Thanks to all who responded in this thread. I try to provide short personal answers in this post, but please do not be offended if you find copy/pasted lines or seemingly disrespectful wording. I have a lot to do IRL atm and have received multiple other builds via PM and the blog as well (which is a great thing but all of that requires time). I know I am nagging very much on the "at least one screenshot" thing, but it is very important for the look and feel of the webpage, your guide will get more attention with a good screenshot (I have views+clicks to proove that) and everybody loves colorful images of your ownage end-game-screenshots or your chassis in your new paint! \
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Helo229, on 16 February 2013 - 06:55 PM, said:
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My founder's Atlas-D
2 LBX10's
4 MLaser
2 SRM6+Artemis
Find a choke point or an area with a few corners, and proceed to punish anyone who enters your territory.
Is the Artemis really worth the tonnage? Have you tried this build without Artemis?
Could you please provide at least one screenshot for this build. Either the Mech with nice paint, an end-of-round screenshot where you did good with this specific build, or an ingame Mechbay view of an important part of this build.
Draxa, on 16 February 2013 - 06:30 PM, said:
One of my absolute favorites, my Founders cat, C1
http://mwo.smurfy-ne...c90fb2281b914e0
Reasonably fast, accurate "no brains required" firepower. Not a lot of heat problems. Good across a lot of ranges. Its been VERY effective for me. Fire 2 large lasers continuously, add in the 3rd LL or SSRMs as opportunities come up, and you will not overheat. The SSRMs are nice for shooting past friendlies, and harrassing lights.
The center laser fires from the right side a bit, so I pair it with the right torso laser.
In matches, I usually spend the beginning of the fight sniping from cover (use rocks, etc, on your left side, pop out slightly and fire right side, move back into cover).
As the fight progresses, I try to stay at mid range of my targets, targeting brawlers that have engaged, usually staying between 300-450 meters out, to stay out of the range of the more powerful brawler weapons. Sometimes I wind up dealing with mechs that have flanked our team, or gotten behind the brawlers.
Sustained firepower is this builds main strength.
This seems to be a decent brawler. However, I cannot test that build right now since I am not a founder
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On the other hand, most people aren't so I guess it's more of a niche thing and I can proceed to post this build soon without further checking.
Could you please provide at least one screenshot for this build. Either the Mech with nice paint, an end-of-round screenshot where you did good with this specific build, or an ingame Mechbay view of an important part of this build.
Raso, on 16 February 2013 - 06:29 PM, said:
Awesome 8Q
Use it for long to mid range combat. Set the large lasers into 2 groups to allow you to manage the heat. Setting them so your left and right fire independently will also allow you to fire around corners with out wasting heat.
Do not fire the medium lasers at anything not inside their effective range. When the fight gets in too close use your medium lasers as your primary weapons and only fire your large lasers when you have a clear shot. Use your weapon groups to limit your heat generation when in close. You may wish to have a 4th weapon group with all of your large lasers on chain fire for when the fight comes in too close.
Above all, try your best to keep the enemy at bay and only brawl when you have to. Support your team from just outside the main combat area and try to avoid becoming the center of attention.
This sounds like a nice build. I am currently saving for another large chassis. It will be a Stalker or an Awesome. I can see it becoming something like your build. I will consider your build for posting. Could you please provide at least one screenshot for this build. Either the Mech with nice paint, an end-of-round screenshot where you did good with this specific build, or an ingame Mechbay view of an important part of this build.
Draxa, on 16 February 2013 - 06:07 PM, said:
This looks fun, easy to use and affordable for new players and people who just want to try out new stuff. I like it. Could you please provide at least one screenshot for this build. Either the Mech with nice paint, an end-of-round screenshot where you did good with this specific build, or an in-game Mechbay view of an important part of this build.
Draxa, on 16 February 2013 - 05:58 PM, said:
Ah very nice. Raven 3L is quite a popular Mech at the moment and now I can provide a decent setup for this variant. This will probably be posted very soon. Can you come up with a handful of gameplay hints (apart from adding a TAG) or things to consider while playing.
Could you please provide at least one screenshot for this build. Either the Mech with nice paint, an end-of-round screenshot where you did good with this specific build, or an ingame Mechbay view of an important part of this build.
Draako, on 16 February 2013 - 05:57 PM, said:
I have a bunch of fun builds but one build I have become happy with is My Cicada 3M. Most Cicada pilots choose the fastest engines available, but I find the set up that worked for me was to slow down. I put a XL255 instead of the 300/320 and run LB10X 2 tons of ammo (30 shots) with 4 Med lasers. Top speed is around 103 and 113 with speed tweak. Endo/Ferro and Double Heat sinks are also used.
Not the best for scouting however with ECM I give coverage to the main group and I try and harass any scouts that I come across and they are quick to turn tail and run when I start firing. Its definitely a good anti scout mech with the punch needed for the larger mechs when your in a scrum. With some tweaks you can run an AC 10 or downgrade to UAC 5 with more ammo. The only issue I find with this is while the damage is nice as well as range The possibility of missing is higher. Those confident with there aim could do very well with AC 10 or UAC 5.
Once you run out of ammo you still have ECM and 4 MED lasers. Not too shabby because if you run out of ammo your opponents should be pretty banged up that your lasers should be able to finish them off.
An interesting take on the whole thing. So you can definitely not scout with this Mech but rather "run with the main pack"?! Cool, I'll try it. That role could be described as a sentry (if something like that exists). Could you please provide at least one screenshot for this build. Either the Mech with nice paint, an end-of-round screenshot where you did good with this specific build, or an ingame Mechbay view of an important part of this build.
Draxa, on 16 February 2013 - 05:44 PM, said:
my favorite Hunchie, Crunchie Hunchie!
pretty standard 4sp for the most part. But I love him!
http://mwo.smurfy-ne...a224d9dcc211ad4
Engine, std 250
Double heatsinks
Endosteel structure
1.31 heat efficiency
81kph speed (89 with pilot bonus)
5 medium lasers (2 each arm), one head (swap in TAG if grouped with LRM carriers)
2 srm6s, (one each torso), 2 tons ammo
I run a bit light on armor, reducing Legs, head, and arms as needed.
Tactics: Harrassment, flanking, finishing. Use your speed to stay out of line of sight, hide behind other mechs. Stay with an assault if you can, or opperate with other mediums/fast heavies. Use lasers for targets of opportunity. Save your SRMs for high value targets, finishing severely wounded, and when you cant miss.
I like to manuver behind an enemy, using him for a shield while taking the ears off cats/stalkers. De-earing seems to be my specialty.
I split my weapon groups into left arm/head, right arm, SRMs, tag (if used). Just be carefull on heat!
Very nice and compact build. I can work with that. I will look into it later. Not because I don't like your build just because I have so much stuff to do. Sorry.
Raso, on 16 February 2013 - 03:17 PM, said:
My best and favorite build is very typical for a Hunchback 4SP but none the less very effective.
http://mwo.smurfy-ne...1dfb4c5c26bf5e1
The lasers are grouped into 2 groups, my left arm and right arm. This allows me to fire around a corner or from behind a friendly mech with out having to worry about damaging him.
The mech is fast enough to work as a heavy recon and works very well in the conquest mode. It has the speed and firepower to tack capture points and fend off would be intruders.
This mech truly excels, though, when paired with another speedy medium, or 2. A pair of 4SPs have the maneuverability and the firepower to wreak havoc on the enemy ranks.
This looks very decent. I will look into it later. Not because I don't like your build just because I have so much stuff to do. Sorry.
Pkunk, on 16 February 2013 - 03:06 PM, said:
My best build is my
AWS-9M. It is the perfect mix of speed, armor and firepower. I get 2-3 kill on average but 4 or 5 is by no means an exception. These are the results of some games I played tonight:
http://cloud.steampo...C26FDBAFC61BA9/
http://cloud-2.steam...6DAAA34C431B4F/
I added this because it shows that even with a really crap game/team this build can still score.
http://cloud-2.steam...68BD60F327026B/
Key to this mech is positioning and knowing when to focus specific targets. But that is the case for most mechs. But is just works best on this mech. I like to flank or strike from behind. You can kill most mechs with alpha's without overheating in this.
Will probably post this in the next few days. Thank you.
Edited by BlacKcuD, 17 February 2013 - 03:10 AM.