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Orion Builds


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#161 Walks_In_Circles

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Posted 15 October 2013 - 05:28 PM

View PostFlushot, on 14 October 2013 - 09:20 AM, said:


Well I had ERs in there initially and it was brutal, dropped them down to regulars and its not bad at all as long as I fire the arms separately and give them that half second delay between. I really like being able to poke one arm out from either side of cover and fire those lasers only without wasting heat.


I've been running this lately.

PROTECTOR AC/20 Build

Chaining the LLs works well but still gets hot and the AC/20 is a hammer, but I still can't imagine two LLs on either arm. I need to get the ON1-k to try it out.

Edited by Hrothmar, 15 October 2013 - 05:29 PM.


#162 Flushot

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Posted 15 October 2013 - 06:55 PM

View PostHrothmar, on 15 October 2013 - 05:28 PM, said:


I've been running this lately.

PROTECTOR AC/20 Build

Chaining the LLs works well but still gets hot and the AC/20 is a hammer, but I still can't imagine two LLs on either arm. I need to get the ON1-k to try it out.


I actually tried ON1-K for a little while but somehow it seemed to run far hotter for me, not really sure why. I didn't stick with it very long ;)

#163 Walks_In_Circles

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Posted 15 October 2013 - 08:00 PM

Does anyone here run a XL 360 in their Orion? How fast can you get it to go? I'm shopping for XLs and wonder if the 360 is worth it.

With a 360 I only save 1.5 tons, but gain speed. I want to know how much speed. I could get a XL 300 and save 9.5 tons, but maintain the same speed.

Any thoughts?

Edited by Hrothmar, 15 October 2013 - 08:04 PM.


#164 Flushot

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Posted 15 October 2013 - 11:24 PM

View PostHrothmar, on 15 October 2013 - 08:00 PM, said:

Does anyone here run a XL 360 in their Orion? How fast can you get it to go? I'm shopping for XLs and wonder if the 360 is worth it.

With a 360 I only save 1.5 tons, but gain speed. I want to know how much speed. I could get a XL 300 and save 9.5 tons, but maintain the same speed.

Any thoughts?


It'll go 78kph or 85 with tweak. Also remember that the increments of 25 add a heatsink so stopping at 350 isn't a bad idea at all and the extra 10 rating only gains you a couple kph.

#165 RavensScar

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Posted 17 October 2013 - 11:11 PM

Now Elited my Orions (K, M, V) and this is the build I've had the most success with:

http://mwo.smurfy-ne...58f1bd30eb0cbaf

I frequently get multiple kills and 600+ damage in this build. An average match, I tend to inflict over 300. Even gone one-on-one with a Highlander and come out on top.

I know LPLas are generally looked down on, but in this mech they just seem to work. I keep them on chain fire, and very rarely run into any heat problems. The shorter duration allows for a quicker fire-and-twist manoeuvre. The spread of weapons also means there's not really any one location you can take out to completely neuter it.

#166 Lootee

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Posted 20 October 2013 - 07:47 AM

View PostHrothmar, on 15 October 2013 - 08:00 PM, said:

Does anyone here run a XL 360 in their Orion? How fast can you get it to go? I'm shopping for XLs and wonder if the 360 is worth it.

With a 360 I only save 1.5 tons, but gain speed. I want to know how much speed. I could get a XL 300 and save 9.5 tons, but maintain the same speed.

Any thoughts?


I've been derping around in this one: ON1-K

It uses a 340XL engine instead of the maximum size because it's enough to get you to 81kph with speed tweak and still leaves you with enough tonnage for hard hitting weapons and heatsinks. The 340XL is also nice because it happens to be the largest engine that will fit in the Cataphract. So you can swap it around if you need to.

When buying those expensive XL engines I like to get ones I can use in multiple mechs rather than just the largest one possible. For the same reason I got the 385XL to use in both my CN9-D and the AWS-9M.

The 360XL would also fit in the Dragon to get it moving at 97kph+. If you like Dragons it might be worth it, but I just couldn't jam everything I needed onto my Onion with that large an engine and I don't particularly like Dragons.

Edited by PanchoTortilla, 20 October 2013 - 08:00 AM.


#167 Walks_In_Circles

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Posted 21 October 2013 - 10:42 PM

View PostPanchoTortilla, on 20 October 2013 - 07:47 AM, said:


I've been derping around in this one: ON1-K

It uses a 340XL engine instead of the maximum size because it's enough to get you to 81kph with speed tweak and still leaves you with enough tonnage for hard hitting weapons and heatsinks. The 340XL is also nice because it happens to be the largest engine that will fit in the Cataphract. So you can swap it around if you need to.

When buying those expensive XL engines I like to get ones I can use in multiple mechs rather than just the largest one possible. For the same reason I got the 385XL to use in both my CN9-D and the AWS-9M.

The 360XL would also fit in the Dragon to get it moving at 97kph+. If you like Dragons it might be worth it, but I just couldn't jam everything I needed onto my Onion with that large an engine and I don't particularly like Dragons.


Some mechs, like the Catapult, just work with an XL. However With an XL, you lose vital Left and right torso slots. I just found out I can't keep my AC/20 if I use an XL. kinda put me off the whole idea. I prefer a single solid punch that can cripple or kill rather than several small ones regardless of the rate of fire.

Otherwise an XL would work well. The RT and LT are relatively hard to hit and you need to try to miss the CT. I rarely lose a side torso (I think once in 50 games or so) which makes it a logical investment, however, I should stick to a weapons layout which suits my preference.

Edited by Hrothmar, 29 October 2013 - 10:58 AM.


#168 boris le hachoir

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Posted 22 October 2013 - 03:35 AM

View PostHrothmar, on 21 October 2013 - 10:42 PM, said:


Some mechs, like the Catapult, just work with an XL. However With an XL, you lose vital Left and right torso slots. I just found out I can't keep my AC/20 if I use an XL. kinda put me off the whole idea. I prefer a single solid punch that can cripple or kill rather than several small ones regardless of the rate of fire.

Otherwise an XL would work well. The RT and LT are relatively hard to hit and you need to try to miss the CT. I rarely lose a side torso (I think once in 50 games or so) which makes it a logical investment, however, I should stick to a weapons layout which suits my preference.

Here's my build again: PROTECTOR AC/20

Is there a way I can improve it without sacrificing my cannon?

I realize Atrimes is next to useless on SRMs.



Most of these build are awefull Oo

AC20+2LL = Atlas LOL (Exept the protector is 25T lighter...)

It's simple to have a good build, put the "Max sustained DPS" with as much ammo as you can x)

Good luck !

Exemple: ON1-K

Edited by boris le hachoir, 22 October 2013 - 03:46 AM.


#169 Modo44

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Posted 22 October 2013 - 04:21 AM

My project for tonight: 2xERLL+Gauss+2xML, STD300. My usual Orion K takes 2xPPC+AC10+2xML, XL325.

Edited by Modo44, 22 October 2013 - 04:22 AM.


#170 Red Line Pilot

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Posted 23 October 2013 - 03:49 AM

Let me just throw in a couple of builds.

Brawling baddie <-- This is a monster
2x AC5
2x aSRM6
2x MLas

Poor man's Atlas
1x AC10
3x SRM6
2x Large Laser

I couldn't pick a favorite HBK so i put them all together
1x AC10
1x SRM6
1x SRM4
2x LLas
2x MLas

Oh yes, one with an AC20
1x AC20
4x MLas
1x SRM6
1x SRM4

Meta game approved
1x Gauss rifle
2x PPC
2x MLas

Edited by Red Line Pilot, 23 October 2013 - 03:49 AM.


#171 Trevor Belmont

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Posted 23 October 2013 - 06:42 AM

Here's the Protector variant that I use:

AC/20
ER Large Laser
2 x medium lasers
SRM6

http://mwo.smurfy-ne...cde07db3ffd2e0a

Edited by Belmonte, 23 October 2013 - 07:23 AM.


#172 Pupecki

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Posted 29 October 2013 - 10:22 AM

I have been running the ON1-K in a fire support role as opposed to a brawler / mid-range fighter. at least until the hit boxes are fixed. I have been doing pretty well in this too, the trick is to just advance slow towards the back of your group and then rain death on your enemies from far out.

The load-out is: http://mwo.smurfy-ne...2af82690e5fcf23

1x Gauss Rifle (2 tons of ammo)
1x LRM 20 (3 tons of ammo)
2x ER Large Lasers.

The Gauss and ERLL seem pretty straight forward, just point and shoot. While the Gauss and lasers may not be the most ideal close range weapons I find that they are still very handy if used properly. Besides by the time you and the enemy are face to face they should be fairly damaged already. The LRMs have enough ammo to be used liberally. They make a great addition to the Gauss and ERLL in order to augment damage, but I also used them for the purposes of suppression and giving long range support to teammates who are out of view. They are also nice to have if you are getting pounded by a enemy and cant seem to catch a break. A salvo or two of LRMs combines with some lasers is almost always enough to cause an enemy to break an attack and fall back. They are also nice for distorting the view of anyone shooting at you, making you much harder to hit.

Edited by Pupecki, 29 October 2013 - 10:31 AM.


#173 DJDeath

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Posted 02 November 2013 - 03:26 AM

I run my Protector as direct fire support:

http://mwo.smurfy-ne...6f48f09aba36b49

Works far better than I thought. My K has the standard AC20 / 4 ML / 4 SRM4 / STD 300 brawler build. Fun, but sadly not as effective.

#174 Tahribator

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Posted 02 November 2013 - 09:51 AM

To be honest, after eliting all the Orions, I'm confused about what role PGI intended for this mech. When you look at the hardpoints, It's definitely a pure bred brawler, destroyer of the worlds with face melting alphas of AC and SRM explosions. Then, on the other hand, you have a mech with very limited mobility. The mech feels extremely sluggish even with decent engines like STD300 and arm movement range to the sides is absymal; forcing you keep your range to aim properly. Doesn't really help in close range when almost all your weapons are arm mounted.

They make terrible direct fire support because all hardpoints are too low. You have to expose yourself too much for that kind of support. Only Protector can be decent at it, thanks to its high mounted energy hardpoint.

I think PGI should give the Orions more arm yaw and a little bit more torso twist range/speed so that they can be more useful in their jobs being "poor man's atlas". It definitely has the potential to be the best heavy, but it just baffles me PGI only made it a crippled brawler.

#175 Pupecki

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Posted 02 November 2013 - 03:25 PM

View PostTahribator, on 02 November 2013 - 09:51 AM, said:

To be honest, after eliting all the Orions, I'm confused about what role PGI intended for this mech. When you look at the hardpoints, It's definitely a pure bred brawler, destroyer of the worlds with face melting alphas of AC and SRM explosions. Then, on the other hand, you have a mech with very limited mobility. The mech feels extremely sluggish even with decent engines like STD300 and arm movement range to the sides is absymal; forcing you keep your range to aim properly. Doesn't really help in close range when almost all your weapons are arm mounted.

They make terrible direct fire support because all hardpoints are too low. You have to expose yourself too much for that kind of support. Only Protector can be decent at it, thanks to its high mounted energy hardpoint.

I think PGI should give the Orions more arm yaw and a little bit more torso twist range/speed so that they can be more useful in their jobs being "poor man's atlas". It definitely has the potential to be the best heavy, but it just baffles me PGI only made it a crippled brawler.


The messed up CT hitbox doesnt help this problem either.

#176 Tahribator

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Posted 03 November 2013 - 03:42 AM

View PostPupecki, on 02 November 2013 - 03:25 PM, said:


The messed up CT hitbox doesnt help this problem either.


To be honest, I find the "huge CT" claims exaggerated. I always lose the left torso with hunch first with modest torso twisting. It's true though, if you enter stare contests with your preys during combat, your CT will get quickly cored. That's why weapons like AC2/AC5/UAC5/LL are a bad idea on Orions because they force you to stare at your target.

Weapons like AC10/AC20/SRM6 give you better results as you can turn, unload a huge alpha and twist again. Still, small arm yaw and generally slow mech makes it feel underwhelming at close range.

#177 Tahribator

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Posted 03 November 2013 - 07:45 AM

I've just bought the Protector and I must say it fits just nicely in current pinpoint damage meta, while retaining Orion's characteristic brawliness. The E hardpoint in LT is pretty high, enabling you to do ridge shooting pretty well. Belly mounted Gauss is also just high enough to support the PPC. ML and ASRM4 are pretty much redundant, but enable you to brawl a bit to take out weak enemy components at close range.

To be honest, I'm very impressed by the stock loadout. You have to avoid brawling at round start and use PPC+Gauss as much as possible to weaken enemy mechs. Then you can move in to take out wounded enemy mechs with ease.

It can't carry the whole team like the Cheese King 733C or the Phract 3D, but it is a nice blend of a sniper and brawler mech. Other Orions are either good at brawling or LRM'ing, this can do the third job as well.

#178 SaltBeef

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Posted 07 November 2013 - 12:45 AM

As a green NOOBER to this version of mechwarrior. I rarely break 200 score after a match with my ON1-K 2LL - 1 lbx10 AC - 2 srm 6's I cannot help it I want to brawl not hide and that gets me cored rapidly - but I watched a guy in a match the other day get over 450 score and all he had was 2 L pulse lasers and 2 med pulse lasers. Definately motivated my arse. Torso speed stinks, LRM's at the top are great I get best results with the LBX as at least some of the shot hits the moving target.

#179 Tahribator

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Posted 10 November 2013 - 09:30 AM

After having a blast with standart Protector build, I started experimenting with brawling builds on it. After a lot of iterations, I've settled on a "facemelting alpha" build which consisted of LBX10, 2xML, 2xSRM6 and an LPL. I found this build to be very situational, it is designed to "soften" enemy mechs with huge splash damage and because of that it had difficulties fighting against mechs with lots of pinpoint damage weapons. It's also very hot, leaving you with a tiny DPS after two alphas.

One thing I noticed was LPL in torso was very effective. I also was having a blast with MG builds in my mechs. So I decided to go all in with them and crafted this build:

Posted Image

http://mwo.smurfy-ne...68ffc5cbbddfa94

You punch into the armor with 2xLPL and 1xLPL groups fired one after another(to avoid heat penalty) and go on a crit galore with the 2xMG's. LPL's give you a range up to 600m, which is enough range to force enemies back into cover.

It's very important to work on a single body part, preferably an ST to be able to use MG's as quickly as possible. 19 DHS ensures that your DPS stays as high as possible and allows you to be heat efficient even on maps like Caustic and Terra. 300STD is to ensure you soak a lot of damage before you go down and let you get out of tricky situations.

A variation of this could be done by replacing the torso LPL with a PPC. Then you would be a true all range fighter with close range sacrifices. Still, the torso LPL does a good job allowing you to fire over ridges.

Link to the alternate build with PPC: http://mwo.smurfy-ne...6fee770dde71d2f

Edited by Tahribator, 10 November 2013 - 09:49 AM.


#180 LORD ORION

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Posted 10 November 2013 - 04:20 PM

Here is the Orion build(an ON1-VA) that works out best for me out of all of them,

Decent firepower at range if you can manuver in and out of cover.
Then...
Eventually people like to close the distance because most Orions don't have short range crunch. Bang oops, it also has 4x SRM6s...

You need to be able to manage heat....





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