Quickdraw Builds!
#1
Posted 18 June 2013 - 02:35 PM
I was actually surprised by the 5K's stock load out. It's not terrible, but for a heavy mech it's a little bit underwhelming.
http://mwo.smurfy-ne...08f6b90f2cdcd20
I traded some heat efficiency and my JJs for 2 large lasers for more long range damage.
Remeber when you use to go in SRMs blazing and take names? Yeah, when can we make that a thing again? When that happens here's a build for the 4H in that spirit.
http://mwo.smurfy-ne...21d563723187bdb
And last but not least another 5K build. This one goes for full speed with a max STD engine and 6 medium lasers.
http://mwo.smurfy-ne...4647c03c03e766f
You could also cut some arm armor and drop the arm mounted lasers for some JJs for added mobility but if you are going to go that far you might as well just grab yourself a Blackjack and have more firepower...
Obligatory ERPPC boat.
http://mwo.smurfy-ne...a268335ccb3fd30
Probably shouldn't even bother with the small lasers, just replace them with more heatsinks because that's what meta says to do, or something.
#3
Posted 18 June 2013 - 02:39 PM
#4
Posted 18 June 2013 - 11:43 PM
Not bad so far. has some punch at medium and short range. runs somewhat hot but manageable. I still havent been killed by side torso shots. XL is surprisingly safe in this mech.
#5
Posted 19 June 2013 - 05:10 AM
goatreich, on 18 June 2013 - 11:43 PM, said:
I'm running basically the same except I put a JJ and some more armour on the legs instead of the MPlas. Plays really nicely actually
#6
Posted 19 June 2013 - 05:33 AM
#7
Posted 19 June 2013 - 05:37 AM
#8
Posted 19 June 2013 - 06:42 AM
4H Streak http://mwo.smurfy-ne...641d17694ff7c16
Standard 300, includes Beagle Active Probe. Rearrange and switch JJs for DHS to fit your taste. Dropping one DHS will allow enough space to use FF allowing for even more armor. (Currently at 352 armor without FF)
4H SRM http://mwo.smurfy-net.de/mechlab#i=83&l=054d5010b7419b755feb6eb76dfd6af132ef87ea
Standard 300, endo-steel, DHS, FF, 4 JJ, 358 armor. Unfortunately, there isn't enough space or weight for Artemis. You could potentially drop three jumpjets for Artemis, but that only leaves you with one jumpjet and I don't know how well just one would function. Could just drop all the jumpjets and get Artemis and either add more armor or take another ton of SRM ammo.
5K Upgraded Stock http://mwo.smurfy-ne...93736e41c3c1555
Standard 300, endo-steel, DHS, 5JJ, 384 armor. Can drop jumpjets for DHS to fit your taste.
#9
Posted 19 June 2013 - 08:24 AM
#10
Posted 19 June 2013 - 02:54 PM
Scarface1978, on 19 June 2013 - 08:24 AM, said:
Yeah, I had a 340XL already and this is my favorite build so far:
http://mwo.smurfy-ne...3e6661e9b61672b
#11
Posted 19 June 2013 - 02:56 PM
Hebdomas, on 19 June 2013 - 06:42 AM, said:
4H Streak http://mwo.smurfy-ne...641d17694ff7c16
Standard 300, includes Beagle Active Probe. Rearrange and switch JJs for DHS to fit your taste. Dropping one DHS will allow enough space to use FF allowing for even more armor. (Currently at 352 armor without FF)
4H SRM http://mwo.smurfy-net.de/mechlab#i=83&l=054d5010b7419b755feb6eb76dfd6af132ef87ea
Standard 300, endo-steel, DHS, FF, 4 JJ, 358 armor. Unfortunately, there isn't enough space or weight for Artemis. You could potentially drop three jumpjets for Artemis, but that only leaves you with one jumpjet and I don't know how well just one would function. Could just drop all the jumpjets and get Artemis and either add more armor or take another ton of SRM ammo.
5K Upgraded Stock http://mwo.smurfy-ne...93736e41c3c1555
Standard 300, endo-steel, DHS, 5JJ, 384 armor. Can drop jumpjets for DHS to fit your taste.
Meh, a theoretical build of mine: http://mwo.smurfy-ne...b4767fe9610651e
Nearly the same as stock, but with more armor. LRM with brawler build IMO helps like at times when I'm far away from group or trying to stay away from being cored.
Can swap those 2 LRM 5s for 2 SRM 4s for better brawling capability. So you get 3 SRM 4s, 6 ML with that build.
Lastly, FF doesn't help much. I tested it many times, couldn't save much just only 1.2tons. 2 critical slots are left.
#12
Posted 19 June 2013 - 03:22 PM
That said, I started playing by using 6 medium lasers and filling out the rest of the tonnage with DHS and increased the armor.
Once I was able to get endo-steel internals and replaced two of the medium lasers with large lasers, AND added a couple jump-jets for maneuverability. First match with this load-out ended with me getting all 4 kills for my team and over 700 damage.
I've found that the quickdraw is surprisingly durable and torso twists. The best part is that it basically impossible to have all your weapons blown off, since they're spread all around. You will almost always have some amount of firepower, no matter how damaged you are.
TLDR;
This QKD-5K is awesome
#13
Posted 19 June 2013 - 03:27 PM
itiziDITKA, on 19 June 2013 - 03:22 PM, said:
That said, I started playing by using 6 medium lasers and filling out the rest of the tonnage with DHS and increased the armor.
Once I was able to get endo-steel internals and replaced two of the medium lasers with large lasers, AND added a couple jump-jets for maneuverability. First match with this load-out ended with me getting all 4 kills for my team and over 700 damage.
I've found that the quickdraw is surprisingly durable and torso twists. The best part is that it basically impossible to have all your weapons blown off, since they're spread all around. You will almost always have some amount of firepower, no matter how damaged you are.
TLDR;
This QKD-5K is awesome
Wow! This build might just work for me! I haven't purchased a QKD variant yet, still deciding but your build seems to be very promising.
The only thing that turns me down about this build is just the 2 JJs. I want 5JJs for better maneuverability. Do you use JJs often with the QKD-5K?
#14
Posted 19 June 2013 - 04:26 PM
ZeProme, on 19 June 2013 - 03:27 PM, said:
The only thing that turns me down about this build is just the 2 JJs. I want 5JJs for better maneuverability. Do you use JJs often with the QKD-5K?
It's definitely a solid build. I'm looking forward to using it some more when I get home. I'm not an expert with jump jets as I haven't used them much, but I've found myself using them virtually every match, especially in brawling while my weapons cool down.
#15
Posted 19 June 2013 - 08:18 PM
Jumpy:
http://mwo.smurfy-ne...b0e6127ec61d2fd
Now I'm sure some people will say it is a waste to have all those JJs, and I would have agreed with you before I tried it. The few games I played with him was hitting in the 400 damage range on several, mid 500s on one, and mid 600s on another. I jumped accidently between two ac40s on one game so that one was a no go. But overall I like it.
Just a side note: Love how you can spread damage all over the place on this mech. Most the match I end with no arms (completely blown off) no armor on legs and no armor on at least the CT if not the sides also.
Edited by Ordate, 19 June 2013 - 08:24 PM.
#16
Posted 20 June 2013 - 01:48 AM
http://mwo.smurfy-ne...49b9655b7526520
#17
Posted 20 June 2013 - 07:45 AM
ZeProme, on 19 June 2013 - 02:56 PM, said:
Meh, a theoretical build of mine: http://mwo.smurfy-ne...b4767fe9610651e
Nearly the same as stock, but with more armor. LRM with brawler build IMO helps like at times when I'm far away from group or trying to stay away from being cored.
Can swap those 2 LRM 5s for 2 SRM 4s for better brawling capability. So you get 3 SRM 4s, 6 ML with that build.
Lastly, FF doesn't help much. I tested it many times, couldn't save much just only 1.2tons. 2 critical slots are left.
Having two LRM5s saves you one ton over a LRM10, but I find that the missiles from LRM5s get chewed up from AMS a lot more. If you take FF you could fit in an LRM10 which would do better against AMS. (Unless they've changed it and I'm not mistaken AMS destroys a fixed range of missiles, seems like 3-5, regardless of what kind of LRM launcher was used. So with an LRM5 all your missiles could be destroyed. To make it worse, AMS seems to shoot down per launcher fired not per salvo, so even if you fired both LRM5s at the same time you'd be losing 3-5 missiles per launcher. With two LRM5s you'd be losing 6-10 missiles if fired at the time while with a LRM10 you'd only be losing 3-5 missiles. Though again, you might want to get confirmation on this.)
If you have the C-bills and crit slots why not use FF? You could add another ton of missile ammo and add more leg armor. However, I guess everyone has their own criteria on when FF would be "worth it".
#18
Posted 20 June 2013 - 03:51 PM
Hebdomas, on 20 June 2013 - 07:45 AM, said:
Having two LRM5s saves you one ton over a LRM10, but I find that the missiles from LRM5s get chewed up from AMS a lot more. If you take FF you could fit in an LRM10 which would do better against AMS. (Unless they've changed it and I'm not mistaken AMS destroys a fixed range of missiles, seems like 3-5, regardless of what kind of LRM launcher was used. So with an LRM5 all your missiles could be destroyed. To make it worse, AMS seems to shoot down per launcher fired not per salvo, so even if you fired both LRM5s at the same time you'd be losing 3-5 missiles per launcher. With two LRM5s you'd be losing 6-10 missiles if fired at the time while with a LRM10 you'd only be losing 3-5 missiles. Though again, you might want to get confirmation on this.)
If you have the C-bills and crit slots why not use FF? You could add another ton of missile ammo and add more leg armor. However, I guess everyone has their own criteria on when FF would be "worth it".
I wanted the build to be flexible. I don't want to spend some extra money removing the FF to change gears, after all I can change the mech into a pop-tart sniper with an XL 300 engine (soon to be bought). I don't even have a pop-tart sniper, so this build IMO is flexible with no extra cost.
Strange, I never knew that 2 LRM 5s get shot down faster than 1 LRM 10. I need to confirm this with Kon.
The reasoning behind the 4H is the ability to save weight compared to the 4G. I think 7 JJs are too much, 5 JJs seems to be right giving the mech great maneuverability. 3 missile hardpoints lets me save weight and use more variety of missile weapons depending on the role I want. Can do LRM support, SRM brawler or a mix of both.
#19
Posted 23 February 2014 - 08:13 AM
For those close range harassment's you can replace the PPC with a Large Pulse Laser
Heat efficiency is 1.3 which is good for a energy boat
Also i have tried same setup with 6 medium lasers + SRM6 with good results
Necropost but who cares
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