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P!mp My Ride {Mech Optimization Thread}


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#881 Delchev

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Posted 27 June 2013 - 11:50 PM

View PostJust wanna play, on 27 June 2013 - 09:41 AM, said:

for that first one, why dont you remove a tiny bit of armor (like 10 total at most) and step it up to the 330 engine????
http://mwo.smurfy-ne...9c5efd6bf396e8d



You are right in maximization terms. I just wanted to show to HozeMonkey that with STD325 everything fits quite well. That is why I addressed bigger engines in next two points.

#882 Just wanna play

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Posted 28 June 2013 - 07:08 AM

View PostDelchev, on 27 June 2013 - 11:50 PM, said:


You are right in maximization terms. I just wanted to show to HozeMonkey that with STD325 everything fits quite well. That is why I addressed bigger engines in next two points.

well you dint address the 330 so was just saying.... dont wanna give him the wrong ideas :D

#883 bowlie

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Posted 28 June 2013 - 11:38 AM

Any tips for a cent? I went for the D variant because it seemed most flexible, Biggest engine capacity and a good mix of hard points. My max damage so far is 150ish, and im thinking my xl380 is too big for it. Only leaves me with 2MG's, 2 ML's and 2 SRM's.

Im considering building it just like the other variants. STD engine brawler. How are they usually set up? Alternatively a friend always plays a jager, so I might make a dedicated Jager supporter. AC2/5's to help it do ranged damage, and some streak SRM2's to keep away lights. Thoughts?

#884 Just wanna play

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Posted 28 June 2013 - 03:00 PM

View Postbowlie, on 28 June 2013 - 11:38 AM, said:

Any tips for a cent? I went for the D variant because it seemed most flexible, Biggest engine capacity and a good mix of hard points. My max damage so far is 150ish, and im thinking my xl380 is too big for it. Only leaves me with 2MG's, 2 ML's and 2 SRM's.

Im considering building it just like the other variants. STD engine brawler. How are they usually set up? Alternatively a friend always plays a jager, so I might make a dedicated Jager supporter. AC2/5's to help it do ranged damage, and some streak SRM2's to keep away lights. Thoughts?

well it is highly recommended not to use xls in cents because after the arms and side torsos are destroyed there is still a relatively large nub of an arm left and that only transfers 50% damage to the side torso which will transfer 50% of that damage to the ct, so torso twisting can cause your ct to only take 1/4th damage, while an xl just makes you an easy kill, also probably should consider trying to get in better ballistics then mgs, they really arent the best weapos on a mech that does have a bit of a reliance on its ballistic weapons

if possible build in smurfies so we can see where ur at now

#885 bowlie

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Posted 29 June 2013 - 08:30 AM

View PostJust wanna play, on 28 June 2013 - 03:00 PM, said:

well it is highly recommended not to use xls in cents because after the arms and side torsos are destroyed there is still a relatively large nub of an arm left and that only transfers 50% damage to the side torso which will transfer 50% of that damage to the ct, so torso twisting can cause your ct to only take 1/4th damage, while an xl just makes you an easy kill, also probably should consider trying to get in better ballistics then mgs, they really arent the best weapos on a mech that does have a bit of a reliance on its ballistic weapons

if possible build in smurfies so we can see where ur at now


This is roughly what I have ATM. Not sure on armour / ammo values.
<a href="http://mwo.smurfy-net.de/mechlab#i=29&l=0dcb8d8c26183f0d8c9b5626662e7aa7c890bfa8">CN9-D</a>

#886 Just wanna play

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Posted 29 June 2013 - 06:13 PM

View Postbowlie, on 29 June 2013 - 08:30 AM, said:


This is roughly what I have ATM. Not sure on armour / ammo values.
<a href="http://mwo.smurfy-net.de/mechlab#i=29&l=0dcb8d8c26183f0d8c9b5626662e7aa7c890bfa8">CN9-D</a>

uh is that the same total amount of armor as the actual mech or is it all just you guessing? 1 ton of ammo for 2 ac2s doesn't seem right (or at least effective) could you possibly make it a bit more accurate?? and when your done building things in smurfies and want to share it just click "save & share your load out" then copy and paste the bottom link called "plain link"

oh and if you dont already have them equip double heat sinks then remember to put them back in (all heat sinks are removed when you upgrade) it will make you run far cooler or let you only run just the 10 heat sinks in the engine to free up tonnage and still have better heat efficiency

Edited by Just wanna play, 29 June 2013 - 06:17 PM.


#887 ZeProme

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Posted 29 June 2013 - 07:13 PM

http://mwo.smurfy-ne...358803107ab39ff

What do you guys think of this build?

#888 Jay Z

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Posted 29 June 2013 - 08:07 PM

View PostZeProme, on 29 June 2013 - 07:13 PM, said:

http://mwo.smurfy-ne...358803107ab39ff

What do you guys think of this build?


I'm not a fan of mixing MPL and MLs so, you could go a bigger engine if you want. CTF-1X

#889 Delchev

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Posted 30 June 2013 - 01:44 AM

View PostJay Z, on 29 June 2013 - 08:07 PM, said:


I'm not a fan of mixing MPL and MLs so, you could go a bigger engine if you want. CTF-1X


I personally would also reduce armor on legs and left arm for an additional heat sink.

#890 Just wanna play

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Posted 30 June 2013 - 10:11 AM

View PostZeProme, on 29 June 2013 - 07:13 PM, said:

http://mwo.smurfy-ne...358803107ab39ff

What do you guys think of this build?

nice! your build kind of reminds me of my 1x, although imo you should re think that weapon placement, i personally ran the mpls on the arms (had 3 of them) and ran a medium laser on each side torso because that way the mpls could keep up with fast paced combat better and the medium laserz, which are a bit longer range and lower heat, could be fired over cover fairly often while closing in on things (not to mention those ape arms will never fire over cover...) still not producing as much heat as pulses but doing more damage then them at certain ranges, and yes i did have an ac20 i personally had 2-3 tons of ammo, why dont you set you 1x up more like this??

http://mwo.smurfy-ne...bf85647b5476efe

My Tip for Phracts: Longer range weapons in side torsos and closer range weapons in arms, in other words pulses are the short range regulars are longer range, now if you have a large laser its good either way depends on what the purpose of your build is exactly, arms for large laser placement if brawling side torsos if mid range fighting although i personally recommend using the phract as a brawler

Edited by Just wanna play, 30 June 2013 - 10:14 AM.


#891 Just wanna play

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Posted 30 June 2013 - 10:14 AM

View PostDelchev, on 30 June 2013 - 01:44 AM, said:


I personally would also reduce armor on legs and left arm for an additional heat sink.

cockpit before arms, its a cataphract brawler after all

#892 WCINC

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Posted 30 June 2013 - 02:28 PM

Howdy!

I've made something of a hobby designing mechs and vehicles (mostly vehicles, though) for TT and picked up a certain design philosophy that doesn't translate very well in MWO, because I like cost-effective designs and you can't buy a blank chassis or anything.

http://mwo.smurfy-ne...eef5989e3d602a0

I liked the idea of a mobile sniper with maximum survivability and endurance but the ballistic hardpoints are basically useless. I'm not sure what I'd do with endo steel besides slap on a couple extra machineguns. I think the machinegun ammo is just an explosion liability anyways, so being able to deplete the bin faster would be nice, but I'm doubtful of the benefit all that extra money would require. I downgraded the engine for some reason, but the extra speed would be wasted with my playstyle anyways, I think.

Any ideas? It's a simple build, but maybe I've went about this build the completely wrong way.

Edited by WCINC, 30 June 2013 - 02:29 PM.


#893 Just wanna play

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Posted 30 June 2013 - 03:21 PM

View PostWCINC, on 30 June 2013 - 02:28 PM, said:

Howdy!

I've made something of a hobby designing mechs and vehicles (mostly vehicles, though) for TT and picked up a certain design philosophy that doesn't translate very well in MWO, because I like cost-effective designs and you can't buy a blank chassis or anything.

http://mwo.smurfy-ne...eef5989e3d602a0

I liked the idea of a mobile sniper with maximum survivability and endurance but the ballistic hardpoints are basically useless. I'm not sure what I'd do with endo steel besides slap on a couple extra machineguns. I think the machinegun ammo is just an explosion liability anyways, so being able to deplete the bin faster would be nice, but I'm doubtful of the benefit all that extra money would require. I downgraded the engine for some reason, but the extra speed would be wasted with my playstyle anyways, I think.

Any ideas? It's a simple build, but maybe I've went about this build the completely wrong way.

lol how is that cost effective when the er ppc is the only heat producing eapon? are double heat sinks really necasairy??

imo unless you are sticking with the team and not even scouting or anything a mech that fast doesnt need ams
with endo it would be allowed to use a bigger engine at least
well to start off if you wanted to be a little bit faster at least use endo steel to begin with then add on ferro only if neccasary, and about those ballistic hardpoints, what about an ac2? your uing the weapon with the second highest effective range n the game, might as well also use the weapon with the highest max range so you can snipe

okay so here it is with some tinkering
http://mwo.smurfy-ne...677bcdf39355192

here it is with an ac2 suffed in with no ams
http://mwo.smurfy-ne...5f67412604534ff

just so ya know dps wise an ac2 is equal to 4 mgs while weighing more but has better range, also mgs can tear up internal parts (not internal health, dont get them confused)


perhaps you should get rid of that er ppc, if you want to even think about using ballistic should you really be using a 7 ton super hot energy weapon?? same damage to tonnage ratio as ac20 might i add and ballistics are the worse weapon class when it comes to tonnage to damage but have good damage to heat ratios, unlike the er ppc....

since theres no point in using this variant unless you use 2 or more ballistics, what about 2 ac2s? its either ac2s or mgs, unless i guess you could go for a single lbx or a5 or uac5s but then other variants will be a better version of yours when it comes to back up energy weapons
http://mwo.smurfy-ne...4740651d3bce7a2

also now that i look at it no point in having max armor on arms really, that can probably be brought down to 19-10ish if necessary

you wouldnt happen to have any lrm boating team mates would you? then you coul mount a tag to help someone crack somethings armor open allowing your mgs to wreck havoc
http://mwo.smurfy-ne...8ca5e67be6d38f7

#894 WCINC

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Posted 30 June 2013 - 03:40 PM

View PostJust wanna play, on 30 June 2013 - 03:21 PM, said:

lol how is that cost effective when the er ppc is the only heat producing eapon? are double heat sinks really necasairy??

imo unless you are sticking with the team and not even scouting or anything a mech that fast doesnt need ams
with endo it would be allowed to use a bigger engine at least
well to start off if you wanted to be a little bit faster at least use endo steel to begin with then add on ferro only if neccasary, and about those ballistic hardpoints, what about an ac2? your uing the weapon with the second highest effective range n the game, might as well also use the weapon with the highest max range so you can snipe

okay so here it is with some tinkering
http://mwo.smurfy-ne...677bcdf39355192

here it is with an ac2 suffed in with no ams
http://mwo.smurfy-ne...5f67412604534ff

just so ya know dps wise an ac2 is equal to 4 mgs while weighing more but has better range, also mgs can tear up internal parts (not internal health, dont get them confused)


perhaps you should get rid of that er ppc, if you want to even think about using ballistic should you really be using a 7 ton super hot energy weapon?? same damage to tonnage ratio as ac20 might i add and ballistics are the worse weapon class when it comes to tonnage to damage but have good damage to heat ratios, unlike the er ppc....

since theres no point in using this variant unless you use 2 or more ballistics, what about 2 ac2s? its either ac2s or mgs, unless i guess you could go for a single lbx or a5 or uac5s but then other variants will be a better version of yours when it comes to back up energy weapons
http://mwo.smurfy-ne...4740651d3bce7a2

also now that i look at it no point in having max armor on arms really, that can probably be brought down to 19-10ish if necessary

you wouldnt happen to have any lrm boating team mates would you? then you coul mount a tag to help someone crack somethings armor open allowing your mgs to wreck havoc
http://mwo.smurfy-ne...8ca5e67be6d38f7


I did experiment with a ac/2 and medium laser build, and it did produce similar dmg scores to the ERPPC/ mg build, but it requires you to spend too much time exposed, running wild in the open getting shot at and I envisioned it more as an annoying distraction shoot-and-scoot from cover sniper deal, hence the AMS to deal with all the guys locking on and sending LRMs my way. Max armor on arms? Just because. I like to think it soaks up damage while I'm fleeing like a coward between shots, but the hitbox for the arms is really small on the Cicada.

Yes, the FF armor was a waste I think, I slapped it on when I had all that cadet bonus money and knew I had a lot of unused crit locations.

TAG would be cool, I always end up spotting anyways. Thanks for the input.

Also: Is CASE really useless? Better to put ammo in the legs? Putting ammo in leg slots is a big no-no in TT but I can kinda see how it'd be a good idea in MWO when nothing but badly aimed lasers going wild ever hit the legs.

Also: No armor for the head location? I know it's a pretty narrow slot on a Cicada, but an errant drag of a laser or some LRM barrage could produce a crit there without armor, right?

Edited by WCINC, 30 June 2013 - 03:53 PM.


#895 Just wanna play

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Posted 30 June 2013 - 07:54 PM

View PostWCINC, on 30 June 2013 - 03:40 PM, said:


I did experiment with a ac/2 and medium laser build, and it did produce similar dmg scores to the ERPPC/ mg build, but it requires you to spend too much time exposed, running wild in the open getting shot at and I envisioned it more as an annoying distraction shoot-and-scoot from cover sniper deal, hence the AMS to deal with all the guys locking on and sending LRMs my way. Max armor on arms? Just because. I like to think it soaks up damage while I'm fleeing like a coward between shots, but the hitbox for the arms is really small on the Cicada.

Yes, the FF armor was a waste I think, I slapped it on when I had all that cadet bonus money and knew I had a lot of unused crit locations.

TAG would be cool, I always end up spotting anyways. Thanks for the input.

Also: Is CASE really useless? Better to put ammo in the legs? Putting ammo in leg slots is a big no-no in TT but I can kinda see how it'd be a good idea in MWO when nothing but badly aimed lasers going wild ever hit the legs.

Also: No armor for the head location? I know it's a pretty narrow slot on a Cicada, but an errant drag of a laser or some LRM barrage could produce a crit there without armor, right?

well case isnt USELESS but its not like your legs are going to last long after the armors gone anyway, AND mg ammoonly explodes for 245 damage if none is used up while case only protects the ct so its possible that the leg and side torsos health will absorb all of the damage so that case would be useless anyway

i guess you could put like 4 on the head, just try to not take to much off of the legs (might be a better to take it off of the arms actually...


hmm actually why not put the ammo in the arms?? how often to they get their armor stripped off???

#896 Rasako

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Posted 30 June 2013 - 08:45 PM

I have been trying to optimize my builds but I always feel like theres something wrong and essentially just butcher them over and over. a friend of mine is using this catapult I built for her

http://mwo.smurfy-ne...8639470042bae69

wanted it to be a longrange fire support mech so that she wouldn't have to be up close brawling all the time in her hunchback SP

I am also working on mastering the atlas and recently bought an RS. it only has a couple of basic proficencies but I'm trying to run a build that has 4 ER PPCs and a gauss rifle in it.

http://mwo.smurfy-ne...5a5d062b6dc172d

however it seems to run too hot and I currently only have 4 ER PPCs on it and stockpiled heatsinks in my STs...I could link a couple others but I figured I would start with those for now. I am by no means married to these mechs as I'm just trying to fit them into the current meta and if you could provide any optimization tips for my future endeavors I would greatly appreciate it.

My dad and I are fairly big mechwarrior fans and I'm trying to learn as much as I can so that I and my family/friends can have a better gaming experience because most of them aren't as hardcore/knowledgeable as I am and some of them are very new to the franchise and I'm trying to get them to stick with it.

Edited by Rasako, 30 June 2013 - 08:48 PM.


#897 Delchev

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Posted 01 July 2013 - 01:01 AM

View PostRasako, on 30 June 2013 - 08:45 PM, said:

I have been trying to optimize my builds but I always feel like theres something wrong and essentially just butcher them over and over. a friend of mine is using this catapult I built for her

http://mwo.smurfy-ne...8639470042bae69

wanted it to be a longrange fire support mech so that she wouldn't have to be up close brawling all the time in her hunchback SP

I am also working on mastering the atlas and recently bought an RS. it only has a couple of basic proficencies but I'm trying to run a build that has 4 ER PPCs and a gauss rifle in it.

http://mwo.smurfy-ne...5a5d062b6dc172d

however it seems to run too hot and I currently only have 4 ER PPCs on it and stockpiled heatsinks in my STs...I could link a couple others but I figured I would start with those for now. I am by no means married to these mechs as I'm just trying to fit them into the current meta and if you could provide any optimization tips for my future endeavors I would greatly appreciate it.

My dad and I are fairly big mechwarrior fans and I'm trying to learn as much as I can so that I and my family/friends can have a better gaming experience because most of them aren't as hardcore/knowledgeable as I am and some of them are very new to the franchise and I'm trying to get them to stick with it.


For cata: try to play around with smaller LRM's and a bigger engine. XL255 as a minimum. XL280 and XL300 would be preferable. Four LRM 10 would be sufficient and give you tons to fit in engine. 2 LRM 20 and SRM support is a possibility as well. Also utilize that jumpjet, at least one. Especially with coming changes to movement behaviour. Movement speed and maneuvarability is quite important for Catapult. I guess that could be "wrong" thing in your builds :)


For Atlas: as a minimum remove a little armor from legs and add one heat sink. Next step, consider 4 regular PPC and gauss instead of ER PPC. I played with regular fairly efficiently. You still need to be very careful with your shots and maybe use a coolant flush module from time to time.

#898 Dauphni

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Posted 01 July 2013 - 06:05 AM

I've been trying to figure out how to do my Stalker LRM-boat. So far, this is what I've come up with: http://mwo.smurfy-ne...1df0b751090be07
My main consideration is that I don't want my missiles to come out in more than two volleys, so that much is fixed. Any suggestions beyond that?

#899 mack sabbath

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Posted 01 July 2013 - 06:34 AM

Please p!mp up my Battlemaster build!

Assuming I stay with the stock engine, how's this look for brawling / skirmishing?


http://goo.gl/73AZv


Thanks in advance.

#900 Just wanna play

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Posted 01 July 2013 - 06:55 AM

View PostUite Dauphni, on 01 July 2013 - 06:05 AM, said:

I've been trying to figure out how to do my Stalker LRM-boat. So far, this is what I've come up with: http://mwo.smurfy-ne...1df0b751090be07
My main consideration is that I don't want my missiles to come out in more than two volleys, so that much is fixed. Any suggestions beyond that?

hmm no more then 2 salvos?? sound like my kind of guy :D
why dot you have the tag on the arm? it would be higher up and also be able to aim further up and down
personally i run with 900 rounds for 2 lrm15s alone, are you sure you only need 1080 rounds for 2 lrm10s and 2 lrm15?

just so ya know the awesome imo is a better base for lrms even though the stalker has 4.5 more tons to play with (emtpy that is, the awesome needs to use up less tons to go the same speed so the gap tends to close fairly quickly, at the speed your stalker goes an awesome of the same speed only has 2.5 less tons) but many ignore me when i say that, and now that i look at it, the 3H variant (it has 20 launcher tubes in arms instead of 10 like the others)would be able to fire the same amount of missiles but all at once which also means they start reloading earlier although you would lose an ams and energy weapon, and then there's the simple fact that your more likely to hit with more missiles when they travel as one

moved tag to arm and put both exposed in arm ammos in right arm, also switched ams ammo in head with lrm ammo in leg, btw is 1000 rounds really enough for 2 ams???
http://mwo.smurfy-ne...87c52ef41325a2c


here it is roughly on 3h used case to take up space left by 2nd ams on 5s design, i said roughly didn't i? fires all 50 missiles at once if you want to get another chassis, this overall would be better against an ams equipped target and also lets all of the missiles hit before narc is destroyed (if your target is narced)
http://mwo.smurfy-ne...1612251171f6ebd
i guess you would technically have to wait longer to reload since the lrm20s will take awhile BUT since the 5s will start reloading later due to firing 2 salvos it wont be that far apart when it comes to fire rate





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