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#41 Hebdomas

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Posted 14 July 2013 - 08:00 AM

View PostShagohad, on 14 July 2013 - 06:20 AM, said:

http://mwo.smurfy-ne...1e0df6dc09d6a5f

amidoinitright? I was thinking ER in case you need to snipe. But they can easily be swapped to standard for a pure brawly build.


Maybe drop the AMS and AMS ammo for a BAP so you can use the streaks against ECM mechs?

#42 The Sleepy Weasel

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Posted 14 July 2013 - 08:02 AM

View PostSJ SCP Wolf, on 02 July 2013 - 11:43 PM, said:

First two I quite like, although they are pretty much the same.


You know, it's funny, but I've caught myself saying the exact same thing about 'Mechs in my own garage. Sometimes I find ONE model I really like enough to want to level it up, one more that I kinda don't mind, but need a 3rd just to fill out the roster to break into Elite, etc. Suddenly I realize "I just loaded up #3 with the same equipment as #1."

#43 Elyam

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Posted 15 July 2013 - 10:06 AM

I'm probably going to stick with the 9S, but in the mean time need to skill up the 9K, and don't want to put any C-bills into it for DHS or Endo, nor do I want to buy an engine larger than my available XL320 yet, so I'm going to test this build:

320XL = 64.8 kph (no increase due to skill yet for this chassis)
6/6 Jump Jets - main test will be to see how the 6 JJ do versus the 4 (9S and 9B limited to 4)
480 standard armor
standard internal structure
19 Single Heat Sinks (eff. 31%)
1 x UAC/5 (75)
3 x MPLAS
2 x SSRM2 (50) --OR-- 1 x SRM6 (15)
Beagle Active Probe


It's been a long time since I tried to use the ultra, so this will be an opportunity to work on trigger timing. I'm pretty precise with ACs at long range, so if a good timing can be had, I'm not concerned about DPS vs the larger cannons. Over all, it's not much of an offensive build for an 80-ton mobile skirmisher, but it will be an interesting exercise.

Unless I really find the 9K to be appealing, my final 9S build will likely be AC/20, 2 LLAS, SRM6+4. Using this during initial VTR training had me really appreciating the AC/20 (whereas before I had disliked it in other designs).

Edited by Elyam, 15 July 2013 - 10:18 AM.


#44 Madwill

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Posted 15 July 2013 - 08:34 PM

here is a build that i've been having decent performance with

http://mwo.smurfy-ne...ef3e40da877c847

#45 POOTYTANGASAUR

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Posted 15 July 2013 - 08:46 PM

An extremely effective build i used to run on my cataphract 1x with an xl.
http://mwo.smurfy-ne...81743bc335b26b0
Long range, good enough heat to brawl, good armor, great speed for an assault, looks cool, and the weapons work well together. Also you really only need 2 groups, 1 is the gauss 2 is the LL and 3 is an optional chainfire of the LL.

#46 Sh4dow78

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Posted 16 July 2013 - 07:53 AM

View PostPOOTYTANGASAUR, on 15 July 2013 - 08:46 PM, said:

An extremely effective build i used to run on my cataphract 1x with an xl.
http://mwo.smurfy-ne...81743bc335b26b0
Long range, good enough heat to brawl, good armor, great speed for an assault, looks cool, and the weapons work well together. Also you really only need 2 groups, 1 is the gauss 2 is the LL and 3 is an optional chainfire of the LL.

VTR-9K i think this is better why left JJ ? they are so usefull and why not XL ? all ur weapons have good range so go for XL to get speed and also torso twist better and with mine setup u got more DHS also :(

#47 Boarneges

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Posted 17 July 2013 - 04:57 AM

Tyrant
This one's just mean. It has decent speed for an Assault 'Mech, can harass targets at long(ish) range with its LL and you don't want to be in front of its AC/20 and triple SRM6s. Heat isn't much of a problem and it should have plenty of ammo to last a while (28 rounds for the AC and 16 full salvos for SRMs). Only drawback is its XL engine and lack of JJs, but I don't think that's much of an issue if you use it right. Does especially well against (slower) heavies and assaults. Rather ineffective battling fast 'Mechs though, so you might want someone covering your back.


Clunker
Basically a slower, more durable version of the Tyrant. Gets a Std320 engine instead of the XL350. Keeps the AC/20, but the LL is replaced with two ML and two of the SRM6 get downgraded to SRM4s. Still packs plenty of a short-ranged punch, but lack of speed and long-ranged weaponry makes staying in cover essential. No major changes to armor and ammo.

Edited by Boarneges, 17 July 2013 - 05:06 AM.


#48 Sh4dow78

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Posted 17 July 2013 - 06:42 AM

VTR-9S - THIS IS BEAST!
really that setup+ that speed it CANT be wrong, and this is my current goal for this mech. Soon get that engine and we will see some really punishment :)

#49 Hebdomas

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Posted 17 July 2013 - 11:20 AM

I need some opinions. I was planning on trying this out VTR-9B, but has some possible issues in heat management and only three tons of AC20 ammo. So I came up with a second build VTR-9B Build 2. This build drops another jumpjet (I've really only been using them for jumpjet turning), adds another ton of AC20 ammo, xl320 is swapped for a xl325 which gives another engine slot, three DHS added (one in engine), legs lost some armor, and a SRM4 with a ton of ammo was dropped.

Which would you prefer, more firepower or better heat managment? I have to decide on which engine to save for.

For the second build would you take one SRM4 or two SRM2s? They weigh the same, SRM4 generates one less heat, but two SRM2s have a slightly faster cooldown and should have a tighter cluster.

#50 Bagheera

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Posted 17 July 2013 - 12:08 PM

VTR-9S.

3xSRM6

vs.

3xSRM4 +artemis

vs.

3xSRM6 +artemis

Discuss plz. :D

Also, 2 JJs @78kph or 3JJS at 80kph (tweaked). Thoughts?

Raw speed of Scarface's build is temping, been considering a 360 for fine-tuning mine.

http://mwo.smurfy-ne...7d690e15c84de06

But I am finding that with 2 JJs I get a little more stuck than I would like. 350xl + 1 more JJ plus half ton more armor on the legs is also appealing.

Edited by Bagheera, 17 July 2013 - 12:12 PM.


#51 TexAce

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Posted 17 July 2013 - 02:21 PM

Got a 9S with 2SRM6+Arty, 2ML, 2 UAC5, 3JJ, XL320 and while it feels a bit slow it has a K/D ratio of 7 lol
Only pugging alone.

It's a beast. The 2 UAC5s in one arm really make a difference.

You can swap the 2 UAC5s with one AC20 and add one SRM6 and have a true brawler (270meters is all you got) and it also wrecks good but lacks range then and you can make a Highlander do the same with 5 more tons to play with albeit slower of course.

Most suprisingly the Victor feels very sturdy. The awesome feels like paper in comparison.

Edited by TexAss, 17 July 2013 - 02:24 PM.


#52 4lex

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Posted 18 July 2013 - 11:06 AM

View PostScarface1978, on 17 July 2013 - 06:42 AM, said:

VTR-9S - THIS IS BEAST!
really that setup+ that speed it CANT be wrong, and this is my current goal for this mech. Soon get that engine and we will see some really punishment :huh:


You heat up to much, witch kill your sustained dps. Every time you time you wait to fire your AC because you used your medlazor is a waste of dps. SRM4 are tight enough imo, no need for arty. Minus 2 lazors minus 3 artemis + 5 DHS = more better good damage for you. With 6 ppc you can hide behind rock to cool down. In a brawl, you cant hide behind a rock, you cant disengage with out severe suffering. Shuting down < 150 m = death by headshot. Sniper is all about burst damage, brawling is sustained dps.

#53 The Blazer of Lasers

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Posted 18 July 2013 - 05:16 PM

How about
http://mwo.smurfy-ne...9fc62ffbf5e9b00

#54 MacKerris

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Posted 18 July 2013 - 06:24 PM

Blazer,

For a Victor it's hot, slow, under armored and possibly ammo deficient. If your determined to stay with a standard engine and AC2's your more long range so slow is ok. However you will loose the arms very quickly if you don't max out the armor as much as possible because you will be fighting people who will do 10-45 points of damage to you in one shot. As you run hot and only had a ton of ammo you could drop the SRM's and add enough armor and heat sinks to make the mech more viable. I admit I am not a big AC2 guy and I just made some quick changes, but this may be a better place to start, Find out if you need more heat sinks or more ammo and then adjust.

#55 Devil Fox

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Posted 18 July 2013 - 10:24 PM

My VTR-9S build going to work... build and all info is in the credits and description xP... now if only Jump Jets didn't get critted!



#56 Sh4dow78

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Posted 19 July 2013 - 06:35 AM

View Post4lex, on 18 July 2013 - 11:06 AM, said:

You heat up to much, witch kill your sustained dps. Every time you time you wait to fire your AC because you used your medlazor is a waste of dps. SRM4 are tight enough imo, no need for arty. Minus 2 lazors minus 3 artemis + 5 DHS = more better good damage for you. With 6 ppc you can hide behind rock to cool down. In a brawl, you cant hide behind a rock, you cant disengage with out severe suffering. Shuting down < 150 m = death by headshot. Sniper is all about burst damage, brawling is sustained dps.

Well i didnt have problems with heat, but i did take off artemis, and add more DHS. All i can say there is big diff with artemis and without it for sure but i like it anyway :ph34r:

#57 Hebdomas

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Posted 19 July 2013 - 09:40 AM

Yesterday on test I tried VTR-9B build 2 for several rounds. Heat wasn't as big of a problem as I expected, even without mech efficiencies. The biggest issue was the short weapon range and only having a speed of 65.8 (no speed tweak) so closing the distance took some time. Though I have a feeling I'm probably piloting this thing wrong. Need to think more like a medium or heavy than an assault probably.

So I came up with another 9B build: VTR-9B More range, more speed. I'm not a fan of UAC5s, so just two normal AC5s. Do I have enough AC5 ammo? I'll probably drop a jumpjet to add another ton of SRM ammo. Faster, more range, better sustained damage, but less alpha damage. Has anyone tried something like this?

VTR-9K Return of the large pulse laser. Just one large pulse laser this time (with two normal mediums), and an AC10 (better range) instead of an AC20. It goes faster too. Interestingly the alpha damage is only 2.6 points lower than the AC20 2LPL 9B build.

#58 Kevin Harxen

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Posted 20 July 2013 - 10:46 AM

Has anyone tried two UACs?

HMI - ESM 5 v6

#59 ShadowbaneX

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Posted 20 July 2013 - 05:10 PM

View PostKevin Harxen, on 20 July 2013 - 10:46 AM, said:

Has anyone tried two UACs?

HMI - ESM 5 v6


I'd go with something that looks a little more like this.

#60 Hebdomas

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Posted 20 July 2013 - 05:10 PM

View PostKevin Harxen, on 20 July 2013 - 10:46 AM, said:

Has anyone tried two UACs?

HMI - ESM 5 v6


Saw someone using two UAC5s in game earlier, looked pretty neat appearance wise. Each UAC5 is a three barrel gatling type gun. They're different lengths though.
Guess I'm going to give UAC5s another try.

Theory craft:
http://VTR-9B
Less alpha damage than my other builds, but more sustained. Ignore the ammo placement. 175 UAC5 rounds, will that be enough? Could always drop a jumpjet for another ton of ammo. AMS as I've been noticing people like to shoot missiles at you when you're an assault mech.





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