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New Stalker Pilot...and A Terrible One


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#21 TLBFestus

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Posted 18 July 2013 - 09:37 AM

The only thing I read in your OP that no one has addressed is your comment 'I stay targeted on the same mech til it (hopeuflly) dies".

That's not always the right thing to do. If you keep pounding at an opponent the other side usually joins in to help him out. Sometimes after a big whack to the face, the target wants to get the hell out of dodge, so let him. Sometimes it's like a staring contest, you got your shot in, "he blinked" and you got a free shot in.

It's how many "free" or quality shots you get in that determines your success, and sometimes changing targets to a more vulnerable, more damaged target is the right thing to do, even if it means you get hit a few times.

Some might call that kill stealing, but I see the match as a bunch of weapons, and the more weapons you remove from the enemies side of the equation the less they can contribute as the match progresses.

Edited by TLBFestus, 18 July 2013 - 10:54 AM.


#22 Dalziel Hasek Davion

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Posted 19 July 2013 - 02:15 AM

I hope you are finding some success in your STK. It has some quirks - sure. It's an old design. Work with them, rather than against them and it'll do you proud.

Let's look at the variants:

STK-3F - more flexible (better twist range) and great hard points. Plenty of good builds. Don't need Endo Steel or Ferro Fibrous - use the space for heat sinks.
  • Short brawl: (6xML, 4xASRM4, STD300 or 4xML, 2xASRM6, 2xASRM4)
  • Medium range support: (4xLL, STD300 - use chainfire for constant DPS action)
  • Mixed: (2xPPC, 6xML, 4xSRM6, STD255 - hot hot hot)
STK-3H - One of the premium missile 'Mechs in the Inner Sphere
  • LRM50 build (2xALRM20, 2xALRM5, 3xML, 1xTAG, BAP, Endo Steel, AMS, STD255, 10t LRM ammo)
STK-5M - Be sure to make use of the "zombie" energy slot in the CT and/or the five 6 tube missile hard points.

STK-5S - Dual AMS - great defensive builds. Probably best as a sniper/long range support. Many people build it with LRMs - but I think the 3H is just too strong at that role to ignore.

STK-4N - the black sheep of the family. Fewer hard points than the 3F and restrictive torso twist to boot. Masochists/completists only.

Stalker Feature-Benefit analysis
  • Arm energy points at the top of the 'Mech - allows "hull down" position behind cover exposing very little of the 'Mech.
  • Small arms - no possibility of blocking shots using the arms, which hampers survivability in brawls - however arms are less vulnerable than side torsos - don't be afraid to put energy weapons in the arms - they won't survive any longer in the side torso.
  • Massive side torsos that can be hit from most sides - Don't run XL engines if you can help it. In a fight, don't circle the enemy - instead - keep rotating in front of them and spread damage across all sides and your back. You are an Uruk-Hai - your armour is thick - use it.
  • Great vertical arm movement - Use armlock ON for most times - but your arms have great vertical movement, allowing you to target enemies way above, or way below you. Use shift to unlock.
  • Sluggish - All light pilots know that the STK is a sluggish 'Mech with limited turning speed and no horizontal arm movement. If you become separated from your herd - best of luck - but you will go down hard - unless you can learn how to pace your advances - stay in cover as you advance and predict enemy movement.
  • Hot - all those energy hard points - and the ability to easily boat big hitting weapons (PPCs, LLs, SRM6s) means that almost all Stalkers run hot to one degree or another.
  • Big legs - up to 72 armour on your legs makes them nearly impregnable. Store your ammo here in comfort.
  • Low visual profile - A Stalker is smaller than most assault 'Mechs and has no prominent bits to shoot off (Catapult ears). If you mix your weapons up (don't boat PPCs) then enemies may prefer to target bigger humanoid 'Mechs.
  • Missile bay doors. Stalkers have missile bay doors in the arms. If you want single salvo firing, then make sure you open them (press '/' key in game by default).
Stalkers can lend the pilot a false sense of security. You are, after all, an assault class 'Mech and heavily, heavily armed. It should not take long to figure out that, unlike Atlases and Highlanders, and Awesomes, your lack of arms and stately speed mean than enemies can punish your side torsos at will. If you stay nose on and simply try and slug it out - you will drop quickly.


You don't turn quickly, but you must turn regardless. Combined with tricky heat management, the most successful Stalker piloting style in close combat is a "bee waggle dance". Unload all your weapons until you nearly red line - then perform figure-eight movement in front of the enemy to spread return fire as you cool.

At mid-range - particularly with 4xLL - chain fire is excellent. A pre-occupied enemy often ignores laser hits because they are not as distracting as ACs, missiles or "impact/shake" weapons. Hang back 200-300m from the brawl line and use the laser's high precision to slough enemy armour off 9 points at a time.

Don't peek. The Stalker is slow to move forward and move back and you will take a beating. Patience is your weapon. Either let them come to you - or if you absolutely need to move forward - make supported and decisive moves from cover to cover.

Edited by Dalziel Hasek Davion, 19 July 2013 - 02:19 AM.


#23 DerSpecht

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Posted 19 July 2013 - 03:28 AM

I dont like it. Pack Artemis and as much LRM as you can with case and loads of ammo and some ML. Fire chained 75 ALRM to the face hurt a lot if you manage to bring em in. Focus on Targets below 600m in the beginning thats are locked.

Well i like lurms so.. thats the best setup for me :D

#24 Edson Drake

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Posted 19 July 2013 - 09:10 AM

Contrary to what some may think, this last patch benefited the Stalker.

Since it isn't worth to run 4X PPC anymore (and 2X PPC/ErPPC is too hot) and 6X LL, I had to try several setups. Any long/short range mix using the LRMs, SRMs, Lasers and 2X PPC max, resulted in a very balanced build that didn't shutdown at all. Very cool running and heat-manageable, I got plenty of kills with them.

It was much harder before to balance it and now even the stock setup is good. I'm having a great time with it.

#25 Sheraf

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Posted 19 July 2013 - 02:48 PM

View PostBahamutSin, on 12 July 2013 - 06:15 AM, said:

Looking for some advice here. My favorite mech is my spider. After running around the legs and staring at the knee caps of various assault mechs I decided it may be nice for a change to stride into battle in a titan. In my mini-mech career I have watched the big guys go at it and learned (theoretically) what not to do and maybe a little of what to do. So I buy a stalker-5m...

I jump in my stalker and it is a complete suck. I know it is slow with a ton of lead in it's a$$. It's torso twist is phenomenally bad. All that i knew before I started. All this I can deal with...I just can't seem to kill a thing...or do much damage before my mech is turned into a fine metallic powder.

General:
I always use MAX armor.
I stay with the herd of other assaults / ECM's so I am not a lone target
I stay targeted on the same mech til it (hopeuflly) dies
I stay behind as much cover as I can find in a walking skyscraper
I have an AMS equipped (mildly helpful)
Have tried w+w/o XL engine to check survivability differences

Loadouts Attempted (Max DHS on all)
(4) LRM20 version. Gayer than a herd of unicorns. Boring. Still didn't live long.
(2)ERPPC (2)ERLLR (1) ML (6) SRM.
(4) ERLLR (1)LPL (6) SSRM.
(4) ERPPC. <--I won't do it. I can't...just wrong lol

I realize it has only been 10 matches. Avg. Match Dmg. 112. Not expecting to be a super pilot out of the gate .I just feel that I am taking up a Stalker slot that could be put to better use. Am I not giving it enough of a chance? Is there a steep learning curve to these things? Is there some random tactic I haven't grasped for assault mechs'? I realize this is all fairly vague but any help would be appreciated.


From your loadout, your stalker is very situational. If you like to, try go with the stock load out and see if it make a different, hope that helps.

#26 AtzeH

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Posted 23 July 2013 - 12:39 PM

I go into Battle with a XL255 engine. Could someone tell me why not to equip it? I have 2 PPCs, 2 LRM15+Artemis and AMS. The rest of the tonnage goes to a neat bunch of armor and heatsinks to fire PPCs constantly. OK, I know part of the engine is in the side torsos, but I wouldn't know where to get additional 12,5 tons for my present equipment...

#27 AVABOBAH

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Posted 24 July 2013 - 02:10 AM

Mini-guide from non-english player for novices:
First of all, decide what are you planning to do?
1) Brawl - buy Catapult, Jagermech, Cataphract or Atlas. Forget Stalker for the near future.
2) Sniping - buy Misery, Highlander, Victor, Blackjack or something else. There many viable builds for this role.
3) Heavy LRM support. Premium missile Mech is STK-3H, as mentioned above.
My preffered build is 2xALRM20, 2xALRM5, 4xMPL, BAP, Endo Steel, XL310 (65kmh with speedtweak), 9t LRM ammo (legs, arms, cockpit), 12DHS (engine).
Tactic for using this build is pretty simple:
1) Get a friend with AS7-D-DC. No matter which build if it has ECM and PPC.
2) Follow him in battle. Stay in ECM field. Open weapon doors.
3) Lock. Shoot. Repeat. Stay away from brawlers.
4) Finish wounded enemies with 4xMPL.
5) ?????
6) PROFIT.
P.S.:
You get surrounded by 3 spiders? You screwed.
You are last alive from your team with full load of missiles? You screwed.
You forgot about ECM cover? You know what to do.
You want to use low rating engine crap? Get ready to brawl for life!
You want MAX armor? First of all, learn how to cover yourself with legs and arms. For me 48 is a good armor number at legs and arms because i can't do it on Stalker.

Edited by AVABOBAH, 24 July 2013 - 06:28 AM.


#28 Dalziel Hasek Davion

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Posted 24 July 2013 - 08:38 AM

View PostAtzeH, on 23 July 2013 - 12:39 PM, said:

I go into Battle with a XL255 engine. Could someone tell me why not to equip it? I have 2 PPCs, 2 LRM15+Artemis and AMS. The rest of the tonnage goes to a neat bunch of armor and heatsinks to fire PPCs constantly. OK, I know part of the engine is in the side torsos, but I wouldn't know where to get additional 12,5 tons for my present equipment...


An XL engine is always a choice between longevity and tonnage for other things. People get very attached to their decision and so promote it as a "must do" or "must not do" - but it's ultimately down to you.

The Stalker's side torso is massive compared to the centre torso and can be easily hit from the side - the lack of arms makes blocking shots impossible. It is very common for the Stalker to lose a side torso. If you have an XL engine, your fight ends there. If you run a Standard engine, then you can fight on, with half of your firepower. Compare that to a Catapult - where the side torsos are tiny.

The light that burns twice as bright, burns for half as long. The Stalker that mounts vast firepower by using an XL engine, won't last as long. That may suit you. As a long-range support/sniper pilot (PPCs and LRMs), the XL engine may not be a bad choice. Personally, I would not mount an XL engine in a Stalker - preferring more consistent damage over the entirety of the match, rather than going out in a blaze of glory, and then spectating.

#29 AtzeH

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Posted 25 July 2013 - 11:26 AM

Since I operate nearby allied forces, search cover and fight battles rather over longer distances, I will keep this config. But I could wipe out one weekpoint: Now went to 2 ERPPC. OK, more heat, but the extra in range is a huge difference. And even if I'm not too successful in battling from the rear line: down to 180 meters I have full punch even with my LRMs and below that my ERPPCs.

#30 TheKildar

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Posted 26 July 2013 - 02:53 PM

I don't know a lot about stalkers but I do know that a good build with the 3F is 4 LLas 4 SSRM 2 and dbl heat sinks, optionally add mediums to extra energy slots as backups. then max out the armor or add more heatsinks as you should have spare weight, larger engine is also helpful

Edited by TheKildar, 26 July 2013 - 03:03 PM.


#31 AVABOBAH

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Posted 28 July 2013 - 03:27 AM

View PostTheKildar, on 26 July 2013 - 02:53 PM, said:

I do know that a good build with the 3F is 4 LLas 4 SSRM 2 and dbl heat sinks, optionally add mediums to extra energy slots as backups. then max out the armor or add more heatsinks as you should have spare weight, larger engine is also helpful

4 LLas = 36 firepower.
Stock HBK-4P has 43 firepower.
So, reasonable question is: you buy assault mechs only to live longer? I thought assaults meant to do MORE damage than mediums.

#32 Clideb50

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Posted 28 July 2013 - 03:47 AM

I found that one of the better fits for the Satalker (3F) is the default one with just double heat sinks and a little extra armor. If you've read the little story attached to the concept art/mech announcement, drive it exactly like he did: Sit on the 2nd line wait to see who needs you the most and stomp your way over firing the large lasers and lrms at them until they're in range of the close weapons. (all weapon groups generate ~20% heat.) you won't get 1000dmg like some other designs out there, but you won't be dead weight to the team either.





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