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New To Stalkers, Which 3 To Get.


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#1 Bront

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Posted 10 September 2013 - 07:10 AM

I just got my Stalker 3F, and have taken the Trial 5M out a few times as well. I like the concept, just need to get better with them, but that will come with practice.

So, which 3 should I buy?

I have the 3F. Extra torso twist seems like a good idea and it's generally a flexable platform.

I am NOT getting the Misery. I'd love to, but I can't justify that much money for a single mech (I'd rather get Tier 2 on the Phoenix package).

So, that leaves 2 from these:

3H - Looks like the best missile boat. I enjoy missile boating on my Catapult, but I'm not sure if I can't boat well enough with the other Stalkers.

5M - I can grind out XP on it as a trial, so that's a bonus, but it's already got DHS, so it's effectively almost 1 million cheaper and fully functional right away (needing maybe an engine I'd already have dealing with the other Stalkers), and the CT Energy HP makes it somewhat unique. Boating SSRMs on it looks like it might be amusing.

4N - Is there a point to this model? Looks like a gimped 3F in every way (Hardpoints, and Torso Twist)

5S - This is a 3F with less torso twist but an extra AMS slot. Is the extra AMS useful? Also, more expensive due to an XL, but it's an XL I don't have and could use in other mechs.

So, usually I master 3 mechs and then keep 1-2 of them. Curious which of the other 2 folks generally recommend, why, and which one's they'd keep? With Stalkers, it almost seems like there's a reason to think about keeping all of them.

Edited by Bront, 10 September 2013 - 07:13 AM.


#2 Throbbinwood

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Posted 10 September 2013 - 07:13 AM

Keep the 3F and 5M. 3F due to torso twist, 5M is nice because of that extra missile hardpoint. Personally I don't usually run AMS at all since I'm not ******** and know how to avoid missile fire.

Edited by Throbbinwood, 10 September 2013 - 07:14 AM.


#3 Modo44

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Posted 10 September 2013 - 07:52 AM

3F is my favourite for the torso twist range. The 5M would be my next choice, being super hard to kill with SRMs and LLs in the torso. The others are meh, IMO. I bought the 4H to try missile-boating, but I found the Catapult C4 much more useful in that role thanks to its mobility. You might want to try the 5S if you need the XL255 engine for something else (many builds can use it as the smallest XL with 10 heatsinks), and to see what dual AMS can chew through.

#4 Wintersdark

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Posted 10 September 2013 - 09:22 AM

The 4H is the best missile boat, period. The 5M is decent for zombie purposes - a LL in the CT means you're still doing worthwhile damage even when both (vulnerable stalker) side torsos are destroyed. However, the 5M's additional missile hardpoint is a NARC single tube launcher. It's essentially worthless: Cram an LRM20 in that spot and it'll fire 20 missiles one at a time. The only time that single tube launcher isn't much of an issue is with SSRM2's, but if you're looking to boat SSRM2's on a stalker, well... There are other problems.

The S is situationally useful, but the F is far better and runs the same loadouts. Not very much fun.

Basically, get the F for multipurpose builds, the H for missile boating, and either S or M for a third. The others are objectively bad versions with no reason to exist. You'll probably end up selling the S/M later.

#5 Bront

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Posted 10 September 2013 - 10:39 AM

Also, what are the missile tubes for the Stalker? Smurfy says it's 10 in the arms and 6 in the torso, but I see folks saying it's 15 in the arms. (And yes, I'm aware of the Narc Tube, ignore that).

Thanks so far.

#6 Wintersdark

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Posted 10 September 2013 - 10:45 AM

It varies depending on the variant.

#7 Modo44

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Posted 10 September 2013 - 11:00 AM

People take "too large" LRM launchers to fire in multiple volleys. This means AMS gets more missiles, but at the same time more hit the CT, and more hits mean more cockpit rocking.

#8 Bront

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Posted 10 September 2013 - 11:23 AM

View PostWintersdark, on 10 September 2013 - 10:45 AM, said:

It varies depending on the variant.

View PostModo44, on 10 September 2013 - 11:00 AM, said:

People take "too large" LRM launchers to fire in multiple volleys. This means AMS gets more missiles, but at the same time more hit the CT, and more hits mean more cockpit rocking.

Yes, I'm aware, I was asking about specific numbers. Are all the non-Hs 10/6 for Arms/Torso? Or are they 15/15? or 15/6?

#9 Autobot9000

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Posted 10 September 2013 - 11:52 AM

In my opinion the 3F and the 3H are the two best variants (if you put the Misery aside). So definitly I would give the 3H a try. For the third variant I would take the double AMS version. It really adds to the survivability and you protect other mechs around you (take 2 tons of AMS ammo). I would forgo the 5M, because initially the center laser looks like a good idea, but only to find out, that it's pretty low mounted and also once it comes down to the zombie action you're gonna last maybe a few more seconds, since all the shots are going now directly to your CT no matter where they are fired at.

#10 Modo44

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Posted 10 September 2013 - 12:09 PM

View PostBront, on 10 September 2013 - 11:23 AM, said:

Yes, I'm aware, I was asking about specific numbers. Are all the non-Hs 10/6 for Arms/Torso? Or are they 15/15? or 15/6?

No. The 3H has 20-tube missile hardpoints in the arms. You can look up the tube numbers in Smurfy's mechlab.

#11 Hex Pallett

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Posted 10 September 2013 - 01:15 PM

3F is the definitely kept one who has the largest torso twist. 3H has 20-silo launchers in the arms so you can send out LRM40 in a single wave, and the lack of side-torso lasers create three obvious weapon groups. 5M moves an energy hardpoint to CT and replaces the other with an missile hardpoint, and 5S gives you another AMS.

Stay away from 4N at all cost.

#12 Bront

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Posted 11 September 2013 - 05:50 AM

View PostModo44, on 10 September 2013 - 12:09 PM, said:

No. The 3H has 20-tube missile hardpoints in the arms. You can look up the tube numbers in Smurfy's mechlab.

Smurfy has the 5M narc point listed as a 6 tube launcher, and I hear folks like LRM15s on normal Stalkers, so just confirming.

Thanks for the help. I'm probably snagging the 5M and debating between the 4H and 5S as the 3rd.

#13 Appogee

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Posted 11 September 2013 - 05:58 AM

3F, 5M and 5S.

#14 Nabbis

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Posted 12 September 2013 - 02:28 PM

I got myself a Misery when i finally decided to put some money in to this game.
So I am still running with the stock build which it came with any ideas how to improve it I don't have that much cbills yet so nothing fancy i like the orginal setup thou.

#15 Kaptain

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Posted 12 September 2013 - 02:39 PM

View PostNabbis, on 12 September 2013 - 02:28 PM, said:

I got myself a Misery when i finally decided to put some money in to this game.
So I am still running with the stock build which it came with any ideas how to improve it I don't have that much cbills yet so nothing fancy i like the orginal setup thou.


http://mwo.smurfy-ne...a9adb734d86dba9


dhs + ammo +ams and some armor moved around :)

One you have the Cbills I would go endo and replace the 4xML with 2XLL

Edited by Kaptain, 12 September 2013 - 03:08 PM.


#16 John MatriX82

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Posted 14 September 2013 - 01:46 AM

3F is the best, then the 5M is another notable variant.

The third one is usually used to exp the previous two, so either go with what you think it's worth, 3H for LRMs or 5S to avoid LRM rain times; imho the 5M is better when used as a LRM boat, so I wouldn't bother with the 3H unless to exp it for the others.

4N is the useless variant xD

I personally own 3F (brawler, then 4PPC when it was necessary, then fell back gladly to be a brawler), 5M (brawler or strealker), 5S with 4ER LL or to keep it there as a placeholder whenever devs will decide to screw up with LRMs again.. it's the only dual AMS "worthy" variant out there, the Atlas K is absolutely inferior to either D or D-DC, even the RS is better than that one.

#17 Satan n stuff

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Posted 14 September 2013 - 09:44 AM

Any variant except for the 4N is worth keeping, as they've all got their own advantages, the 4N is the only one that doesn't have anything on the other variants. It should probably be buffed a bit, maybe with an extra module slot and/or acceleration bonus.

#18 Ngamok

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Posted 14 September 2013 - 09:45 AM

View PostJohn MatriX82, on 14 September 2013 - 01:46 AM, said:


4N is the useless variant xD




4N is for Hardmode !

#19 John MatriX82

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Posted 14 September 2013 - 11:50 AM

View Post***** n stuff, on 14 September 2013 - 09:44 AM, said:

Any variant except for the 4N is worth keeping, as they've all got their own advantages, the 4N is the only one that doesn't have anything on the other variants. It should probably be buffed a bit, maybe with an extra module slot and/or acceleration bonus.


Or get a torso twist buff like 75° max so that it has a middleground in between the 3F and the other stalkers

View PostNgamok, on 14 September 2013 - 09:45 AM, said:

4N is for Hardmode !


Dragon or Awesome is Hardmode :)

#20 Bront

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Posted 15 September 2013 - 09:05 AM

View PostNgamok, on 14 September 2013 - 09:45 AM, said:

4N is for Hardmode !
I thought that was the Commando?





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