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P!mp My Ride {Mech Optimization Thread}


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#941 Delchev

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Posted 10 July 2013 - 05:29 AM

View PostAutobot9000, on 09 July 2013 - 02:18 PM, said:

Hey guys,

anyone have suggestions for my D-DC build? I am currently using this one

http://mwo.smurfy-ne...64246ca5ffecc1c

but I wanted to fit a somewhat larger engine without losing heat efficiency.

I came up with this as a best trade off:

http://mwo.smurfy-ne...7e0ffa0d505e1b8

Anyone got hints for improvement?


Something like this.
http://mwo.smurfy-ne...e4874beabf8ceb9

#942 ATM87

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Posted 12 July 2013 - 10:50 AM

I don't really want to change the weapon loadout, I just want to make sure I'm making the most use of available space.

http://mwo.smurfy-ne...a21f33aec2a8ab1

#943 FireSlade

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Posted 12 July 2013 - 11:56 AM

View PostATM87, on 12 July 2013 - 10:50 AM, said:

I don't really want to change the weapon loadout, I just want to make sure I'm making the most use of available space.
http://mwo.smurfy-ne...a21f33aec2a8ab1


Ok with keeping everything the same for the weapon load out you are pretty much good other than moving some armor points around and moving your ammo towards the CT and ST. The reason for this is everyone knows that you are putting ammo in your legs now so the smart thing to do is aim there and hope that the ammo goes and then takes out your ST and XL engine. With it in the torso well….. You are pretty much dead anyways with no armor so oh well. Plus I have been killed many times losing a leg and having the ammo go but never once been killed my an ammo explosion due to the ammo cooking off in my torso. 60 rounds of ammo for your LBX is a bit much (might be more useful once 12vs12 rolls out) so if you want you can pull a ton off and 2 point of armor in your head and 7 points in each leg and that will give you enough to put an AMS and ammo in for added protection against LRMs (paired up with others I have seen huge groups of missiles taken out). That is about the only amount of advice that I can think of to help the design out. Here is with the armor adjusted and with the AMS in case you would like to have it. http://mwo.smurfy-ne...3e3893fdc0017d1
I tend to like to follow the rule of going no less armor on the legs than that of your arms and no more than 18 armor on the backs of heavies since 90% of my damage is upfront. Also with XLs never put ammo in your limbs (legs included especially with jump jets) since now you just expanded the weakness of your XL to those locations too. Gauss ammo does not matter but the rifle should always be put in your arms if you can. With 3hp if you lose your torso armor the rifle will blow up for 20 damage (90% chance to blow) in the next hit killing you but if the rifle blows up in the arm it has to destroy the arm’s structure then damage the armor and other things bleeding off the damage inflicted from it. I hope that this helps you out and good hunting. o/

Edited by FireSlade, 12 July 2013 - 11:57 AM.


#944 Just wanna play

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Posted 12 July 2013 - 11:56 AM

View PostATM87, on 12 July 2013 - 10:50 AM, said:

I don't really want to change the weapon loadout, I just want to make sure I'm making the most use of available space.

http://mwo.smurfy-ne...a21f33aec2a8ab1

looks like its about as good as it will get, although imo you could consider moving some cockpit armor onto the arms to max them out but thats about it

#945 Just wanna play

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Posted 12 July 2013 - 11:59 AM

View PostFireSlade, on 12 July 2013 - 11:56 AM, said:

Also with XLs never put ammo in your limbs (legs included especially with jump jets) since now you just expanded the weakness of your XL to those locations too. Gauss ammo does not matter but the rifle should always be put in your arms if you can. With 3hp if you lose your torso armor the rifle will blow up for 20 damage (90% chance to blow) in the next hit killing you but if the rifle blows up in the arm it has to destroy the arm’s structure then damage the armor and other things bleeding off the damage inflicted from it. I hope that this helps you out and good hunting. o/

i would think putting it in legs and arms is still important with xls since you then have something to take the damage before the torso does but what evs ammo doesnt really explode much these days anyways, my reason for putting ammo in legs is because not many other things fit there so it doesnt take up space for heat sinks and such

#946 FireSlade

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Posted 12 July 2013 - 12:11 PM

True if you do not have the room fit it where you can. My thing is you will die long before the ammo gets a chance to cook off if it is in your torso/head; where as in the arms or legs 100+ damage rushing towards your XL is instant death. Granted that it is only a 10% chance but with 2 tons of ammo that becomes a 10% times 2. Also with JJs if used while brawling (which I do a lot) they tend to get hit more than your torso since people have a tough time following you.

#947 Just wanna play

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Posted 12 July 2013 - 12:52 PM

id have to say 30 health (in the case of the phract) will probably take longer to destroy then ammo (unless you put in lots of ammo)

btw 2 tons of ammo wouldn't really be 10% times 2 because each ton would then be half as likely to be hit, frankly your less likely to be destroyed by an ammo explosion the more ammo you have in a limb

also keep in mind side torso has same amount of health as legs while arms have less
the more internal health the longer a limb will survive and there for give more chance to hit and eventually destroy ammo and if you put ammo in the legs that will help absorb some damage before the damage reaches something more important (although xls can take as big of an advantage of this) while putting it in side torso with an xl is just going to cause premature death since ammo doesnt get buffered by any limbs before reaching an important limb

putting ammo in legs and arms is a REALLY good idea when running a standard because thats puts 2 decent sized limbs in the way of the ct and so if you put it in the legs of for example an atlas, 84 damage will be absorbed from the ammo explosion before it reaches the Ct while if you put the ammo in the side torso (or if you have an xl) its only 42 (and you also loss side torsos FAR more often then legs)
in case of xl no reason to go after ct


i guess side torso is only safer maybe when you are running an xl engine and have lots of ammo (or other stuff) in that limb to share the crits, really depends on mech and engine

Edited by Just wanna play, 12 July 2013 - 12:53 PM.


#948 TheRevNTT

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Posted 12 July 2013 - 01:36 PM

Hey guys,
New to the mech warrior series (played the crap out of MW2 but that was many moons ago)

I have bought myself a Dragon Slayer and I plan to master the Victor chassis. I have been playing around a lot in smurfy and I have come up with a few builds I think will work.

VTR-9S - Intended as a mid range skirmisher, speed + dps vs alpha damage

http://mwo.smurfy-ne...2d0da1262fa49d3

VTR-DS -My mid range alpha build with a shield arm ;)

http://mwo.smurfy-ne...c223c75e93229dc

I also have a retired Cata-K2 That I have been theorying a build for.

CPLT-K2 -Another mid range skirmisher

http://mwo.smurfy-ne...36053bab8c02823

As you will probably notice I really like the idea of UAC/5s and do plan to master the fire rate of them in order to maximize there damage/efficiency. I also like to use as many of my hard points as possible while carrying a variety of weapons (I dislike boating). I prefer versatility over pure damage.

Anyway any help would be greatly appreciated.
Thanks in advance.

Edited by TheRevNTT, 12 July 2013 - 01:41 PM.


#949 FireSlade

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Posted 12 July 2013 - 02:08 PM

View PostTheRevNTT, on 12 July 2013 - 01:36 PM, said:

Hey guys,
New to the mech warrior series (played the crap out of MW2 but that was many moons ago)
I have bought myself a Dragon Slayer and I plan to master the Victor chassis. I have been playing around a lot in smurfy and I have come up with a few builds I think will work.
VTR-9S - Intended as a mid range skirmisher, speed + dps vs alpha damage
http://mwo.smurfy-ne...2d0da1262fa49d3
VTR-DS -My mid range alpha build with a shield arm file:///C:/Users/Tpare/AppData/Local/Temp/msohtmlclip1/01/clip_image001.png
http://mwo.smurfy-ne...c223c75e93229dc
I also have a retired Cata-K2 That I have been theorying a build for.
CPLT-K2 -Another mid range skirmisher
http://mwo.smurfy-ne...36053bab8c02823
As you will probably notice I really like the idea of UAC/5s and do plan to master the fire rate of them in order to maximize there damage/efficiency. I also like to use as many of my hard points as possible while carrying a variety of weapons (I dislike boating). I prefer versatility over pure damage.
Anyway any help would be greatly appreciated.
Thanks in advance.

I love how you aimed for balance over alpha on your builds. Since I have not played the Victor yet I cannot comment on if XLs work for it but I can say that if you run XL engines C.A.S.E. becomes pointless since you will still die if you have an ammo explosion.
First up the 9S: by dumping the C.A.S.E. you can put armor into the important spots. Also never ever sacrifice armor in the torso; with the current meta and instant convergence this is a death sentence. http://mwo.smurfy-ne...c09f19b0a15d97f

Next up the Dragon Slayer: Having the shield arm is a good idea but again never short change the torso so by pulling a few points off of the shield arm you up you survivability. Again since I have not played this design yet I cannot say if replacing the LRM 10 and 5 with a LRM 15 will affect the rate at which the missiles will launch. If it comes out in 1 stream with the LRM 15 then that will save you some crit space and a ton. Also always pad the Gauss Rifle with the Gauss ammo because it has only 3hp and a 90% chance to blow up so it will help absorb the damage. http://mwo.smurfy-ne...f11a3b52247e2c1 and the one with the LRM 15 http://mwo.smurfy-ne...baabff07ee6f9a4

With the K2 all that I could think to do with it was drop a DHS and add to the armor. The 16th DHS only adds about 2 seconds before you overheat so it will not be as much of help as the armor. http://mwo.smurfy-ne...c63dc38935bc4b8

Well I hope this helps you out and good hunting out there.

#950 ZeProme

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Posted 13 July 2013 - 08:29 PM

What do you guys think of this brawler configuration for the VTR-9S?

http://mwo.smurfy-ne...a4d8c6a073c73bd

#951 Delchev

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Posted 14 July 2013 - 01:23 AM

View PostZeProme, on 13 July 2013 - 08:29 PM, said:

What do you guys think of this brawler configuration for the VTR-9S?

http://mwo.smurfy-ne...a4d8c6a073c73bd


From pure efficiency perspective you have a bad engine / free slot balance. I would rather go for STD300 and add 4 more heat sinks. You have space for them.
http://mwo.smurfy-ne...17a2ae44aa213e8

Or remove two jump-jets and take ferro fibrous. Use weight for STD335 and additional heat sink.
http://mwo.smurfy-ne...3c69ef88594156d

#952 Delchev

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Posted 14 July 2013 - 01:31 AM

View PostATM87, on 12 July 2013 - 10:50 AM, said:

I don't really want to change the weapon loadout, I just want to make sure I'm making the most use of available space.

http://mwo.smurfy-ne...a21f33aec2a8ab1


Your build is rather symmetrical and effective at close range mostly. Why don't you try STD build then? Depending on a play style it might be worth it. And in any case, XL or STD, move pulse lazers to arms, so that they have more reach and put ER PPC in torso, so that you can fire at longer ranges without over-exposing yourself to enemy fire.

http://mwo.smurfy-ne...b9ebb68774d5a98

Edited by Delchev, 14 July 2013 - 01:31 AM.


#953 KapnKrump

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Posted 17 July 2013 - 05:11 PM

JM6-A

Tell me what you thnk before i spend 12 milli =)

Edited by KapnKrump, 17 July 2013 - 05:11 PM.


#954 Dauphni

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Posted 18 July 2013 - 12:18 AM

View PostKapnKrump, on 17 July 2013 - 05:11 PM, said:

JM6-A

Tell me what you thnk before i spend 12 milli =)

It's extremely slow, so making room for a bigger engine seems like a good idea to me. Additionally, you might want to stick with a single LRM type if you're only using a pair of them. In this case, I'd suggest two LRM10s, because they're more accurate and fire faster. That allows you to save on a ton of ammo too.

CASE is useless with XL engines, because it only prevents damage transferring from a side to centre torso, but with an XL engine, if your side torso goes, you're dead anyway. Besides, it's usually better to store ammo in the legs or arms anyway.

AMS is sort of hit-and-miss these days. Sometimes you won't need it at all, and other times you'll be swarmed by flying missiles. It's going to be your call, but I feel AMS is only effective if you've got mass amounts of it spread over different Mechs, and even then only if you're facing a moderate LRM threat.

BAP is similarly situational: it's great with some builds, nearly useless on others. With this one, I feel it could go either way, but personally I'd take it out in favour of a bigger engine. It really comes down to personal preference though.

With BAM and AMS: http://mwo.smurfy-ne...f8f547a1f570376
Without: http://mwo.smurfy-ne...ea9e44a45bcd5f9

#955 Delchev

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Posted 18 July 2013 - 09:47 PM

View PostKapnKrump, on 17 July 2013 - 05:11 PM, said:

JM6-A

Tell me what you thnk before i spend 12 milli =)


Uite explained it all. In addition to what he showed I would go for additional two med lasers as well. They are very handy.
http://mwo.smurfy-ne...0d8d10248108798

#956 Just wanna play

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Posted 19 July 2013 - 07:36 AM

you COULD move ammo into safer locations then take out case and put in two small lasers

Edited by Just wanna play, 19 July 2013 - 07:40 AM.


#957 KapnKrump

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Posted 20 July 2013 - 09:16 AM

ILYA MUROMETS

soo.. another slower build.

However I wanted to stick with a std engine because I like the idea of brawling with this cataphract.

I rolled a few games with it and found the 3rd UAC5 to really kick up the damage.

I originally tried it with 2 UAC5's and ML's but found it to be no so scary, especially if I lost an arm.

I am open to suggestions for a brawling ILYA though and don't mind different weapon loadouts.

I want a mech that turns the corner and strikes fear into a 1 v 1 opponent. Right now I feel outclassed.

#958 Delchev

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Posted 22 July 2013 - 04:15 AM

View PostKapnKrump, on 20 July 2013 - 09:16 AM, said:

ILYA MUROMETS

soo.. another slower build.

However I wanted to stick with a std engine because I like the idea of brawling with this cataphract.

I rolled a few games with it and found the 3rd UAC5 to really kick up the damage.

I originally tried it with 2 UAC5's and ML's but found it to be no so scary, especially if I lost an arm.

I am open to suggestions for a brawling ILYA though and don't mind different weapon loadouts.

I want a mech that turns the corner and strikes fear into a 1 v 1 opponent. Right now I feel outclassed.


Remove case and 1 heat sink and put in STD250. Slightly better heat efficiency and speed at once. Distribute armor to arms or in the cockpit and you are not that vulnerable in the side torso either.
http://mwo.smurfy-ne...64fd2f2a842660c

At last you can reduce 32 points of armor and insert 1 more heat sink.
http://mwo.smurfy-ne...d323d134fb81bd5

It is strange that you feel outclassed with such kind of weaponry. You should be able to eat other mechs alive. With high DPS and low alpha it is important to be able not to die too quickly, so transfer more armor to front torsos. Try to leave something like 6 armor on back side-torsos and 8 on back center torso.

At last, don't forget that even if you are a brawler, you will be much more fearsome, if you stick to an assault, which everyone will target and unleash your DPS while your assault takes damage.

Edited by Delchev, 22 July 2013 - 04:24 AM.


#959 POOTYTANGASAUR

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Posted 22 July 2013 - 04:47 AM

View PostThatDawg, on 26 March 2013 - 07:41 PM, said:

STK-3F

I think my stalker is finally tweaked, but input appreciated

This isn't your build but it is the best i have been able to setup as a brawler stalker other than my 5m. XL engine in a stalker is a terrible idea. So here: http://mwo.smurfy-ne...4d2db6dcfef533f
Higher alpha, better heat efficiency, standard engine, keeps case, adds ams, adds ammo, all srms have the same recycle time, and the heat penalty that is incurred does about 5% extra heat meaning you are not a hot build at all.I run the same build on my 5m with 1 ton les ammo and one less DHS and can alpha 3 times before overheat.

#960 Dauphni

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Posted 22 July 2013 - 05:33 AM

Move the AMS ammo to the cockpit and you can take out the CASE, freeing up a half ton for more armour on the legs.
Personally, for this build I'd switch out the SRM6 for SRM4 with Artemis. That way you avoid the heat penalty, and you gain a lot of effective range, which with a slow Mech like this is always useful.





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