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P!mp My Ride {Mech Optimization Thread}


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#421 Skadi

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Posted 02 April 2013 - 07:08 PM

View PostJust wanna play, on 02 April 2013 - 07:07 PM, said:

i wouldnt say they are bad, i have dual srm 6 launchers on my phract, any ways

wtf is the mech im looking at right now?!?!? jump jets, 90 tons, dafuq??

ohhh, its a highlander XD nvm


There nothing like what they used to be, mind they were op with the splash damage, but they shouldn't have pulled a SoE and nerfed their damage to hell. should have only removed the splash damage and been done with the matter.

#422 Just wanna play

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Posted 02 April 2013 - 07:12 PM

View PostSkadi, on 02 April 2013 - 07:00 PM, said:

Have at it: http://mwo.smurfy-ne...309a6eef3e58c9f (Please note, im aware SRM6's are abominably bad atm, and the artemis is intended for the extra range and tighter spread, play along with them as im hoping they will be buffed soon in terms of dmg.)

looks pretty well optimized, just try it out and see what you don't feel is needed

#423 Skadi

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Posted 02 April 2013 - 07:14 PM

View PostJust wanna play, on 02 April 2013 - 07:12 PM, said:

looks pretty well optimized, just try it out and see what you don't feel is needed


More like what I feel is needed :), and that's a SRM6 buff, curious what the community thought of it, im currently running this build that I helped a friend build: http://mwo.smurfy-ne...24ef7f864cb06d8

Edited by Skadi, 02 April 2013 - 07:14 PM.


#424 Just wanna play

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Posted 02 April 2013 - 07:14 PM

View PostSkadi, on 02 April 2013 - 07:08 PM, said:


There nothing like what they used to be, mind they were op with the splash damage, but they shouldn't have pulled a SoE and nerfed their damage to hell. should have only removed the splash damage and been done with the matter.

imo it does make the atlas variants more balanced, before, since the ecm model had an extra missile slot, it had the highest alpha and dps of them all., not to mention was able to carry ecm, now rs has best alpha and d has best dps

#425 Just wanna play

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Posted 02 April 2013 - 07:17 PM

View PostChexGuy, on 02 April 2013 - 07:04 PM, said:

I'm also messing around with a 4SP, this is what I've come up with:

http://mwo.smurfy-ne...1522ba77a611905

Is there anything I could be doing better?

only thing i can see that would be somewhat basic would be, at the cost of 1% heat eff, get in a bigger engine, like so
http://mwo.smurfy-ne...e98d7bfca423fb5

#426 ChexGuy

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Posted 02 April 2013 - 07:20 PM

cool, thanks.

#427 Just wanna play

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Posted 02 April 2013 - 07:25 PM

View PostSkadi, on 02 April 2013 - 07:14 PM, said:


More like what I feel is needed :), and that's a SRM6 buff, curious what the community thought of it, im currently running this build that I helped a friend build: http://mwo.smurfy-ne...24ef7f864cb06d8

basic change is put one or two tons of the guass ammo in the same limb as the guass, reducing the chance of the guass (which explodes, the ammo doesn't, and the rifle has a very low amount of hp) being the one getting hit, maybe giving you a few more shots off before that limb is destroyed, while also helping to maybe save your right torso from an explosion, if the guass is destroyed the ammo is useless anyway

won't reduce the chances by much tho, the guass is pretty big

overall a pretty good build

#428 Aelinarius

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Posted 02 April 2013 - 07:38 PM

If I'm unnoticed or untargeted I tend to engage at point-blank with the 4SP brawler, but otherwise no.

Also, I did want the focused burst damage of the PPC but I don't find the extra range of the ER necessary.

Thanks for all the ideas!

Chex, I think the head laser on that build is redundant unless you want it as a fallback for times when your arms get destroyed. Of course, I also like putting one MLas in the head which would otherwise be on an arm, the head spot usually never gets crit.

Edited by Aelinarius, 02 April 2013 - 07:43 PM.


#429 Just wanna play

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Posted 02 April 2013 - 07:53 PM

^listen to the man^

#430 Gidonihah

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Posted 02 April 2013 - 11:43 PM

Head lasers on a SP is essential.

The head laser is the one weapon you will never lose, their will be times where a torso gets ripped off, but you keep on trucking, the other torso gets ripped off, and you know what, you kill them with your head laser. This is what it means to be a zombie Hunchback, you are never disarmed.

But really I always recommend keeping a medium in the head for a 4SP Hunchback, expecially if you are running a standard engine.

#431 Dr Dressler

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Posted 03 April 2013 - 03:29 AM

Hi there.

I'd appreciate it if you had a look on my CPLT-C1 and C4. Not really sure if they are viable setups, but I don't like them LRMs too much. :D

As for the C1, it's kinda hot I guess:

http://mwo.smurfy-ne...23cdc4df1904731

And the C4:

http://mwo.smurfy-ne...69ce3b53b70cd1c

#432 Pkunk

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Posted 03 April 2013 - 03:30 AM

View PostProtection, on 25 March 2013 - 05:18 PM, said:

The other, last point, is generally try to keep yourself to 3 weapon groups or fewer. Having 4 or 5 weapon groups gets really hard to manage and control, and even if you are great at it, having so many different weapons means that you are often shooting and hitting enemies in different locations with each shot, making the damage really imprecise. 30 points of damage to one exact location is often better than 40 points of damage split across four different sections. So it helps to keep your weapon groups simple, organized and effective.

I usually use 4 weapon groups most of the time. I guess it depends on your key mapping. I use left shift for group 3 and space for group 4. I use groups 1,2 and 3 for different weapon types and group 4 for alpha. For example on my PRETTY BABY:
1 == Left arm missle.
2 == Right arm LLas
3 == MLas
4 == all of the above

I usually go in alpha striking till I'm almost overheat and then I continue to poke with 1 until I am ready for another 4. Or if say I'm chasing something light and manoeuvrable I will not use 1, but 2 and 3 in stead so I don't waste (too) many missles.

If I would use only three weapon groups I would have to compromise somewhere which would probably mean getting rid of group 4. And this in turn would mean I'd have to press left shift and both mouse buttons at the same time with a negative effect on aiming.

And it's not just the build. Take this very common build for example:
AS7-D-DC
1 == Gauss
2 == Both LLas
3 == 3xSRM6 in chain
4 == all of the above alpha
Poke with 1 and 2 and when they get close 4. Or if you need to confuse them fire some srm's in chain. Group 3 might not be really necessary but it gives you a nice extra harassment tool.

I would really recommend against sticking with 3 weapon groups because 4 weapon groups gives you more versitility in loadout and better heat management. And it is not complex to handle. Maybe some getting used to but no more.

#433 Just wanna play

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Posted 03 April 2013 - 04:37 AM

View PostDr Dressler, on 03 April 2013 - 03:29 AM, said:

Hi there.

I'd appreciate it if you had a look on my CPLT-C1 and C4. Not really sure if they are viable setups, but I don't like them LRMs too much. :D

As for the C1, it's kinda hot I guess:

http://mwo.smurfy-ne...23cdc4df1904731

And the C4:

http://mwo.smurfy-ne...69ce3b53b70cd1c

aside from some ammo relocation
http://mwo.smurfy-ne...a146484c4534145
about as optimized as they are gonna get, imo you should consider testing out a few variants of the weapons, for ex try regular ppcs (run cooler) on the c1, and regular mediums on the c4 (run cooler and would let you put in a bigger engine

#434 Xumed

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Posted 03 April 2013 - 07:38 AM

Here is a fun build for a YEN-LO-WANG

http://mwo.smurfy-ne...4e584b02e8b43c4

Its Fast, Good Cooling and great DPS...

Can it be better?

#435 Just wanna play

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Posted 03 April 2013 - 09:30 AM

View PostXumed, on 03 April 2013 - 07:38 AM, said:

Here is a fun build for a YEN-LO-WANG

http://mwo.smurfy-ne...4e584b02e8b43c4

Its Fast, Good Cooling and great DPS...

Can it be better?

well, you could remove one hs and put in a 290 engine, still would have 69% eff, or you could be a little more extreme and do this
http://mwo.smurfy-ne...e30ccae0a290d6d

um, whats with the ams ammo in the head? you have no ams!

#436 Just wanna play

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Posted 03 April 2013 - 09:33 AM

actually, 290 and 295 engine weigh the same so it would be
http://mwo.smurfy-ne...7b4681a2eeceb9d

i recommend putting the hs on the torso, and since you have nothing important on your left arm, you could take off some weigh by shaving some of the armor off

#437 Adalas

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Posted 03 April 2013 - 12:52 PM

Hey guys, wondered what you thought about that AWS-8V buildup.
It's my first mech btw. Been playing with it since I started playing the game and trying to optimise it ever since.
http://mwo.smurfy-ne...35ffab2682b5c0d

Edited by Adalas, 03 April 2013 - 12:53 PM.


#438 Just wanna play

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Posted 03 April 2013 - 12:55 PM

View PostAdalas, on 03 April 2013 - 12:52 PM, said:

Hey guys, wondered what you thought about that AWS-8V buildup.
It's my first mech btw. Been playing with it since I started playing the game and trying to optimise it ever since.
http://mwo.smurfy-ne...35ffab2682b5c0d

why did you leave it with tonnage left over???

#439 Adalas

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Posted 03 April 2013 - 12:59 PM

View PostJust wanna play, on 03 April 2013 - 12:55 PM, said:

why did you leave it with tonnage left over???

'Cause I don't know how to optimise it more and this is why i'm asking here if someone can help me understand how to better undertand how to do so?
Edit: also because I have no crit slot left

Edited by Adalas, 03 April 2013 - 01:04 PM.


#440 Just wanna play

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Posted 03 April 2013 - 01:00 PM

well, imo you don't need 2 tons of ammo for the ams since they got nerfed to the point where they aren't that dangerous, but with out changing amount of ammo and such, here is my updated version:
http://mwo.smurfy-ne...751c1c2d4374c87
you could consider removing some ams ammo, or taking the ams out completely for bigger engine and/or maybe an srm6

what do you think about Artemis? removing one ton of ammo from the ams would let you equip it, makes the srm 4s spread tighter





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