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Some Good Victor-9B Builds


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#1 theta123

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Posted 11 July 2013 - 02:55 AM

One may say this is the least intresting model of all the Victors. Due the weird hardpoint loadout (3Ballistic, 2 energy, 2 missile)

I have been toying around a bit now. I was wondering what you guys think

VTR-9B

Metal-meltdown

Electric-eye

Any builds/suggestions are always welcome!

Edited by theta123, 11 July 2013 - 02:55 AM.


#2 Dexion

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Posted 11 July 2013 - 07:28 AM

Yike's, those be some slow Victors, and no jumpjets. That actually highlights my issue with the 3 ballistic Victor... You can't really put a big enough engine in it if you use all three hard-points (Unless you use machine guns).

#3 theta123

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Posted 11 July 2013 - 10:03 AM

And you cant really go nowhere with just 2 Energy and 2 missiles..atleast not much.

I am currently working on more builds. I am not a big fan of jumpjets so by nature i remove them. This is a pure, personal preference tough. I think of making something with LRM's on my next build.

#4 Angel of Annihilation

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Posted 11 July 2013 - 10:20 AM

Yikes sorry to say but those are just horrible builds.

The Victor is suppose to be a fast, agile, JJ capable Assault mech. You have turned them into a weak, lightly armored Atlas with the firepower of a medium mech.

Quite focusing on trying to use all 3 Ballastic slots, instead drop in a Gauss or AC/20. Get some JJs on it and pack at least a 350XL.

I also noticed you don't like JJs. Well this is the wrong mech for you then since it excels with JJs and is lucky enough to use 1 ton weight JJs rather than 2 ton weight JJs like the Highlander. If you are absolutely adamant about using a Victor and using it without JJs then use the weight to drop in a 400XL or something, anything to get the mech mobile again.

If your set on your builds, well then I hope to meet you in battle some day <wink> hehe.

#5 Tremendous Upside

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Posted 11 July 2013 - 12:11 PM

This is what I'd try on it. I run similar on my CTF-3D and it works quite well. This will be a step slower, but a little more heat efficient and better armored.

http://mwo.smurfy-ne...918cbd43a4c4ee7

#6 Angel of Annihilation

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Posted 11 July 2013 - 08:02 PM

View PostBanky, on 11 July 2013 - 12:11 PM, said:

This is what I'd try on it. I run similar on my CTF-3D and it works quite well. This will be a step slower, but a little more heat efficient and better armored.

http://mwo.smurfy-ne...918cbd43a4c4ee7


Yikes so little firepower. I just don't get what your afraid of that you won't run an XL. I have a Dragon Slayer and yeah occassional I get killed due to someone popping a side torso but its like 1 out of 10 matches and that extra firepower means the difference between lots of kills/damage and being just medicore at best.

Also JJs. seriously why strip them? That is one of the reasons to run a Victor. If you don't want JJs an Atlas or a Stalker is always a better choice. Hell an Awesome might even be a better choice.

#7 Tremendous Upside

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Posted 12 July 2013 - 06:34 AM

LOL... You think 42 pts of firepower is "low"? Guess its time to check the AC40 Jäger and quad PPC stalker into the "unviable" list. I guess I should retire my 732 as well! Brawling is more about how much concentrated firepower you have and your heat efficiency than anything else. Your overall alpha damage is just one part of the equation. As for jets? One is all you'll ever need in an assault mech. If you feel compelled to throw away tonnage just to get a little more "air" - feel free. I've tested the differences extensively - and to me it's not worth packing more than one unless you're A) in a fast mech or B) have the tonnage and can't fit anything else in.

#8 Avimimus

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Posted 12 July 2013 - 07:00 AM

All of my mechs run 16-40 alphas....

#9 Angel of Annihilation

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Posted 12 July 2013 - 07:19 AM

View PostBanky, on 12 July 2013 - 06:34 AM, said:

LOL... You think 42 pts of firepower is "low"? Guess its time to check the AC40 Jäger and quad PPC stalker into the "unviable" list. I guess I should retire my 732 as well! Brawling is more about how much concentrated firepower you have and your heat efficiency than anything else. Your overall alpha damage is just one part of the equation. As for jets? One is all you'll ever need in an assault mech. If you feel compelled to throw away tonnage just to get a little more "air" - feel free. I've tested the differences extensively - and to me it's not worth packing more than one unless you're A) in a fast mech or B) have the tonnage and can't fit anything else in.


It isn't about the Alpha, it is about delivering that firepower which is why a Gauss-a-pult with only a 30 point Alpha can be pretty nasty to deal with.

You have an AC/20 with only 28 rounds of ammo. Great it does 20 damage by itself but I know on my Gauss builds, I regually use 35-38 rounds of ammo a match and that was before 12 vs 12 was on the horizon.

This is backed up by two SRM4 which with the spread patterns end up being unreliable for damage.

Then you only have 2 medium lasers backing all that up.

Honestly this is roughly the firepower a Centurion can dish out and while not a useless amount, it is alot less than your build could easily carry if you got rid of the Standard and Dropped in an XL.

Also on the subject of JJs. You obviously don't use JJs alot so don't understand them, the mechanics behind it or how to really take advantage of them. The key factor behind JJs is unfortunately running speed. For example, Drop 4-5 JJs on a Heavy Metal and run the stock engine at 48 kph and your not really getting very far. Drop in the top engine, get the speed up to 67 kph and the "Air" you get is night and day different. 1 JJ brings it back to "blah, not very useful aside for crossing small bumps in the terrain."

Now take that to a Victor which even with a modest upgrade can do 78 kph and 86 kph with the largest 385XL, add in 4 JJs and your now able to clear an Atlas by a mechs length and cover a large amount of distance. Completely night and day difference and with the current movement changes, vastly superior in mobility to ground bound mechs. This is what makes the Victor a good mech compared to others.

However, I can see I am not going to convince you so it is what it is.

#10 Urdnot Mau

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Posted 12 July 2013 - 07:50 AM

I think it's not enough dakka !

but seriusly.. note that you're gonna be a brawler. You don't have a high alpha, but you have a good recharge rate... so you have to stick in your enemy's face and pound him, wich can be dificult in the current meta. Anyways.. i'll try that myself once the victor is here.

#11 JokerVictor

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Posted 12 July 2013 - 10:39 AM

View PostViktor Drake, on 12 July 2013 - 07:19 AM, said:



You have an AC/20 with only 28 rounds of ammo. Great it does 20 damage by itself but I know on my Gauss builds, I regually use 35-38 rounds of ammo a match and that was before 12 vs 12 was on the horizon.


If you need more than 4 tons of AC20 ammo you need to learn to aim. Last time I used ALL of my AC20 ammo I got well over 1000 damage in my CTF-2X. Just sayin.

#12 Effectz

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Posted 12 July 2013 - 11:07 AM

http://mwo.smurfy-ne...ea92925ba775489

Does well for me and is fun to play.

Edited by Effectz, 12 July 2013 - 11:08 AM.


#13 Angel of Annihilation

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Posted 12 July 2013 - 02:56 PM

View PostJokerVictor, on 12 July 2013 - 10:39 AM, said:


If you need more than 4 tons of AC20 ammo you need to learn to aim. Last time I used ALL of my AC20 ammo I got well over 1000 damage in my CTF-2X. Just sayin.


Maybe your not firing enough? Also 28 rounds of AC/20 only accounts for 560 damage if they all hit within the optimal range of the cannon so I think it obvious alot of that 1000 damage is coming from other weapons.

However, I will grant you that I fire very long distance shots with my Gauss and that means not all connect so I could very well be using more ammo than you would need at ranges under 300m with the AC/20. Time will tell I guess since at least one of my Victors will be running an AC/20 with only 28 rounds of ammo.

#14 Captain Stiffy

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Posted 16 July 2013 - 03:48 PM

I haven't read every build but...

STD 300 2DHS (iirc)
2 jjs
endo
2xLL
Gauss Rifle (3 tons... or was it 4?)
2x LRM5 (2 tons)
2x MG (1 ton)


Is working really well for me. I may drop the MG's.

View PostViktor Drake, on 12 July 2013 - 02:56 PM, said:


Maybe your not firing enough?


Exactly - you miss 100% of the shots you don't take.

Edited by Captain Stiffy, 16 July 2013 - 03:50 PM.


#15 XX Sulla XX

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Posted 16 July 2013 - 04:55 PM

Quote

Get some JJs on it and pack at least a 350XL.
What he said :)

#16 One Medic Army

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Posted 16 July 2013 - 05:02 PM

I think my theoretical build was something like:
XL325
4JJ
2xLL
2xSSRM
2xAC/5

Definitely a mid to long-range sustained fire build, which means lots of flanking required.

#17 theta123

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Posted 17 July 2013 - 08:29 AM

View PostViktor Drake, on 11 July 2013 - 10:20 AM, said:

Yikes sorry to say but those are just horrible builds.

The Victor is suppose to be a fast, agile, JJ capable Assault mech. You have turned them into a weak, lightly armored Atlas with the firepower of a medium mech.

Quite focusing on trying to use all 3 Ballastic slots, instead drop in a Gauss or AC/20. Get some JJs on it and pack at least a 350XL.

I also noticed you don't like JJs. Well this is the wrong mech for you then since it excels with JJs and is lucky enough to use 1 ton weight JJs rather than 2 ton weight JJs like the Highlander. If you are absolutely adamant about using a Victor and using it without JJs then use the weight to drop in a 400XL or something, anything to get the mech mobile again.

If your set on your builds, well then I hope to meet you in battle some day <wink> hehe.

my S and K are fast builds . But my B build is made to my own personal preference. No, i dont use jumpjets. As i am not very good with them. This build is made more for the fun& imaginary mind. And i like it so far





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