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P!mp My Ride {Mech Optimization Thread}


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#721 arghmace

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Posted 03 May 2013 - 06:13 AM

View PostChalkman, on 02 May 2013 - 03:21 PM, said:

Unlike arghmace, I prefer to put the long range guns in the hunch, so I can just peak my torso around a corner or over a hill and fire. It makes the 4P more of a sniper.


Yep, that's true, of course. I just really like having a big weapon in left arm when I've had my hunch shot off. Putting most firepower in one basket has downsides. If one goes XL, doesn't matter of course.

#722 mack sabbath

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Posted 03 May 2013 - 11:44 AM

Please p!mp my hooptie?

http://mwo.smurfy-ne...f3ff4b55d3d5c7b

#723 Delchev

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Posted 03 May 2013 - 12:22 PM

View PostDie Primate Die, on 03 May 2013 - 11:44 AM, said:



Look at the post #716 on a page 36. Discussed in detail.

#724 Just wanna play

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Posted 03 May 2013 - 12:46 PM

View PostDie Primate Die, on 03 May 2013 - 11:44 AM, said:


looks pretty much optimized with those weapons and that armor, imo you should consider using srm4s to save some tonnage in your giant shot gun, same damage to a specific spot in most cases, and it would free up tonnage for other things, mainly would allow you to go faster and if you wanted slap in a bap

also had to ask my dad what a hooptie is ;)

#725 Just wanna play

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Posted 03 May 2013 - 12:54 PM

i would recommend taking that ammo out of the ct and putting it in the head because keeping it like that means, after a light gets behind you and does 20 damage to your ct, every shot of his has a chance to blow your ammo up until he does/his teammates do 54 damage to your internals, in which case you die, in the head you can only take 27 damage total before dieing anyway, and whos gonna shoot you there and for a long enough time? they would be facing you anyways,

#726 lilslugger

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Posted 03 May 2013 - 01:07 PM

I just got a spider 5D and was thinking of going with this set-up as a support scout.
Any thoughts on improvements? I like the mass of JJ's but hate that I can only get one laser...

http://mwo.smurfy-ne...d90f7db956eecb0

I was also thinking this loadout which seems a little better, opinions?

http://mwo.smurfy-ne...9908d98d93ca5e4

Edited by lilslugger, 03 May 2013 - 01:20 PM.


#727 Just wanna play

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Posted 03 May 2013 - 01:35 PM

View Postlilslugger, on 03 May 2013 - 01:07 PM, said:

I just got a spider 5D and was thinking of going with this set-up as a support scout.
Any thoughts on improvements? I like the mass of JJ's but hate that I can only get one laser...

http://mwo.smurfy-ne...d90f7db956eecb0

just so ya know, i personally recommend you use 2 mediums instead of pulse, sure the pulse gets more damage in against a fast target because the beam itself is stronger compared to 1 regular medium, but for the weight of a regular pulse you an put in 2 regular mediums, which would offer better damage then 1 pulse even when the beam hits for a short duration because its 10 damage over 1 second vs 6 damage over .75 seconds

here some math to see how much each would do if kept on target for one second (divide results by 10 to see how much damage each laser combo does for every tenth of a second it hits)

medium pulse
6/.75=8
2 regular pulses
10/1=10


if you want all out super focused beam for hitting fast targets, like other lights, or for when you are only given a short time to get your hits in(spiders are fast like that) with out sacrificing something, 2 small pulse pulses would do even better, they do 1.2 damage for every tenth of a second they hit something (they hit for up to .5 seconds tho,i recommend that combo for speed freaks, if you are fighting something slow and easy to hit 2 mediums is best, really no point to 1 pulse unless you where using 2 ,but for 2 tons 2 mediums or 2 pulses are better

2 regular small laser would give you the damage, shot duration, and beam strength of 1 medium pulse, but would have shorter range and less heat


imo medium pulses are for when you are using all of your hard points and you have room for them, but not enough room/tonnage for large laserzs

#728 Just wanna play

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Posted 03 May 2013 - 01:46 PM

you can mix and match the various weapons i mentioned or you can save some weight on weapons and go faster

if you replace pulse with 2 small and put in bigger engine
http://mwo.smurfy-ne...d98faca1dd5b211
i dont recommend this 1 to much

i also HIGHLY recommend xl engines in lights since they need all the tonnage they can get and dont use up their crit slots much
here is a bit of a super upgrade, hotter but faster, better damage, range, also better focused beam and armor then anything except maybe large laserz
http://mwo.smurfy-ne...b8ea6321ff9fa37
you will need the fairly expensive xl engine for it, but it will be pretty epic, fell free to move armor around as you fell fit

#729 Delchev

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Posted 03 May 2013 - 02:07 PM

View Postlilslugger, on 03 May 2013 - 01:07 PM, said:

I just got a spider 5D and was thinking of going with this set-up as a support scout.
Any thoughts on improvements? I like the mass of JJ's but hate that I can only get one laser...

http://mwo.smurfy-ne...d90f7db956eecb0

I was also thinking this loadout which seems a little better, opinions?

http://mwo.smurfy-ne...9908d98d93ca5e4


Justwannaplay is right about loadouts with standard engines and about XL engines. Although take XL255. It weighs the same as XL250.

Here are some popular builds:
1. 3 med pulses.
http://mwo.smurfy-ne...bb27076d766cedb

2. 2 med lasers one large laser.
http://mwo.smurfy-ne...09b3b8edc449397
(I use that one at the moment)

3. 2 large laser in a hand, but no jump jets.
http://mwo.smurfy-ne...047732c5caf9270

#730 Mazzyplz

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Posted 03 May 2013 - 02:13 PM

think this atlas is pimped out, i want the energy hardpoints to be an afterthought, you might have some input though!

http://mwo.smurfy-ne...c52b8d2fe0a8c4b

#731 Just wanna play

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Posted 03 May 2013 - 02:25 PM

And to those that reed this thread for information, here is a list of how good the focus of certain energy weapons are (this information usefulness is similar to srm6 vs 4, sure less damage but more focused beam means more damage where you want it) use this to help pick you energy weapon


These are more relative terms then overall stats, divide them by 10 to see how much damage the beam does every tenth of a second to what it hits, which is an overall indication of how strong the beam itself is, multiply it by the weapons shot duration for their overall damage
Small laser 1/2 Ton produces 2 heat
4 damage done in a second, fires for 3/4 seconds

Small pulse 1 Ton produces 3 heat
6 damage done in one second, fires for 1/2 seconds

Medium Laser 1 Ton produces 4 Heat
5 damage done in one second, fires for 1 second

Medium Pulse 2 Tons produces 5 heat
8 damage done in a second fires for 3/4

Large Laser 5 tons produces 7 heat
9 damage in 1 second, fires for 1 second

Large pulse 7 tons 7.3 heat
13.33333333 damage a second fires for 3/4 second

the higher the first number the more powerful the beam itself, second number is how long the beam last, these 2 numbers are the overall representation of how much damage a weapon will do, and how accurately it can do it, again, multiply damage in 1 second by fire duration for actual damage, lower damage overall is best for fast mechs and/or hitting fast targets or small targets that you get a limited time to shoot at

please note i ALWAYS recommend using all of your hard points available since 2 weapons is almost always better then one when it comes to beam strength, heat, and damage to tonnage ratio, notice those beautiful people that made this game intentional made large laserz heavy but better in every way except with heat because they are intended for those big guys we refer to as assaults that want the biggest weapon possible for each hard point, and they can fit them efficiently 2 smaller mechs will have 2 make sacrifices, choosing the weapon is speed and "accuracy" vs damage pretty much, depends on your target imo

also shorter duration weapons require better aim to take proper advantage of

View PostDelchev, on 03 May 2013 - 02:07 PM, said:

Justwannaplay is right about loadouts with standard engines and about XL engines. Although take XL255. It weighs the same as XL250. Here are some popular builds: 1. 3 med pulses. http://mwo.smurfy-ne...bb27076d766cedb 2. 2 med lasers one large laser. http://mwo.smurfy-ne...09b3b8edc449397 (I use that one at the moment) 3. 2 large laser in a hand, but no jump jets. http://mwo.smurfy-ne...047732c5caf9270

it would appear i missed the hard point in the ct and the fact a 255 weighs as much as the 250, so put that in my xl engine version

#732 lilslugger

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Posted 03 May 2013 - 02:25 PM

View PostJust wanna play, on 03 May 2013 - 01:46 PM, said:

you can mix and match the various weapons i mentioned or you can save some weight on weapons and go faster

if you replace pulse with 2 small and put in bigger engine
http://mwo.smurfy-ne...d98faca1dd5b211
i dont recommend this 1 to much

i also HIGHLY recommend xl engines in lights since they need all the tonnage they can get and dont use up their crit slots much
here is a bit of a super upgrade, hotter but faster, better damage, range, also better focused beam and armor then anything except maybe large laserz
http://mwo.smurfy-ne...b8ea6321ff9fa37
you will need the fairly expensive xl engine for it, but it will be pretty epic, fell free to move armor around as you fell fit

View PostDelchev, on 03 May 2013 - 02:07 PM, said:


Justwannaplay is right about loadouts with standard engines and about XL engines. Although take XL255. It weighs the same as XL250.

Here are some popular builds:
1. 3 med pulses.
http://mwo.smurfy-ne...bb27076d766cedb

2. 2 med lasers one large laser.
http://mwo.smurfy-ne...09b3b8edc449397
(I use that one at the moment)

3. 2 large laser in a hand, but no jump jets.
http://mwo.smurfy-ne...047732c5caf9270


Thanks for the quick response, I like the ideas and will implement the XL engine, I'll post the build I come up with in a bit. I want to keep the JJ's and will be forced to sacrifice some firepower for that but I don't plan on doing too much brawling with this, more of a covert scout. Its name is sneaky snake after all. XD

#733 Just wanna play

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Posted 03 May 2013 - 02:28 PM

View PostMazzyplz, on 03 May 2013 - 02:13 PM, said:

think this atlas is pimped out, i want the energy hardpoints to be an afterthought, you might have some input though! http://mwo.smurfy-ne...c52b8d2fe0a8c4b

first, put ecm in ct so you have it till you die

View Postlilslugger, on 03 May 2013 - 02:25 PM, said:

Thanks for the quick response, I like the ideas and will implement the XL engine, I'll post the build I come up with in a bit. I want to keep the JJ's and will be forced to sacrifice some firepower for that but I don't plan on doing too much brawling with this, more of a covert scout. Its name is sneaky snake after all. XD
well mine builds dont sacrifice your jj, in fact, i was tempted to add more to make your spider like my 5v ;) of course the amount of smoke 12 jj makes kinda hurts stealthiness a bit....

#734 Just wanna play

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Posted 03 May 2013 - 02:31 PM

View PostMazzyplz, on 03 May 2013 - 02:13 PM, said:

think this atlas is pimped out, i want the energy hardpoints to be an afterthought, you might have some input though! http://mwo.smurfy-ne...c52b8d2fe0a8c4b

just i tiny bit curious, why dont you have endo steel installed??? that alone would open up many options, bigger engine, large laserz, more ammo, etc

#735 Just wanna play

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Posted 03 May 2013 - 02:37 PM

keeping your speed and weapons i made it cooler and better armored
http://mwo.smurfy-ne...33e319ded22a257

trust me, having well armored arms helps a lot when you use torso twist to absorb damage

also gave it one more ton of ammo

#736 lilslugger

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Posted 03 May 2013 - 02:42 PM

I whipped this build up, seems rather decent, despite losing 2 JJ's, I should still be able to outrun most shots.. right?

http://mwo.smurfy-ne...ec5b0552173ef2a

Then there's this one with the JJs but I still have an empty slot.
In case you couldn't tell, I am trying to keep my heat eff around 100%

http://mwo.smurfy-ne...7a056a43d672906

Edited by lilslugger, 03 May 2013 - 02:47 PM.


#737 Just wanna play

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Posted 03 May 2013 - 02:49 PM

View Postlilslugger, on 03 May 2013 - 02:42 PM, said:

I whipped this build up, seems rather decent, despite losing 2 JJ's, I should still be able to outrun most shots.. right?

http://mwo.smurfy-ne...ec5b0552173ef2a

Then there's this one with the JJs but I still have an empty slot.
In case you couldn't tell, I am trying to keep my heat eff around 100%

http://mwo.smurfy-ne...7a056a43d672906

hmm, perfect solution for your loss of jj! take off the ferro! its doing more harm then good, with out it you can get your jjs back!

#738 Just wanna play

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Posted 03 May 2013 - 02:54 PM

also if you take off that heat sink you will still meet the 10 hs minimum but you will save a 1 ton and still have 100% heat eff! you might wanna put it back if you put in bigger weapons tho, i personally would recommend leaving spare tonnage in the following mechs (when designing them at least) so you have room for the bigger engines that aren't allowed yet

Cicada, death knell (commando hero) spider and jenner

#739 lilslugger

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Posted 03 May 2013 - 02:54 PM

View PostJust wanna play, on 03 May 2013 - 02:49 PM, said:

hmm, perfect solution for your loss of jj! take off the ferro! its doing more harm then good, with out it you can get your jjs back!


Does it aide in fall damage at all? I've noticed with it stock that it takes a substantial amount of damage when it falls, looking to avoid that too.

w/o the ferro I can do this http://mwo.smurfy-ne...f9a3ab51540c3dd

the flamer does nothing to my heat and boosts my dps ;)

#740 Just wanna play

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Posted 03 May 2013 - 03:01 PM

also raven 3l is being limited in engine size

statistically ferro armor doesn't give you better armor in any way except when it comes to how much armor you get per ton, are you sure you where using the same amount of leg armor with and with out ferro armor for proper comparison? you might also be jumping higher thanks to more JJ





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