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P!mp My Ride {Mech Optimization Thread}


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#621 Gidonihah

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Posted 24 April 2013 - 05:01 PM

Gauss explosions are often exaggerated, 10 Damage to the centertorso isn't that big of a deal.


For your K2 switching the PPcs for Large Lasers might do what you want. Four Large Lasers is a respectable loadout thats cooler than 2PPc/2large and weighs less.
CPLT-K2

Original Loadout but weakening engine
CPLT-K2


Oh and I'm back on optimizing duty. Ello all.

Edited by Gidonihah, 24 April 2013 - 05:02 PM.


#622 Goldensaver

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Posted 24 April 2013 - 06:27 PM

View PostZerberus, on 24 April 2013 - 02:43 PM, said:

My first (and now only) Commando, my 2D..... I really like the way it plays, but other than dropping a ton of armor and going for a MPL I really don`t have many Ideas what else I could do with it.... Maybe you do... Considered a TAG, but no backup weapon is not really an option for me.... I considered artemis for the faster lock times foir the streaks, but I don`T see me finding 3 tons to spare anytime soon....

If it`s any concern, primary roles are fast scouting, capping, and light brawling /******* off people that can squash me like a bug /countering enemy ECM cover. Mobility is of the essence, but seeing as I`m primarily an assault pilot this thig is already bordering on too fast with tweak. i reduced the armor a bit in some places because, let`s be honest with ourselves: anything bigger than a medium that can actually hit me will instantly kill me anyway, no matter how much armor I pile on. ;)

I know the BAP is "semi-useless" as it stands, but combined w/ the sensor range module and target info it really is a boon to scouting effectiveness and thereby directly affects my survivability by giving me more time to decide which way to go and why. Don`t really want to lose it, but I`m open for suggestions

Here`s the baby atlas as it sits in my mechbay: http://mwo.smurfy-ne...7dcbc09f730f8f5

I know I'm not the one pimping here, but as I have one of these pretties, I think I'll try and help. First of all, move at least one ton of ammo to the head. If you get headcapped, you have more things to worry about, but if you lose an arm you want to at least be able to shoot the streak in the CT. To be honest I'd suggest moving the other ton to CT if possible.

Next, get DHS (but you will have to drop the BAP for that, so that's personal preference, I guess).

Also, Artemis doesn't add 3 tonnes or any criticals to streaks, as it doesn't actually help streaks, aside from making them lock faster (might be a bug). Do it if you have the money, skip it if you don't. It's nice, but not necessary.

And personally, if possible I'd max the armour. I just got out of a few games in a row in mine where I crawled out at red in several locations. If I didn't have near maxed armour, I'd be dead or severely hindered.

Also, a quick note, the rear side torso's of the Commando are tiny. Absolutely tiny. I'd say 4 armour there, tops, personally. Better spent on the CT or frontal side torsos.
Posted Image
Source: http://mwomercs.com/...x-localisation/

Edited by Goldensaver, 24 April 2013 - 06:28 PM.


#623 The Marvinbear

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Posted 25 April 2013 - 07:01 AM

I looking for some advice on my STK-3F :D and do feel free to make drastic changes if needed.

Right now, I'm running this:
http://mwo.smurfy-ne...73295573e5ba05b
Sexually arousing burst, but with the obvious disadvantage of being a free kill in close combat vs anything moving faster than 40 kmph.

I used to run 6 medium pulse lasers, with all missile hardpoints stuffed with LRMs - only the pulse lasers didn't really seem to help much against anything but light mechs and pre-damaged mechs. And LRMs being my only long range damage seemed to be a game of chance, depending on the availability of cover on the battlefield.

What I'm usually the most confused by is the value of armor - how much should I have for different roles? And where?

So long, medium, short range, I don't really care - I'd like to hear what really works on this bad girl.

#624 l3elthaz0r

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Posted 25 April 2013 - 07:30 AM

View PostGidonihah, on 24 April 2013 - 05:01 PM, said:

Gauss explosions are often exaggerated, 10 Damage to the centertorso isn't that big of a deal.


For your K2 switching the PPcs for Large Lasers might do what you want. Four Large Lasers is a respectable loadout thats cooler than 2PPc/2large and weighs less.
CPLT-K2

Original Loadout but weakening engine
CPLT-K2


Oh and I'm back on optimizing duty. Ello all.


Thanks man. Guess I really have a lot of options with this. Even these few builds look promising:

http://mwo.smurfy-ne...d0489969044a128

http://mwo.smurfy-ne...68bff1d99f3c96d

#625 Just wanna play

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Posted 25 April 2013 - 02:06 PM

View PostThe Marvinbear, on 25 April 2013 - 07:01 AM, said:

I looking for some advice on my STK-3F :ph34r: and do feel free to make drastic changes if needed.

Right now, I'm running this:
http://mwo.smurfy-ne...73295573e5ba05b
Sexually arousing burst, but with the obvious disadvantage of being a free kill in close combat vs anything moving faster than 40 kmph.

I used to run 6 medium pulse lasers, with all missile hardpoints stuffed with LRMs - only the pulse lasers didn't really seem to help much against anything but light mechs and pre-damaged mechs. And LRMs being my only long range damage seemed to be a game of chance, depending on the availability of cover on the battlefield.

What I'm usually the most confused by is the value of armor - how much should I have for different roles? And where?

So long, medium, short range, I don't really care - I'd like to hear what really works on this bad girl.

well that exact set-up is about as good as it gets (could def use some leg armor tho) you didn't really say how exactly you want it improved, maybe you could switch out the ppcs for large laserz??? here it is with large laserz, decent armr, and spare tonnage left for you to play around with (can upgrade engine, add srm, etc.)
http://mwo.smurfy-ne...91ad77d6b4fc2d9

#626 Just wanna play

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Posted 25 April 2013 - 02:27 PM

some1 give him advice on armor plzz

#627 ElektroMafia

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Posted 25 April 2013 - 02:57 PM

Think this thread is a brilliant idea for people like me who don't have a bloomin clue what's going on :ph34r:

I tend to be one of the first to get destroyed in every game and barely get above 100 dmg so any hints/tips greatly appreciated.

Here's the beast in all her, erm, glory!

http://mwo.smurfy-ne...09125a4546a6489

Edited by ElektroMafia, 25 April 2013 - 02:59 PM.


#628 Burnsidhe

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Posted 25 April 2013 - 03:31 PM

According to Mechlab, there's 2.94 tons free. Assuming that's the case...

Remove 2 points of armor. That gets you to 3 tons free. Upgrade the engine to an XL 300, assign both double heat sinks to the engine. Move one ton of AC5 ammo to the head, add one ton of AMS ammo to one of the legs. Add an AMS.

Then use that speed. Keep moving, keep close to your lance, stay aware of who's nearby and could use help. Focus fire with another teammate; pick their target, basically.

The main issue is that you're driving a Cataphract. Like the Hunchback, everyone's going to be aiming for your right torso to strip you of two-thirds of your guns, and with an XL engine, your survivability is not the greatest in the world. Your survivability will go up if you're near another high-priority target, as the opposition is going to be prioritizing him over you.

Edited by Burnsidhe, 25 April 2013 - 03:38 PM.


#629 ElektroMafia

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Posted 25 April 2013 - 03:58 PM

Thanks mate, is the weapon loadout ok?

#630 Drollzy

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Posted 25 April 2013 - 04:37 PM

View PostElektroMafia, on 25 April 2013 - 02:57 PM, said:

Think this thread is a brilliant idea for people like me who don't have a bloomin clue what's going on :ph34r:

I tend to be one of the first to get destroyed in every game and barely get above 100 dmg so any hints/tips greatly appreciated.

Here's the beast in all her, erm, glory!

http://mwo.smurfy-ne...09125a4546a6489


Burnside's suggestions are good and this is what you would be looking at with his suggestions....
http://mwo.smurfy-ne...446a7ea2b3c39fa
(Not sure if you are aware that certain engines can carry heat sinks freeing up your crit spots for other items.

Personally I would drop the AMS and add more UAC Ammo. Currently you only have 100. I guess if you are dying quickly it does not matter but as you get better yo may find yourself running out of ammo...

Do you chain fire or group fire the UAC's....Really need to group fire for the stopping power and doing this will chew through your current ammo.

I have upgraded your engine to XL295 and added more UAC ammo. You will notice that they have been added to your head and arms. You will use up the ammo in your head first and if you lose your arms well you dont need the ammo. You have a bit more speed and more ammo. At the start of every round find the nearest FATLAS (perferably a D-DC for ECM coverage) and assume the role of being his wingman.

http://mwo.smurfy-ne...2051b9d83282f73

To answer your question the weapon load out you have used is widely considered one of the most potent loadouts for the Muromets... This mech is notriously famous for itt...The DPS is actually double what is diplayed in SMurfy because of the rapid fire feature... just be mindful of the jams...

Edited by cdrolly, 25 April 2013 - 05:02 PM.


#631 Drollzy

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Posted 25 April 2013 - 05:26 PM

[color=#CCCCCC]
Posted ImageThe Marvinbear, on 25 April 2013 - 04:01 PM, said:[/color]
[color=#959595]

I looking for some advice on my STK-3F :( and do feel free to make drastic changes if needed.

Right now, I'm running this:
http://mwo.smurfy-ne...73295573e5ba05b
Sexually arousing burst, but with the obvious disadvantage of being a free kill in close combat vs anything moving faster than 40 kmph.

I used to run 6 medium pulse lasers, with all missile hardpoints stuffed with LRMs - only the pulse lasers didn't really seem to help much against anything but light mechs and pre-damaged mechs. And LRMs being my only long range damage seemed to be a game of chance, depending on the availability of cover on the battlefield.

What I'm usually the most confused by is the value of armor - how much should I have for different roles? And where?

So long, medium, short range, I don't really care - I'd like to hear what really works on this bad girl.[/color]

View PostJust wanna play, on 25 April 2013 - 02:06 PM, said:

well that exact set-up is about as good as it gets (could def use some leg armor tho) you didn't really say how exactly you want it improved, maybe you could switch out the ppcs for large laserz??? here it is with large laserz, decent armr, and spare tonnage left for you to play around with (can upgrade engine, add srm, etc.)
http://mwo.smurfy-ne...91ad77d6b4fc2d9


The dreaded 6 PPC monster!! personally i think these babies are not as good as most people think. One alpha then cool down for 2 mins... You will get 1 maybe 2 kills a match before you are killed... Scouts love finding these babies on the battlefield as you have no defense against them.

I would suggest running full armour dropping 2 ppcs and picking up 2 streaks... Trust me you will see an increase in damage per game becasue you can fire more often. I try and fit a BAP when I have the space on my snipers as this item with the modules Adv Range and Target ID stack up..., You will basically get target info straight away allowing you to focus and damaged parts of the enemy making you more efficient on the battlefield. The streaks are just your close range defense remember your PPC's are useless upto 90 metres.

http://mwo.smurfy-ne...e09e894410c502b

personally i use a 5 large laser build on my 3F with a standard engine for survivabilty.

http://mwo.smurfy-ne...d28d94e453b8b33

But I use my 5m more often for the extra heatsink and interesting zombie mode :)

http://mwo.smurfy-ne...38d7d366fde5aaf

This build has the highest KD in all my mechs... its about 5 Alphas before she shuts down which is more than enough to core any mech.

Edited by cdrolly, 25 April 2013 - 05:34 PM.


#632 Purgatus233

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Posted 26 April 2013 - 12:17 PM

Wow. Forum fail.

Well, I had a pretty nice summary of my thoughts on my current build but it's lost in the aether now.

Just give me your thoughts on this Atlas DDC. I've been tweaking it for a while. Also consider I have full Elite unlocked when discussing the heat capacity.


http://mwo.smurfy-ne...2c895b98da8cdfe

Edited by Purgatus233, 26 April 2013 - 12:17 PM.


#633 Just wanna play

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Posted 26 April 2013 - 01:06 PM

View Postcdrolly, on 25 April 2013 - 04:37 PM, said:

At the start of every round find the nearest FATLAS (perferably a D-DC for ECM coverage) and assume the role of being his wingman.


I agree, thats what i do in my cataphract (its a 2X) mainly help strip armor from big opponents he is facing, and if something moderately fast tries flanking him make them think twice about it

#634 Delchev

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Posted 26 April 2013 - 01:19 PM

View PostPurgatus233, on 26 April 2013 - 12:17 PM, said:

Wow. Forum fail.

Well, I had a pretty nice summary of my thoughts on my current build but it's lost in the aether now.

Just give me your thoughts on this Atlas DDC. I've been tweaking it for a while. Also consider I have full Elite unlocked when discussing the heat capacity.


http://mwo.smurfy-ne...2c895b98da8cdfe


There are plenty of posts by now saying that SRM4 is better than SRM6. Smaller spread, heat efficiency, no need for artemis. Taking this into account you can get this:
http://mwo.smurfy-ne...7158b53260a80ff

Better engine=speed + additional placeholder for heat sink, better heat efficiency, additional ton of ac20. Alpha seems smaller, but actual effectiveness will be higher with SRM4's.

#635 Just wanna play

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Posted 26 April 2013 - 01:49 PM

View PostDelchev, on 26 April 2013 - 01:19 PM, said:


There are plenty of posts by now saying that SRM4 is better than SRM6. Smaller spread, heat efficiency, no need for artemis. Taking this into account you can get this:
http://mwo.smurfy-ne...7158b53260a80ff

Better engine=speed + additional placeholder for heat sink, better heat efficiency, additional ton of ac20. Alpha seems smaller, but actual effectiveness will be higher with SRM4's.

if you wonder why its because those 2 extra missiles will miss where other missiles hit anyways, so it still doing nearly the same dmg as an srm 4, and the srm4 shoots faster, so.....

#636 Just wanna play

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Posted 26 April 2013 - 02:40 PM

doing the same damage to a certain limb that is

#637 Purgatus233

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Posted 26 April 2013 - 05:45 PM

Interesting, any links for posts that discuss the pros and cons of 4 vs 6 in detail? Seems like the kind of thing that would be nice to read up on.

I usually get all my missiles on target, with Artemis, however they are certainly hitting more than one hit box. Usually center/left/right torso. I will definitely do some testing with this alternate configuration.

Everything else seems sound?

#638 Judas Augustine

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Posted 26 April 2013 - 05:47 PM

This is one of my personal favorites, and I've almost mastered the chassis.

DEATH'S KNELL

Any suggestions for 'er?

Edited by Judas Augustine, 26 April 2013 - 05:48 PM.


#639 Purgatus233

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Posted 26 April 2013 - 05:49 PM

View PostDelchev, on 26 April 2013 - 01:19 PM, said:


There are plenty of posts by now saying that SRM4 is better than SRM6. Smaller spread, heat efficiency, no need for artemis. Taking this into account you can get this:
http://mwo.smurfy-ne...7158b53260a80ff

Better engine=speed + additional placeholder for heat sink, better heat efficiency, additional ton of ac20. Alpha seems smaller, but actual effectiveness will be higher with SRM4's.


Doesn't seem to be any ammo for those SRM4's... so maybe not as effective as the SRM6's... o.O

It also seems to have the same amount of AC20 ammo as before.

Am I missing it?

#640 Just wanna play

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Posted 26 April 2013 - 06:12 PM

View PostJudas Augustine, on 26 April 2013 - 05:47 PM, said:

This is one of my personal favorites, and I've almost mastered the chassis.

DEATH'S KNELL

Any suggestions for 'er?

pretty much optimized, unfortunately, it has the current max enguine, so it can't go any faster for now (and speed is the deaths knells advantage over the other commando variants) the net code can't handle mechs going over 150kph, so any mech with a max engine that can go faster has certain engines sizes unavailable for now, regular commandos have a REAL max engine size of 210, bringing it to 145ish, ever notice how jeners and spiders cant go over 151 kph with speed tweak? well, since the deaths knell has a 175 stock engine instead of a 150, its REAL max engine size is 245, bringing it to speeds past 150, but they don't let anyone use that engine yet

the max engine sizes go as follows
lights: stock engine times 1.4
mediums: stock time 1.3
heavy: stock times 1.2
assault: stock times 1.1

spider suffers A LOT from this as the max engine is a 255, stock one is 240, and its made for speed and lacks firepower, cicada also suffers

i bring this up in forums a lot because i WANT IT FIXED!!! my spider 5v with 12 jump jets wants to be super fast 2!





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