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So...i Bought An Orion...


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#1 Redwo1f

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Posted 11 November 2013 - 09:16 PM

I have got an ON-1V that I am playing with now (135 pts, 1060 damage first run on it if u can believe it!)...anyway, I would like some input as I know I am going to want to elite/master the class.

I am a veteran medium mech pilot (but also run Ravens and Dragons if not in a med most of the time (do have a Jag (mastered) & Cat as well), if that makes any difference...anyway, I am pugging away to buy 2 more Orions, but I am not completely sure which ones to get next.

I put together 3 different Orion mechs and would like feedback as to which you think are the best (in other words - rank them #1 to #3). Please read my little speel on each first so you can see how I would intend to use each and take this into consideration.

ON-1K build:
This is very similar to a very successful Kintaro build I run but slower of course and packing more missiles. I would use this as LRM support for most of the match (as long as there is ammo) but have the fire power to defend myself against lights and still be reasonably effective later on as things digress to closer range fighting.

http://mwo.smurfy-ne...f8a62a780ba3c2e

ON-1VA build:
Another LRM support mech, but faster than the ON-1K build. Would play the LRM support role but has enough fire power to slug it out in closer range when LRM ammo runs out or when the match digresses - more vulnerable to lights, but packing more short range damage to others with twin srm6's (yes, I know there is ammo in the CT - but hopefully most/all of it would be gone before it is an issue (edit - need to move the srm ammo to the leg and swap up LRM ammo):

http://mwo.smurfy-ne...0ece3c19be6bd35

ON-1M build:
This is primarily a medium ranged mech build - not intended to be a close range brawler. Decent speed relatively speaking. Good range match between the large lasers and AC10. LRM10 to soften up opponents and give the team a bit of LRM support:

http://mwo.smurfy-ne...3de6e1f34d92827

Well, how would you rank these as is? (any minor tweaks suggestions ok, but after ranking what I got first).

Thanks for any input.

#2 Deathz Jester

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Posted 11 November 2013 - 10:42 PM

The 1K, I'm not really a fan of missiles, but I'd say reduce the 15s to one LRM20 or even 1 LRM15 so you can up that ballistic to more than a machine gun. Thats just me though, since I dont boat in my 1K (only Orion I own).


I think the VA's got the issue of, someone thinking quickly enough will realize if they blow your arms off, you're not a problem anymore other than spotting.


But I think the 1M is pretty solid.


Then again thats just my honest, unprofessional, noncompetitive, non-tryhard, advise lol

#3 Modo44

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Posted 11 November 2013 - 11:21 PM

Try your builds first, as they are likely to fit your playstyle. Try lots of others, because multiple approaches fit on the Orion. Ignore brawling (exclusively short-ranged setups), as the Orion's feet never seem to keep up. Only buy the M if you need the XL300 engine -- the other Orions can do the same things better. Ditching either the missiles or the cannons completely will let you field very strong weapons. AC10+2xLL/2xPPC seems to work really well. Any LRM boat will also do OK -- the only requirement is that you know how to LRM boat.

This K is my personal favorite: 2xPPC+AC10+2xML. Stay at medium range, use the superior torso twist to put down accurate cannon fire.

The VA is crazy versatile. It can be built to resemble a Timberwolf with 2xERLL+4xSRM6 or 2xERPPC+4xSSRM2. If you want to throw some LRMs, you can take it seriously with 2xLRM15+2xLRM10+2xML. For a more balanced approach, I prefer the LRM boat that could: 4xLRM5+AC10+2xLL.

Edited by Modo44, 12 November 2013 - 03:47 AM.


#4 Deathz Jester

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Posted 12 November 2013 - 03:36 AM

I'd try those builds that Modo is suggesting, the K build I've done and it works quite well. I made a 2xPPC 1xAC5, 2xML build once that wasn't too horrid to model after the Marauder, if you stay at a distance the AC5 can whittle down the armor while the PPCs take big chunks. But in the end its up to you.

#5 Xeno Phalcon

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Posted 12 November 2013 - 04:59 AM

When I had LRMs on my K model I used a LRM15+LRM10, they pop out in a single tight cloud of nasty that way.

#6 Flushot

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Posted 12 November 2013 - 09:35 PM

I enjoy my Orions quite a lot, currently deciding if I want to get the 1M still but I currently own the 1K, 1V, and 1VA. Once I got my current builds sorted out I usually am around 4-500 damage on average with an occasional match spiking into the 8-900. I found treating them like a slightly smaller slightly faster Atlas made a ton of difference.

I messed with a bunch of builds for all 3 variants and what I ended up liking the best are...

1K - AC20, MLx4, 325std - My mini Atlas, runs nice and cool while moving along at 77 after tweak. I have a friend who runs with 2LL, 2ML, AC20... bit better damage but the heat is much worse and less speed.

1VA - AC20, MLx2, SSRMx4, 300std - I started the VA as an LRM mech and hated it. Tried running with SRM4 + SRM6 in each arm, tons of damage on paper but hit detection (or lack thereof) ruined that for me (although having the SRMs fire from mobile arms is a nice change). Then I switched to this build and I now happily eat the legs off lights all game long.

1V - This one I've been really struggling to find a good build for. Best I've come up with thus far is UACx2, MLx2, SSRMx3. I tried double LBX but just really didn't like it. Currently I'm fiddling with an LRM build but still unimpressed.

1M - I am still deciding if I want this variant (probably sell the V) but if I do I am thinking that ERLLx2, LPL, SRM6x2, SRM4, 350xl looks pretty fun. Swap the LPL for PPC to your liking. At long range you've got excellent heat efficiency, at sub 270 you need to be a little more careful but its still not terrible. I've run around with XLs in the Orions and almost always took them back off due purely to not liking the weapon loadout but durability wasn't an issue.

#7 627

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Posted 12 November 2013 - 10:36 PM

I'm not a fan of LRMs in my Orions... or i'm just bad with 'em. First, there's no point in arm mounted LRM like on the VA (beside looking badass) and 4xsrm6 is too much spread, even with artemis. I have all orions without the M and not a single one has LRMs on it, if you just take one LRM10 or LRM15 there's little to no impact on the enemy aka wasted tons. There's just too much AMS out there these times.

By the way, I like your idea for the -M, but i think you'll overheat way to fast, so maybe this is an option:

ON1-M

Dropped those 2LL for 2ML and an ER-PPC, engine down to XL325 and added 3 DHS (total: 15).
Still hot and you need 4 weapon groups, but a bit more flexibility imho.

Top speed with an Orion is not that of an advantage, i run an XL360 in my VA but it's not really fast or agile. Still 75 tons to move around.

#8 WeskerWild

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Posted 16 November 2013 - 09:11 AM

Only just come back from a break from MWO and so impressed with changes and they have now released the Orions (my fav mech from my tabletop days) and just got my first one the 1V and at mo running 2ML 2ssrm 1LRM15 and 1 Guass rifle and a AMS.

Still getting used to the game again but this build is working ok.. Getting some long range with the LRM till its time to engage All other weaspons and having 2 SSRM's helps fight off the pesky lights!!!

Looking forward to getting the rest as with a little play with armour points (as mentioned above taken some out of the rear torso's) it can tank a good amount of dmg.

#9 Pupecki

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Posted 16 November 2013 - 12:41 PM

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.

#10 Modo44

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Posted 16 November 2013 - 12:56 PM

Since LRM20 has a very wide spread, why not switch to LRM15? This would give you another ton of Gauss ammo, AMS, and better leg armor.





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