Rvn-4X
#1
Posted 16 April 2013 - 05:33 AM
2 MPL's
2 MG's - 2 Tons ammo
1 SSRM 2 - 1 Ton ammo
XL 245
Ferro, Endo and Double HS
#3
#4
Posted 16 April 2013 - 07:43 AM
#5
Posted 16 April 2013 - 07:50 AM
#6
Posted 16 April 2013 - 08:01 AM
I feel like I should use the ballistic slots since they are there, but there just aren't really any ballistics that are weight efficient enough for a 35 ton mech. The MGs occasionally get me some components, but I'm not convinced they are worth the weight. The LRM 5 is fun though - I tend to use it to harass people when they are busy brawling with my teammates. Just to pop up the "incoming missile" warning, and it does help me get a couple assists.
#7
Posted 16 April 2013 - 10:18 AM
Check out my Wild Turkey loadout in action:
http://youtu.be/SHmR-j88_jU
Loadout here:
http://mwo.smurfy-ne...c15633c9f9cc9c5
I like the 4X more than the 3L. It's my psychological warfare mech.
#8
Posted 25 May 2013 - 02:45 PM
What I came up with was a spotter mech. TAG, PAB, advanced sensor range, target decay and JJ's are the deal here. For the 3rd module I use seismic, since it's just so good. If you wanna emphasize spotting even more, switch that to 360, although I feel that target decay module makes it quite redundant.
Run and jump around maintaining the target for your team's LRM boats while sniping with PPC. At the end of the battle those MG's come in handy. Very fun to play once you get the hang of it.
http://mwo.smurfy-ne...12194c4c9b711e9
Feels stupid having that 0.36 tons useless but nothing to do about it.
#9
Posted 25 May 2013 - 02:48 PM
#10
Posted 04 June 2013 - 06:42 AM
Started grinding on my 4x about 2 weeks ago. I spend most of that time hating this mech as much as I hated my Spider 5K. Just couldn't find a build that worked for me.
Then, I realized something. The arm mounts are high. Something I value in my Jagers and Stalkers; but just never noticed or paid attention to it here. So, I went nuts and threw on 2 AC/2s.
I changed my tactical approach entirely as well. And now I really enjoy this little guy. He's not 8-man, top tier play quality by any means!!! But, in PUG drops, I'm regularly racking up over 350 damage and can rip into even assault mechs.
First rule : You are NOT a light brawler. Don't try and pretend to be one.
Second rule : Hull Down! All of your fire power is in the upper left side of your mech. Use that and keep most of your profile hidden as best you can.
Third rule : Don't get greedy. If they turn to look for you, move back. Hull down helps, but there are some really good shots out there. If you let them line you up, you'll eat a ERPPC and it will hurt.
One River City Night, yesterday, I kept 3 Assault snipers occupied for close to 3.5 minutes shooting at me. They could see me on sensors and were firing at the red block. But, I was behind a building, but able to return fire. Dear Lord Almighty, they were mad. And they had a really high heat load when my team finally showed up.
Works really well on Canyon and Tourmaline as well. Lots of nicely shaped and sized cover to sit behind.
Your best targets are the ones that are already exchanging fire with another mech. You can roll up, hopefully unseen, and throw in your weight of fire. Most targets will quickly note the constant stream of damage from AC/2s and freak out. So, use that to your advantage. Rapid fire into them if you want them to back off or turn attention away from your teams main line. If you want to just soften them up, space your shots out a bit more. It's to easy to fall into the rapid fire trap with the AC/2s here. You want to just let it rip. And, you can. You just have to pick your times and targets for the best payoff.
If you get behind a mech... rip him up. Lot of alpha-strike builds out there short on back armor these days.
The biggest tactical advice here, though, is to always be thinking about where your next position is going to be. Where are you going to next. Where are you bolting to when you attract to much attention. You don't want to use the same spot once the big boys spot you. Or stay static to long and let their light mechs rush you.
And always remember, a friendly Highlander or Atlas does count as cover.
#11
Posted 05 June 2013 - 08:40 AM
This is a light escort for fire support 'Mechs. I hide behind my fat buddies adding firepower to their targets and responding to cries for help from team-mates getting rushed. Over 50 matches I average 140 damage in it - seldom survive a round because one alpha is your doom, but it's enjoyable enough and my PUG team wins more than it loses when I'm in this 'Mech.
I find the ERLL helps farm kill assists and allows me to keep at range and behind cover, rather than having to get up close and personal - where this 'Mech is not a winner.
#12
Posted 07 June 2013 - 03:40 AM
Salis777, on 16 April 2013 - 07:43 AM, said:
I have to agree on this, so far the best build I have found for the 4X while grinding Elite tier.
Also, the other thing that has helped? No reverse!! Half tempted to pop the "S" key off my keyboard when I play my RVN-4X... Anytime I try and use reverse to get in position or line up something? Cored...
#13
Posted 07 June 2013 - 05:56 AM
#14
Posted 08 June 2013 - 11:39 PM
#15
Posted 17 June 2013 - 11:45 AM
#17
Posted 17 June 2013 - 12:54 PM
I know it'd never be a competitive build, but it'd be stupidly fun!
EDIT:
Never mind, worked out a build. XL 210, AC/20, 3 tons ammo, 2 SHS, ES, 197 points FF armour.
Yeah, you need to use SHS because it doesn't have enough crit slots for two DHS, and you need the ES and FF to fit everything into the tonnage. It's kind of like a COM-2D in that it can 'make do' with SHS, you've only got one AC/20 producing heat, but it does become painful on hot maps when you get near the heat cap...the heat dissipation is pathetic. Not that you should get near the heat cap.
You don't play it like a standard light. You treat it more like a fast Medium skirmisher. Stay with the team, make sure you're not the first thing they see, take cover if they start firing at you, and try to aim your shots at their weak spots (the back if you can angle yourself right).
If the enemy is foolish enough not to focus on you, you can rack up monstrous amounts of damage. Just make sure you don't waste ammo...you've got 21 shots and that's it.
Edited by Firereign, 17 June 2013 - 02:31 PM.
#18
Posted 18 June 2013 - 03:12 AM
http://mwo.smurfy-ne...17f35ddf6cca8c8
A balanced AC2 Raven build
My best match in it gave me 663 points of damage and 3 kills. The AC2 has a powerful DPS (4.0!) and the 2 Medium Lasers with a SSRM do the work. A AMS for getting off all those streaks and LRMs. Three tons of AC2 ammo included.
#19
Posted 20 June 2013 - 01:55 AM
http://mwo.smurfy-ne...831e19f90cae1ef
If you don't like JJ, remove them and add 1-2 DHS and max LA armour.
Edited by Fred013, 20 June 2013 - 01:56 AM.
#20
Posted 28 June 2013 - 05:46 AM
Best I could come up with was 100KPH+, Twin linked Plasma Blast guns, and near max armor.
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