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Vtr-9S Brawler Build - Feedback Imput Needed -


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#1 BlackIronTarkus

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Posted 09 July 2013 - 02:39 PM

VTR-9S USMC

This is going to be my next victor, already have the slayer which is setup for long range, now this one is more close-quater combat. Of course to be an effective(lol current meta) brawler you have to be fast so I choose the XL380 which also give me some nice torso twist.

With this setup and focusing fire on the center torso I should be able to drop other assaults pretty quickly while still being able to deal with lights.

I wish I could fit some JJ in there but 4 weight with the current engine is pretty though to get. Since I only had 1.5 left I decided to put a beagle active probe there so I can target light with ECM or powered down mechs... didnt opt for the AMS since I didnt have any place to put its ammo that wouldnt have required a case.

So yeah, thoughs, suggestions?

Edited by BlackIronTarkus, 09 July 2013 - 02:43 PM.


#2 AgroAlba

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Posted 09 July 2013 - 02:43 PM

Looks like it'll overheat in a jiffy in any sort of sustained combat.

#3 BlackIronTarkus

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Posted 09 July 2013 - 02:44 PM

View PostAgroAntirrhopus, on 09 July 2013 - 02:43 PM, said:

Looks like it'll overheat in a jiffy in any sort of sustained combat.


how to improve it then?

VTR-9S USMC-2

But now I have ZERO medium/long range capability.

Edited by BlackIronTarkus, 09 July 2013 - 02:46 PM.


#4 AgroAlba

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Posted 09 July 2013 - 02:46 PM

Well, personally, drop the engine size and get some double heat sinks in that engine. Just my personal .02

Downgrading to a XL360 saves you 4 tons, loses you 4 kph which isn't enough to make a difference. Then slam in 4 doubles in there.

Edited by AgroAntirrhopus, 09 July 2013 - 02:48 PM.


#5 Urdnot Mau

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Posted 09 July 2013 - 02:52 PM

i suppose you could do this
http://mwo.smurfy-ne...0f7dde793f2cab3

could also try changing 1 large laser to a medium lasers or a medium pulse and adding a couple of heat sinks

#6 skullman86

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Posted 09 July 2013 - 02:58 PM

http://mwo.smurfy-ne...ca29c12c9cb06e3

...If it were me.

You can kill lights with the AC/20 and medlas if you are half way decent with arm mounted weapons, and the extra damage will help out against heavier mechs.

EDIT: That gauss version looks pretty good though it's too bad you cant get BAP with it. Maybe try an AC/10?

Edited by skullman86, 09 July 2013 - 03:02 PM.


#7 BlackIronTarkus

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Posted 09 July 2013 - 03:06 PM

I find SSRM more effective at destroying mechs, as lame as it sound. I used to use SRM before but after playing with SSRM it simply core people faster than even 3 SRM 6.

Also, a gauss is nice and all, but it break easily.

I think I will downgrade the engine a little bit... or go for 3 medium lasers.

Edited by BlackIronTarkus, 09 July 2013 - 03:07 PM.


#8 Kiiyor

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Posted 09 July 2013 - 03:10 PM

Maybe something like THIS.

A little bit of everything - close range Kerblammo, long range lightning, and a patented light mech deterrent system.

The only problem is... it's not a boat. You trade shots at long range, you lose. You need to get close.

#9 Devil Fox

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Posted 09 July 2013 - 03:30 PM

I had this build planned... VTR-9S... it carries alot more ammo for sustained fighting (I run out of my 30 Guass now), it also has a cooler repeat alpha. The best part about a Victor is it can run cool to repeatable hammer an opponent.

#10 BlackIronTarkus

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Posted 09 July 2013 - 04:00 PM

View PostApostal, on 09 July 2013 - 03:30 PM, said:

I had this build planned... VTR-9S... it carries alot more ammo for sustained fighting (I run out of my 30 Guass now), it also has a cooler repeat alpha. The best part about a Victor is it can run cool to repeatable hammer an opponent.



Eeeeeesh, you know you will die really fast with that ammo in the center torso, its probably the worst place you can put ammo... hell even in the arms its a better idea.

#11 Volts

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Posted 09 July 2013 - 04:23 PM

View PostBlackIronTarkus, on 09 July 2013 - 02:44 PM, said:


how to improve it then?

VTR-9S USMC-2

But now I have ZERO medium/long range capability.


I'm running that exact build with a standard 320, but every death has been CT, so might take the upgrade to XL.

It's pretty solid, but without tweak, a little sluggish.

#12 BlackIronTarkus

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Posted 09 July 2013 - 05:02 PM

View PostVolts, on 09 July 2013 - 04:23 PM, said:


I'm running that exact build with a standard 320, but every death has been CT, so might take the upgrade to XL.

It's pretty solid, but without tweak, a little sluggish.


Im always dying from center torso as well, from cataphract to victor... rarely I get killed because of my side torso, when that happen its because Ive got a overkill alpha on the arm and then to the side. Some people claim that they aim for legs or side torso first, but thats ********, especialy when you know how to torso twist.

#13 Bishop Steiner

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Posted 09 July 2013 - 07:02 PM

smaller engine, more ammo for the AC20. And more leg armor. You are gonna have a leg ammo explosion in no time.

Also a JJ mech with no JJs is a waste of the chassis. And those will help maneuverability more than the 380 will.

VTR-9S

Edited by Bishop Steiner, 09 July 2013 - 07:04 PM.


#14 Devil Fox

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Posted 09 July 2013 - 08:18 PM

View PostBlackIronTarkus, on 09 July 2013 - 04:00 PM, said:



Eeeeeesh, you know you will die really fast with that ammo in the center torso, its probably the worst place you can put ammo... hell even in the arms its a better idea.


Actually until I HAVE an ammo explosion from a CT crit (after all chances by the time it's crit you'll be cored anyhow!) I'll put ammo into the CT. The arms are massive shields on this machine and the use of jumpjets means the legs are also stripped something bad. Now unless I got assaulted by 6MG Jager's the ammo is safe where it is.

Edited by Apostal, 09 July 2013 - 08:19 PM.


#15 aniviron

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Posted 09 July 2013 - 08:24 PM

Get one jumpjet in there. You get pretty rapidly diminishing returns from having more than one jumpjet, but using just one ton gives you substantially better turning radius, and the ability to get over medium height obstacles. Given what an incredibly low tonnage investment it is, I can't imagine not putting it in.

#16 Angel of Annihilation

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Posted 09 July 2013 - 09:09 PM

View PostBlackIronTarkus, on 09 July 2013 - 02:39 PM, said:

VTR-9S USMC

This is going to be my next victor, already have the slayer which is setup for long range, now this one is more close-quater combat. Of course to be an effective(lol current meta) brawler you have to be fast so I choose the XL380 which also give me some nice torso twist.

With this setup and focusing fire on the center torso I should be able to drop other assaults pretty quickly while still being able to deal with lights.

I wish I could fit some JJ in there but 4 weight with the current engine is pretty though to get. Since I only had 1.5 left I decided to put a beagle active probe there so I can target light with ECM or powered down mechs... didnt opt for the AMS since I didnt have any place to put its ammo that wouldnt have required a case.

So yeah, thoughs, suggestions?


Honestly I just don't see this who current meta people are talking about. If anything I have trouble keeping the enemy mechs OUT of brawl range most of the time.

However that being said I got to ask....you want a brawler but your not equiping JJs? I mean especially now with the movement changes, they are hands down the best way to get into brawling range and do so without the enemy expecting it. You stay ground bound and you get very channelled in your movements, usually channelled right into enemy long range fire in fact.

I would at the very least drop the two external DHS as 15 should be more than enough to cover your heat and use the extra tonnage to put the JJs back on.

However, what I would really do is drop the engine size down to a 370XL, only use the 14 DHS that fit in the engine (which should be plenty) then use the rest of the weight to add back in the 4 JJs and 2 more tons of AC/20 ammo (because 14 rounds isn't going to last you very long in a fight).

This is based on the USMC-2 build.

Edited by Viktor Drake, 09 July 2013 - 09:11 PM.


#17 Tremendous Upside

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Posted 09 July 2013 - 09:21 PM

Jagermech removal machine.... http://mwo.smurfy-ne...31cfaa80b114456

#18 Carrioncrows

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Posted 09 July 2013 - 10:27 PM

I would consider

View PostBlackIronTarkus, on 09 July 2013 - 02:39 PM, said:

VTR-9S USMC

This is going to be my next victor, already have the slayer which is setup for long range, now this one is more close-quater combat. Of course to be an effective(lol current meta) brawler you have to be fast so I choose the XL380 which also give me some nice torso twist.

With this setup and focusing fire on the center torso I should be able to drop other assaults pretty quickly while still being able to deal with lights.

I wish I could fit some JJ in there but 4 weight with the current engine is pretty though to get. Since I only had 1.5 left I decided to put a beagle active probe there so I can target light with ECM or powered down mechs... didnt opt for the AMS since I didnt have any place to put its ammo that wouldnt have required a case.

So yeah, thoughs, suggestions?


I would consider dropping a both larges down to regular mediums as you'll be tempted to use those larges in close which will over heat you QUICK with the AC20.

Instead you've got lots of inclose firepower in the form of the AC20 and meds, so lets turn our ballistics into our Long range.

Drop all the streaks in favor of x2 LRM5's and x1 SRM6 ammo and add jumpjets

What this does is turn you from a DPS machine into more of a Alpha strike build. So you only expose your CT when you fire off the AC20, SRM6 and meds, then twist away to take the damage on your arms or other locations and spread the damage around.

The Reason for the LRM5's is so that when you encounter snipers you at least a suppression weapon to make them back off or at the very least chain fire the LRM5 to keep their mech rocking as much as possible.

You can keep the BAP if you want but I would drop it personally and add all of that 1.5 tons towards leg armor. Or at least 1/2 a ton of it in leg armor and 1 additional DHS.

While in combat the only time you should be walking is to take those 2-3 steps requires until your jumpjets is at 1/2 far and launch yourself back into the air. Not only are you a much harder target spreading damage around, you are a lot more agile allowing you to turn, jump over obstacles and even track light mechs with ease.

Minor note I readjusted your armor as it was horrible. In this alpha strike society even on assault mechs having more than 10-15 armor in the rear is a waste. A Brawler mech doesn't mean you jump into the middle of their team and expect to just tank it. Never attack outnumbered unless you are forced to.

http://mwo.smurfy-ne...dc4c3a823a5d547

Peace.
-Crow

Edited by Carrioncrows, 09 July 2013 - 10:28 PM.


#19 BlackIronTarkus

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Posted 10 July 2013 - 05:30 AM

View PostCarrioncrows, on 09 July 2013 - 10:27 PM, said:

I would consider

I would consider dropping a both larges down to regular mediums as you'll be tempted to use those larges in close which will over heat you QUICK with the AC20.

Instead you've got lots of inclose firepower in the form of the AC20 and meds, so lets turn our ballistics into our Long range.

Drop all the streaks in favor of x2 LRM5's and x1 SRM6 ammo and add jumpjets

What this does is turn you from a DPS machine into more of a Alpha strike build. So you only expose your CT when you fire off the AC20, SRM6 and meds, then twist away to take the damage on your arms or other locations and spread the damage around.

The Reason for the LRM5's is so that when you encounter snipers you at least a suppression weapon to make them back off or at the very least chain fire the LRM5 to keep their mech rocking as much as possible.

You can keep the BAP if you want but I would drop it personally and add all of that 1.5 tons towards leg armor. Or at least 1/2 a ton of it in leg armor and 1 additional DHS.

While in combat the only time you should be walking is to take those 2-3 steps requires until your jumpjets is at 1/2 far and launch yourself back into the air. Not only are you a much harder target spreading damage around, you are a lot more agile allowing you to turn, jump over obstacles and even track light mechs with ease.

Minor note I readjusted your armor as it was horrible. In this alpha strike society even on assault mechs having more than 10-15 armor in the rear is a waste. A Brawler mech doesn't mean you jump into the middle of their team and expect to just tank it. Never attack outnumbered unless you are forced to.

http://mwo.smurfy-ne...dc4c3a823a5d547

Peace.
-Crow


VTR-9S USMC-3

Yes I totally agree about the armor, I simply forgot to change it in smurfy but I always do it ingame. Thats exactly what I keep, 15 armor on the back on the heavies/assaults.

About the LRM, I understand the logic, and its true, but at my ELO it doesnt really work well. That being said, unless I boat LRM I simply hate them, and after playing extensively with both SRM and SSRM I found that SSRM are simply superior at coring even big mechs, plus against lights its a god send.

So yeah, added 2 JJs, kept the same engine, added 5 DD heatsinks in the engine, traded the LL for ML, kept the BAP so I had to lower the leg armor. But anyway, at 40ish armor in the legs I very rarely get my legs popped... if I find myself losing my legs more frenquently, I will simply drop the BAP and up the armor.

Also, Im really not sure about that SSRM ammo placement in the arm, I dont know where to place it.

#20 Angel of Annihilation

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Posted 10 July 2013 - 06:49 AM

View PostBlackIronTarkus, on 10 July 2013 - 05:30 AM, said:


VTR-9S USMC-3

Yes I totally agree about the armor, I simply forgot to change it in smurfy but I always do it ingame. Thats exactly what I keep, 15 armor on the back on the heavies/assaults.

About the LRM, I understand the logic, and its true, but at my ELO it doesnt really work well. That being said, unless I boat LRM I simply hate them, and after playing extensively with both SRM and SSRM I found that SSRM are simply superior at coring even big mechs, plus against lights its a god send.

So yeah, added 2 JJs, kept the same engine, added 5 DD heatsinks in the engine, traded the LL for ML, kept the BAP so I had to lower the leg armor. But anyway, at 40ish armor in the legs I very rarely get my legs popped... if I find myself losing my legs more frenquently, I will simply drop the BAP and up the armor.

Also, Im really not sure about that SSRM ammo placement in the arm, I dont know where to place it.


Well still don't agree about the JJs. 2 isn't enough with the current movement mechanics as your slowed often which means hight on the JJs really makes a difference now (did before too but not as much).

Anyway, I concur on the 40 armor in the legs. It is more than enough because it is rare to take alot of leg damage although I will admit if you were really using JJs to get the most of them, you will take more leg damage than your normal mech. (Using JJs to avoid fire works kind of like torso twisting except you jump up and take the damage on the legs instead of the arms/side torsos).

I would also keep the BAP if you can as it does make a difference if your going to be using SSRMs, especially against lights with ECM that harass you. The SSRM ammo in the arm is fine. If it blows at least it won't likely kill you outright.

Lastly, I still say you should drop down to a 370XL. You only lose 2 kph in your top speed which absolutely will NOT be noticable but you gain 3 tons. This equals the 2 extra JJs I think you should have, plus a extra ton for more ammo or armor. You lose one DHS but your smurfy's heat efficiency is still at 48% and I have found anything over 40% is definately fairly easy to manage heatwise.





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