Torso: LRM5
Right Torso:
Right Arm: AC/2, AC/5, Machine Gun
Left Leg: AC/2 ammo, AC/5 ammo
Right Leg: AC/2 ammo, Machine Gun ammo

Hardpoints:
Left Arm: 2 Energy
Center Torso: 1 Missile
Right Torso: 1 AMS
Right Arm: 3 Ballistic
Internal Structure: Endo
Heat Sinks: DHS (11)
ECM Capable?: No
Max Jump Jets: 0

--

Dragons have fascinated men since the ancient times and fittingly they are also one of the more capable battemechs around. In these times of larger maps and need for mixed balanced fits I bring you this Dragon. Its capable of engaging targets far beyond 1km range and down to raging close combat where it can dominate with its machine gun and flamer. Not forgetting the middle range where its AC/5 is useful. Its also well armored and fast.
A true beast I'd love to play against!

#312 Hayashi

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Posted 14 March 2013 - 12:28 AM

Catapult CPLT-C4 - Custom Config 'Kunai'
Tonnage: 65

Engine: XL
Rating: 315
Max Engine Rating: 315

Armor: 400
Type: Standard
Head: 18
Left Arm: 40
Left Torso: 42/18
Center Torso: 60/24
Right Torso: 42/18
Right Arm: 40
Left Leg: 49
Right Leg: 49

Weapons & Equipment:
Head: Streak SRM Ammunition
Left Arm: LRM 15, Streak SRM 2
Left Torso: Double Heat Sink, Jump Jet Class III
Center Torso: Medium Pulse Laser, Target Acquisition Gear
Right Torso: Double Heat Sink, Jump Jet Class III
Right Arm: LRM 15, Streak SRM 2
Left Leg: 2 tons LRM Ammunition
Right Leg: 2 tons LRM Ammunition

Hardpoints:
Left Arm: 2 Missile (LRM 15, SSRM2)
Center Torso: 2 Energy (MPLAS, TAG)
Right Torso: 1 AMS (Not used)
Right Arm: 2 Missile (LRM 15, SSRM2)
Internal Structure: Endo Steel
Heat Sinks: 14 Double Heat Sinks (10-Engine, 2-Engine Additional, 2-1 per torso)
ECM Capable?: No
Max Jump Jets: 4

CPLT-C4 'Kunai' Build
Original guide thread on the 'Kunai' build

Pros
- Very heat friendly, can deal near to maximum damage almost constantly even in Caustic Valley. How hot the map is determines how often you should retreat behind allies.
- High damage at all ranges up to 800m.
- Has indirect fire capabilities if you're heavily damaged or facing snipers.
- Has the ability to target and destroy ECM-cloaked Lights, even RVN-3Ls.
- Can outrun anything that can outdamage it at short ranges (Medium Laser, Small Laser boats) except the Swayback
- Usage of Jump Jets gives it a very small turn radius, and large torso twist range allows it to fire nearly backwards while running away to maintain the 200-250m distance, something only the Catapult can do
- XL is shielded by the Side Torsos having very small hitboxes on the Catapult, making it effective for little added risk
- Devastating in the hands of a good pilot, and useable in the hands of even a new pilot since most of its damage is auto-tracking
- Can do more than half its damage even if one of the 'ears' are blown off.

Cons
- Extremely expensive to build under normal conditions due to usage of Endo Steel, Double Heat Sinks and a maxed XL engine
- Weak towards Swaybacks on cold maps

The potential of this Mech in the current ECM situation is maximised by taking the Advanced Sensor Range module as soon as possible. Remember, it boosts radar range by 25%... if I remember correctly, this also means that you'll have a 200-250m window in which you can lock on to and fire at ECMed mechs. This corresponds exactly to the 200-250m maximal effective window in which this Mech is the most useful anyway (the range of overlap between the sub 270m Streaks and over-180m LRMs, which means...

If you have that module, you can use this Mech as if ECM never even existed at all, but if this Mech is used as a Trial, that module won't be useable.

TAG is included for insurance to target Mechs at a longer distance which are cloaked by ECM with LRMs. If you're going to fight ONLY in the 200-250m maximal effective range however, you might want to drop the TAG, drop one Jump Jet, and add the second Medium Pulse Laser, as per what the build was originally configured around.

I dislike boats, and this is the most effective non-boating setup I've ever built for any Mech. Also, learning how to constantly stay in the 200-250m range is actually quite fun even for an experienced player; for newer players it might teach them important lessons like how to stick with the rest of the group, how to control the weapon ranges at which you fire and how to use cover/hold fire on enemies behind cover. It also has the advantage of being able to do high damage at any range, even though it has a specific window in which it outdamages everything else it can't outrun other than a Swayback.

Edited by Hayashi, 14 March 2013 - 12:55 AM.


#313 NikkoChan

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Posted 14 March 2013 - 12:33 AM

http://mwo.smurfy-ne...43c01ae0b865c2f

Very Practical and useful mech. I called it the MUROMETS NKO N-3PL

Cataphract ILYA MUROMETS
Tonnage: 70
Engine: XL
Rating: 280
Max Engine Rating: 340

Armor: 416
Type: STANDARD
Head: 18
Left Arm: 44
Left Torso: 43-16
Center Torso: 66-18
Right Torso: 43-16
Right Arm: 44
Left Leg: 54
Right Leg: 54

Weapons & Equipment:
Head: NIL
Left Arm: MACHINE GUN, 2X DHS
Left Torso: AMS, LARGE PULSE LASER, 2X DHS
Center Torso: DHS ENGINE INSTALLED
Right Torso: LARGE PULSE LASER, MACHINE GUN, 2X DHS
Right Arm: MACHINE GUN. LRG PULSE LASER 2X DHS
Left Leg: AMS AMMO, MACHINE GUN AMMO
Right Leg: AMS AMMO, MACHINE GUN AMMO
Hardpoints:
Left Arm: 1 Ballistic
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy, 1 Ballistic
Right Arm: 1 Energy, 1 Ballistic
Internal Structure: STANDARD
Heat Sinks: 19 DHS
ECM Capable?: No
Max Jump Jets: NIL

Edited by NikkoChan, 14 March 2013 - 12:49 AM.


#314 -Cal-

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Posted 14 March 2013 - 12:37 AM

Here is my Phract-2X for submission. Good mix of short and long range, lasers, ERPPC, missles and ballistics. Also pretty quick too. http://mwo.smurfy-ne...ffd9a8aad817114

#315 Cart

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Posted 14 March 2013 - 12:39 AM

Dragon DRG-1N
Tonnage: 60
Engine: XL
Rating: 300
Max Engine Rating: 360
Armor: 352
Type: Standard
Head: 18
Left Arm: 40
Left Torso: 40/16
Center Torso: 60/20
Right Torso: 40/16
Right Arm: 40
Left Leg: 31
Right Leg: 31
Weapons & Equipment:
Head: -
Left Arm: Large-Laser
Left Torso: Medium-Pulse-Laser
Center Torso: SRM4+Artemis
Right Torso: AMS
Right Arm: AC/10
Left Leg: -
Right Leg: -
Hardpoints:
Left Arm: 1 Energy
Center Torso: 2 Missile
Right Torso: 1 AMS
Right Arm: 2 Ballistic
Internal Structure: Endo-Steel
Heat Sinks: 13 Double
ECM Capable?: No
Max Jump Jets: 0
Ammo:
AC/10: 45 (3t)
SRM: 100 (1t)
AMS: 1000 (1t)

Edited by Cart, 17 March 2013 - 11:39 AM.


#316 Elizander

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Posted 14 March 2013 - 12:51 AM

Dragon DRG-1C (Mechromancer Link)
Tonnage: 60
Engine: XL
Rating: 275
Max Engine Rating: 360
Armor: 368
Type: Standard
Head: 18
Left Arm: 40
Left Torso: 44 / 12
Center Torso: 64 / 16
Right Torso: 44 / 12
Right Arm: 40
Left Leg: 39
Right Leg: 39
Weapons & Equipment:
Head: AC/10 Ammo
Left Arm: Medium Laser, Medium Laser
Left Torso: Medium Laser, TAG, Double Heat Sink
Center Torso: LRM 10, Double Heat Sink (in engine)
Right Torso: AMS, Double Heat Sink, Double Heat Sink
Right Arm: AC/10, AC/10 Ammo
Left Leg: LRM Ammo, LRM Ammo
Right Leg: AMS Ammo, AC/10 Ammo
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Energy
Center Torso: 1 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Internal Structure: Endo Steel
Heat Sinks: Double Heat Sinks
ECM Capable?: No
Max Jump Jets: 0

If I were to make a heavy mech for a starting friend to learn the game, I would probably give him something like this. A new player might get bored with the slow rate of fire of a Gauss Rifle, so I picked the AC/10 (45 shots) instead. The LRM10 and TAG will allow him to try out how missiles work in the game without dedicating too much tonnage to it to the point that he's gimped if he fights ECM. The Medium Lasers in the left arm and the left torso will provide closer-ranged fire power and I chose the 1C to ensure that he will at least have one laser left in the torso in case he loses both arms. As a zombie, he will have 1 Medium Laser, TAG, and an LRM10 (with enough ammo for 36 shots).

The engine rating I chose is slower than what most Dragons get. A new player might bump into buildings a lot so at this speed it is not too fast, but fast enough to allow new players to realize that heavy mechs can go at a good speed. The Dragon chassis will somewhat protect him from easy side torso kills due to how it is modeled.

The LRM10 and TAG can guarantee him some damage at long range, even if he cannot hit the broad side of a barn. The AC/10 can then be used as supplementary damage when the enemy gets closer and in brawling range as well. The LRM10 can be swapped to the three Medium Lasers with the AC/10 for up-close fights under 270 meters. The AMS will give him a little protection from missiles while he has no clue what's happening to him and it will also protect his team mates who can probably do more in the match than he will. This build should be able to fire for quite awhile as long as he doesn't use the LRM10 in brawling range, but we all know that new players tend to mash it anyway under 180m.

#317 Iacov

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Posted 14 March 2013 - 01:03 AM

don't know if it was posted yet, but i love this build:

Catapult CPLT-C1 "Vulture"
Tonnage: 65
Engine: XL
Rating: 225
Max Engine Rating: 315
Armor: 368
Type: Standard
Head: 18
Left Arm: 40
Left Torso: 40 + 20
Center Torso: 62 + 22
Right Torso: 40 + 20
Right Arm: 40
Left Leg: 33
Right Leg: 33
Weapons & Equipment:
Head: /
Left Arm: LRM 15 + Artemis IV
Left Torso: Large Pulse Laser, 1 DHS
Center Torso: 2 Medium Pulse Lasers
Right Torso: Large Pulse Laser, 1 DHS
Right Arm: LRM 15 + Artemis IV
Left Leg: 2 LRM Ammo
Right Leg: 2 LRM Ammo
Hardpoints:
Left Arm: 1 Missile
Left Torso: 1 Energy
Center Torso: 2 Energy
Right Torso: 1 Energy, 1 AMS
Right Arm: 1 Missile
Internal Structure: Endo
Heat Sinks: DHS
ECM Capable?: No
Max Jump Jets: 4

this build is easy to learn but hard to master
if you can't control your trigger finger you either run out of ammo quickly or end up shutting down because you overheat
it is a good build to learn the advantages of artemis IV and how to counter ECM: the Energy Weapon loadout offers the possibility to return fire with precision, even when attacked by the notorious Raven-3L - yet the Pilot can only succed, if he/she learned to manage the pulse lasers' heat.

#318 iceblueyes

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Posted 14 March 2013 - 01:05 AM

Cataphract CTF-4X
Tonnage: 70
Engine: XL
Rating: 255
Max Engine Rating: 255
Armor: 432
Type: Standard
Head: 18
Left Arm: 44
Left Torso: 40/20
Center Torso: 60/ 28
Right Torso: 40/20
Right Arm: 44
Left Leg: 59
Right Leg: 59
Weapons & Equipment:
Head: LRM 5
Left Arm: LB10-X AC
Left Torso: Anti-Missile System, AMS Ammo, LRM Ammo
Center Torso: Medium Laser, Medium Laser
Right Torso: Double Heatsink, Gauss Ammo, Gauss Ammo, Gauss Ammo
Right Arm: Gauss Rifle
Left Leg: LB10-X Ammo, LB10-X Ammo
Right Leg: LB10-X Ammo, LB10-X Ammo
Hardpoints:
Head: 1 Missile
Left Arm: 2 Ballistic
Left Torso: 1 AMS
Center Torso: 2 Energy
Right Arm: 2 Ballistic
Internal Structure: Endo-Steel
Heat Sinks: Double Heatsink
ECM Capable?: No
Max Jump Jets: 0

#319 Kazarok

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Posted 14 March 2013 - 01:14 AM

Dragon DRG-1C

http://mwo.smurfy-ne...a65b4092a92a552
Tonnage: 60
Engine: XL
Rating: 360
Max Engine Rating: 360
Armor:384/402
Type: Standard
Head: 18
Left Arm:40
Left Torso: 36/20
Center Torso: 55/25
Right Torso: 36/20
Right Arm: 40
Left Leg: 47
Right Leg: 47
Weapons & Equipment:
Head: empty
Left Arm:2 Medium Laser
Left Torso:2 Medium Laser + 3 engine
Center Torso: 2 double heat sinks(engine location)
Right Torso:anti-missile system+1 ton of ammo (ams)+ 3 engine
Right Arm:Ac/10
Left Leg: empty
Right Leg:2 tons of ammo Ac/10
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Energy
Center Torso: 1 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Internal Structure: Endo Steel
Heat Sinks: 12 double heat sinks
ECM Capable?: No
Max Jump Jets: 0

#320 Elizander

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Posted 14 March 2013 - 01:17 AM

Dragon DRG-5N (Mechromancer Link)
Tonnage: 60
Engine: XL
Rating: 300
Max Engine Rating: 360
Armor: 376
Type: Ferro
Head: 18
Left Arm: 40
Left Torso: 44 / 12
Center Torso: 64 /16
Right Torso: 44 /12
Right Arm: 40
Left Leg: 43
Right Leg: 43
Weapons & Equipment:
Head: Gauss Ammo
Left Arm: Large Laser, Large Laser
Left Torso:
Center Torso: Double Heatsink (Engine), Double Heatsink (Engine)
Right Torso: Gauss Ammo
Right Arm: Gauss Rifle, Gauss Ammo, Gauss Ammo
Left Leg:
Right Leg:
Hardpoints:
Left Arm: 2 Energy
Center Torso: 1 Missile
Right Torso: 1 AMS
Right Arm: 3 Ballistic
Internal Structure: Endo
Heat Sinks: Double
ECM Capable?: No
Max Jump Jets: 0

This is the simplest and arguably the most efficient build that I have played. It is fast enough to get you where you want to go and you can shoot all your weapons at any range from the start to the end of the match. All that a new player has to do is run around chasing squirrels and press the fire button. Mr. New Player can just enjoy shooting other giant robots without a care in the world (at least until he loses both arms). Using just the Gauss Rifle and one Large Laser will allow him to fire nonstop, I believe, unless he's standing on a volcano or something. Minimal heat if he decides to shoot everything, so either way he won't end up shutting down like most new players do. He also has 40 shots of Gauss Rifle so he won't run out any time soon.

Edited by Elizander, 14 March 2013 - 01:18 AM.






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