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Misslemaster 1S


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#1 TheWayfarer

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Posted 21 October 2013 - 11:53 AM

Heya!

Wanted to share my Battlemaster build that I've been using the last days: Misslemaster

So far I've played 85 matches with this baby, averaging ~300 DMG with a 2.70 KDR. Lately my Damage is consitent at ~500, but every now and then you get overwhelmed by Lights (which are definately your biggest weakness).

I play this game alone most of the time and this Mech has been the funniest to play for me ever since the pre-nerfed Dual-Gauss-K2. On most maps you can unleash an endless rain of missles :) For a Missle Boat this Mech is also very mobile and you can move a lot with your other Heavies / Assaults.

So any other Misslemasters out there? Feedback is also very welcome!

Edited by TheWayfarer, 21 October 2013 - 11:54 AM.


#2 Sowaka

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Posted 21 October 2013 - 12:42 PM

Newer player here... Does the BAP do anything for this build? I think I'd personally take out the BAP and give the mech a full regimen of small lasers for a pretty light show if any enemies come close.

#3 Monsoon

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Posted 21 October 2013 - 12:49 PM

BAP increases Radar range, allowing you to get a target from further away.

Personally, my 1S has 2xLRM15 and 1xLRM20, I run a Std Engine however to make myself a little more sturdy.

#4 LauLiao

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Posted 21 October 2013 - 12:50 PM

View PostSowaka, on 21 October 2013 - 12:42 PM, said:

Newer player here... Does the BAP do anything for this build? I think I'd personally take out the BAP and give the mech a full regimen of small lasers for a pretty light show if any enemies come close.


It extends Radar range allowing the missile boat to lock on farther away, and it also counteracts ECM so you can still lock if you're getting harassed by an ECM light.

#5 Dawnstealer

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Posted 21 October 2013 - 12:57 PM

View PostTheWayfarer, on 21 October 2013 - 11:53 AM, said:

Heya!

Wanted to share my Battlemaster build that I've been using the last days: Misslemaster

So far I've played 85 matches with this baby, averaging ~300 DMG with a 2.70 KDR. Lately my Damage is consitent at ~500, but every now and then you get overwhelmed by Lights (which are definately your biggest weakness).

I play this game alone most of the time and this Mech has been the funniest to play for me ever since the pre-nerfed Dual-Gauss-K2. On most maps you can unleash an endless rain of missles :) For a Missle Boat this Mech is also very mobile and you can move a lot with your other Heavies / Assaults.

So any other Misslemasters out there? Feedback is also very welcome!

I went with a similar build, but had SRM6s on the arms. Like you say: mobile and deals out tons of damage.

#6 DerangedShadow

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Posted 21 October 2013 - 12:58 PM

I got pretty much the same thing, but replaced the two torso lrms to 10s with four medium lasers and i think its 8 tons of LRM ammo. Able to consistently fire down range when shooting one at a time.

This mech variant has replaced my catapult build.

#7 Kraven Kor

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Posted 21 October 2013 - 01:05 PM

Artemis that bad-boy!

BLR-1S BattLRMmaster

And just an FYI, that is a lot of ammo, not that you don't need it, just know that you will likely explode, a lot, when things actually shoot you.

LRM's are definitely a gamble - they work very well with some good spotters or for someone who really knows the maps, but can easily get you in big trouble.

#8 LCRacerX

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Posted 21 October 2013 - 01:20 PM

Mine is similar, but I didn't try to fill both missile slots on the torso.

3x ALRM15, 4 ML, 1 AMS.

No BAP in this version. I opted out of the TAG for another ML since it seems I tend to engage from just behind the firing line, close to LRM minimum range. Whenever I hang back I seem to get swarmed by lights, so I stick near the main body.

http://mechromancer....0,0,1,1,0,0,0,0

Only 12 matches in this so far with a 6:6 W/L, 2.7 KDR, 418 dmg / match.

#9 Warge

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Posted 21 October 2013 - 01:23 PM

View PostTheWayfarer, on 21 October 2013 - 11:53 AM, said:

Heya!

Wanted to share my Battlemaster build that I've been using the last days: Misslemaster

So far I've played 85 matches with this baby, averaging ~300 DMG with a 2.70 KDR.

Lately my Damage is consitent at ~500, but every now and then you get overwhelmed by Lights (which are definately your biggest weakness).

:)
My old buddy HBK-4J do this job better.

#10 Koniving

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Posted 21 October 2013 - 01:25 PM

Averages in the 500 to 900 range, about 2 to 5 kills typically. Dies to lights unfortunately.

Posted Image

#11 kaizobi

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Posted 21 October 2013 - 01:34 PM

Point of fact. You have wasted tonnage on a lot of these builds. Recently found out that each of your missle slots has a max number of missiles it can launch. It will tell you in smurfy next to the green "M" box. something like "1M (15)" or "2M (10x2)". That means you can only put LRM15 or smaller or 2x LRM10 or smaller in that slot. If anything bigger goes in there, it doesn't fire the full amount of missles (fires 15 milles from the mounted LRM 20 for example). This would be a better optimized build. Best of luck in all your pwnage.

Edited by kaizobi, 21 October 2013 - 01:35 PM.


#12 Eaerie

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Posted 21 October 2013 - 03:15 PM

Not quite correct there Kaizobi, if you put a LRM20 in a harpoint that only has 15 "tubes" it will fire 15 initially then follow it up with the remaining 5 after about 0.5seconds.
downside is that your volley comes in 2 spurts making it easier to evade or knock down with ams and the cooldown doesnt start recycling until all the missles have been launched.

#13 Dvorak

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Posted 21 October 2013 - 05:15 PM

I started off with a pair each of LRM 10's and 15's, but I had occasional heat problems due to the ghost heat effect. When I fired all four LRMs, my heat would spike into the 50% range, I had to cool off between salvos.

By dropping the chest racks to a pair of 5's, things are much more manageable. (I toyed with a single LRM10 in the chest, but any heat benefits weren't enough for the weight/space tradeoff to be worth it IMO.) Fewer missiles per salvo, but fewer pauses between salvos, as well.

I can also fit in a bigger engine, which lets me put more heat sinks inside and lowers the heat even more. I also stuck a LPL in the chest so I could run a TAG without giving up as much punch if I end up brawling.


In case it's helpful, here's my build:
B-LRM40-1S

Specific tips: move the AMS ammo to the head. True, it could blow up your cockpit, but if you take a crit there, you're probably dead anyway. In my experience, people generally shoot the head by accident. Getting the ammo out of the chest is one less slot that could blow up and cause you to lose the engine, which people do shoot at on purpose.

I'd also invest in endo-steel and add more armor to the legs to lessen the risk of an ammo explosion there. I usually max out my arm armor and put about the same amount on my legs. Going lower than that makes me nervous.

#14 Koniving

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Posted 21 October 2013 - 07:39 PM

View PostEaerie, on 21 October 2013 - 03:15 PM, said:

Not quite correct there Kaizobi, if you put a LRM20 in a harpoint that only has 15 "tubes" it will fire 15 initially then follow it up with the remaining 5 after about 0.5seconds.
downside is that your volley comes in 2 spurts making it easier to evade or knock down with ams and the cooldown doesnt start recycling until all the missles have been launched.


Less than that, actually, it's usually 0.1 to 0.3 depending on the mech. But yes. The added benefit is that the sequential missiles firing after are usually CT-bound only and even better, it splits the total heat between salvos, essentially allowing you to run cooler as the actual heat spikes are lower.

My Orion rig can only fire up to 15 missiles from each arm, but I have LRM-20s because its 30 missiles at once with a shot-gun spread and only 8 heat, followed immediately by 10 missiles for 4 heat (totaling the 12 heat of the twin LRM-20s). The 10 LRMs that fire after the initial 30 will only go for the CT, even without Artemis. Makes the kills faster, and they follow the 30 so fast they can't be shot down.

#15 TheWayfarer

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Posted 21 October 2013 - 09:27 PM

View PostDvorak, on 21 October 2013 - 05:15 PM, said:

I started off with a pair each of LRM 10's and 15's, but I had occasional heat problems due to the ghost heat effect. When I fired all four LRMs, my heat would spike into the 50% range, I had to cool off between salvos.


I would only fire all four LRMs, when you are at 0 heat and you are 100% sure that the next missle barrage will kill a target. Make weapon groups with 2xLRMs and try to fire them with a small delay of 0.5seconds. It will work wonders and you won't overheat anymore (except on Volcano).

View PostSowaka, on 21 October 2013 - 12:42 PM, said:

Newer player here... Does the BAP do anything for this build? I think I'd personally take out the BAP and give the mech a full regimen of small lasers for a pretty light show if any enemies come close.


BAP will increase your sensor range by 25% and counter a close ECM. I also run this Mech with increased Sensor Range and Target Decay modules. Although your locking range increases a lot by this, you should not fire missles at 1000 range, as they will most likely not hit. The optimal firing range should be at 200 to 700m. The increased sensor range helps you a lot with positioning and identifying threats though.

@ArtemisIV
Thanks for the feedback. Never tried this upgrade before, will try 2xLRM15 +2xLRM10 with Artemis today.

Edited by TheWayfarer, 21 October 2013 - 09:41 PM.


#16 Nehkrosis

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Posted 22 October 2013 - 06:12 AM

I tried it but it was too hot for my liking, so i Built A SplattleMaster;
BEHOLD!
http://mwo.smurfy-ne...e27107414180126


Definitly hits hard, and is quite brawl-tastic

#17 rdmgraziel

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Posted 22 October 2013 - 06:35 AM

This is what I'll be running in mine, but I like over-lapping range profiles and having some heavier close range backup firepower (ESPECIALLY as an Assault 'Mech). Effectively keeps the same idea as the stock config with 2 SRMs and 2 LRMs. Probably will get chewed up and spat out by lights until SRMs get better hit registration.

http://mwo.smurfy-ne...02c03e6b7387033

#18 Kraven Kor

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Posted 22 October 2013 - 07:38 AM

I just can't wait for MRM's on this mech :D

#19 Bront

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Posted 23 October 2013 - 02:05 PM

I like my version a little better. It's faster, has better cooling, full armor, artemis, and almost the same amount of ammo at the cost of only a single ML.

I don't have BAP in there. The only time this is an issue is if an EMS mech closes.

#20 Archangle82

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Posted 24 October 2013 - 08:26 AM

Playing my Misslemaster always felt awkward and wrong. Now im the other kind of Missle-Master and I love it:

http://mwo.smurfy-ne...7bff6fda34bb8e4

call me shorty.





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