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My Fun And Balanced Builds


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#1 Captain Stiffy

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Posted 31 May 2013 - 03:15 AM

I will add new builds to this thread as I find them.. these are the ones that to me generally;
  • Are fun to play!
  • Are very balanced and can engage mechs of any tonnage well in almost any theater.
  • Make great use of IS, hard points and upgrades/modules (no wasted slots, etc...)

All stats (speeds) are without boost! If you like, include your balanced builds here and I'll consider adding them to the top.

You should also know most of what is in the following to properly construct and run these builds;
http://mwomercs.com/...mmo-being-used/
http://mwomercs.com/...and-data-12223/

Let's start with a couple of my favorite assault builds...

Atlas AS7-D-DC
"The Double D"
48.6 KPH
1.2 HE
STD Engine 300
Endo-Steel
ARTEMIS
13 Double Heat Sinks
Guardian ECM
2x LB10-X AC
3x SRM4+Artemis
2x Large Laser
2 tons SRM ammo
5 tons LBX ammo
A brawler Atlas. Chain-fire your missiles and LBX AC's at very close range for an absolutely frightening and nearly sustained barrage. Watch your heat though! You could potentially go ER-Large lasers if you feel you miss the 1000m+ extended ranges. The AC's fired together at close ranges will shred light mechs' like cheese and will do the same to assault mechs' after you strip their armor off. You should be able to fit enough AC ammo that you don't fear to double-fire them at fresh targets. Chain fire the LL's if you plan to use them during brawls. Seismic Sensor is superb for this mech.

Posted Image

Stalker STK-5S
"The Umbrella"
57.1 KPH
1.16 HE
STD Engine 300
22 Double Heat Sinks
Beagle Active Probe
2x AMS
2x ER Large Laser
4x Medium Laser
4x SSRM2
2 tons SSRM ammo
1 ton AMS ammo
A "jack of all trades" missile defense platform. As LRM's became more commonplace and during the second great storm I felt a need for AMS systems and this was born. I don't think you need more than one ton of ammo- I hardly ever run out of AMS ammo with 2 AMS and 1 ton of ammo. Against nearly any missile swarm 4 or more AMS systems will negate it to nothing, so run with others that also have AMS and that can stack up pretty quickly.
Use your ER large lasers to engage extremely long range targets at all times. They have a max range of 1350 meters so use it! Obviously the SSRM's coupled with BEAGLE make lights fear you like a T-Rex. When brawling try to avoid using the ER Lasers and you can avoid shutdowns. You can also brawl with the ER Lasers while chain-firing the medium lasers continuously. It's actually quite unnerving to other player to be constantly hit by any weapon. Add chain SSRMs to that and you've got a terror boat to match the D-DC above- your opponent can see nothing but smoke, fire and red lights.

Jeagermech JM6-A
"The dual AC 20 Jeager"
74.7 KPH
1.82 HE
Endo-Steel IS
XL Engine 300
10 double heat sinks
2x AC/20
7 tons AC/20 Ammo

Some might disagree with my choice of 6-A for this sort of setup, but the 6-A has big boxes on the arms that somewhat help protect the head and torsos and I like that. What needs to be said? I will breifly justify that I think this is a 'balanced' build because you can engage any other mech type (you need to be patient with lights, however) and can normally do 500+ damage a match and 2-3 kills in this.
So what's there to say? 2 AC20's is among the nastiest of the weapon platforms in the game. It blows arms and torsos off in one shot, it headshots in a single shot, it just plain blows everyone apart.
You are also NOT AN ASSAULT MECH and can't play like one. That is both why and partly because you have an XL-300 engine- use your speed to your advantage. Again, seismic sensor is great in this mech because you can detect people, line up, and pop over hills with a weapon that is worthy of sticking your head out to fire.

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I switched to the DD with no ill effect;

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Centurion CN9-A
"Missile Zombie"
81 KPH
1.29 HE
STD Engine 250
Ferro Armor
Endo Steel
10 Double heat sinks
2 Medium Lasers
3 SRM 4
1 Ultra AC/5
2 tons Ultra AC/5 Ammo
2 tons SRM ammo
Fight forever! You can lose everything but your CT and keep fighting and you have weapons systems on both sides of your 'mech so you can stay a threat much longer than most zombie mechs. You are fast enough to take a big hit and still run away. The trick here is to use your body to protect your CT at all costs and force your opponents to destroy every part of you before you stop damaging them. Try to hit-and-run or avoid the initial brawls until the end and you can clean up big time with your SRM's or UAC5.


More coming soon..........

Edited by Captain Stiffy, 02 June 2013 - 04:08 AM.






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