Is My Build Smart Or Just {Scrap}?
#1
Posted 26 November 2013 - 09:48 PM
my reasoning:
I get the advantages of lasers, but since I started playing the mechwarrior series I've loathed them, I just find them less satisfying when they hit, plus worrying about over heating ticks me off.
I know lots of go for the 4 AC-5s, but I thought sacrificing two for a Gauss would be a nice way to gain a little more "oomf" I guess.
I'm really looking more for advice and opinion because I'm not a pro by ANY means and wanted to know what some pros though.
#2
Posted 26 November 2013 - 10:12 PM
I'd go with this (and have, in the past): http://mwo.smurfy-ne...e47964a277f9ac6
A single LRM 5 is not really worth the tonnage, IMO. You may get more use of it than I have, though. Medium lasers are boring, but they don't run out of ammo, and can be used as backup weapons or to put out a bit more DPS at close to mid range. You may have different experiences but I rarely get legged in a CTF, so I dropped some armor there and on the arms to fit in an extra ton of ammo. I imagine it could get away with a ton less ammo and a ton more armor, I tend to put my CTF builds at 400 minimum.
I honestly prefer dual Gauss or Quad AC5 to the half-and-half build, but it's kinda fun to manage multiple weapon systems.
#3
Posted 26 November 2013 - 10:13 PM
Gauss Ammo (non-volatile) has been put with the rifle itself to help buffer it against damage.
Remember that with MWO's Crit System, there's a dice roll ("FRand" script command) that juggles and points at any random "slot" in your mech in an exposed area every time someone hits you. If it lands on an empty space, it will re-roll. Ultimately though it will land on what you have inside. If all you have there is ammo, it's gonna get destroyed. And with that there's 20% it'll cook off and make you go boom. Of course, the more slots something has, the more likely it will get hit instead. A double heatsink has 3 slots while ammo has 1. If you have 1 DHS and 1 Ammo in the same body part and nothing else. 3 out of 4 is the chance the DHS will get hit, and 1 out of 4 is the chance the ammo will get hit.
Long story short, if you can't buffer it by filling up slots with "safe" things to lose like double heatsinks, then you should probably relocate it elsewhere to buffer there. For example the ammo moved to the guns to protect them. The ammo moved to the legs which do not get hit as often as the body.
But watch that left leg. AMS ammo is deadly. Every single bullet does 0.024 damage when AMS ammo blows. That's 24 damage if the AMS ammo goes unused. (Lucky really, last time it blew on me was back when it did up to 240 damage for a full ton of it blowing).
Good luck.
#4
Posted 26 November 2013 - 10:22 PM
If you want to go for speed and durability at the same time, you could give this a try. I didn't like it too much, but you may find otherwise.
#5
Posted 27 November 2013 - 12:45 AM
Edited by Spheroid, 27 November 2013 - 12:48 AM.
#6
Posted 27 November 2013 - 02:16 AM
http://mwo.smurfy-ne...d1125568484a96b
There are 3 tons left, you can use them for lasers, dhs or ams as you like.
#7
Posted 27 November 2013 - 11:27 AM
You should use the lasers over missiles for this build. You won't overheat. It will be very easy to manage and get you better damage than the missiles would.
If you really cant stand lasers I would do this.
CTF-4X
Quad AC5's are probably more lethal than the gauss though.
CTF-4X
Edited by Roughneck45, 27 November 2013 - 11:35 AM.
#8
Posted 27 November 2013 - 01:21 PM
Koniving, on 26 November 2013 - 10:13 PM, said:
Gauss Ammo (non-volatile) has been put with the rifle itself to help buffer it against damage.
Remember that with MWO's Crit System, there's a dice roll ("FRand" script command) that juggles and points at any random "slot" in your mech in an exposed area every time someone hits you. If it lands on an empty space, it will re-roll. Ultimately though it will land on what you have inside. If all you have there is ammo, it's gonna get destroyed. And with that there's 20% it'll cook off and make you go boom. Of course, the more slots something has, the more likely it will get hit instead. A double heatsink has 3 slots while ammo has 1. If you have 1 DHS and 1 Ammo in the same body part and nothing else. 3 out of 4 is the chance the DHS will get hit, and 1 out of 4 is the chance the ammo will get hit.
Long story short, if you can't buffer it by filling up slots with "safe" things to lose like double heatsinks, then you should probably relocate it elsewhere to buffer there. For example the ammo moved to the guns to protect them. The ammo moved to the legs which do not get hit as often as the body.
But watch that left leg. AMS ammo is deadly. Every single bullet does 0.024 damage when AMS ammo blows. That's 24 damage if the AMS ammo goes unused. (Lucky really, last time it blew on me was back when it did up to 240 damage for a full ton of it blowing).
Good luck.
Koniving saved me the trouble. Definitely take his advice about ammo storage. The LRM5 is a waste. I'd either swap it to the streak+BAP package he recommends, or just roll that tonnage back into ammo, give yourself plenty of AC5 ammo to spam away with, and I generally like to pack 30 rounds anytime I take a guass (might not use it all, but 20 is a little light). If it was me, I wouldn't bother with a single streak pack - just not enough damage to really scare off lights or to bother putting up with the targeting reticle while you snipe - and I'd just stuff more ammo in there.
Edited by Wrenchfarm, 27 November 2013 - 01:21 PM.
#9
Posted 27 November 2013 - 09:32 PM
#10
Posted 27 November 2013 - 09:41 PM
#11
Posted 27 November 2013 - 10:03 PM
Also, the half dual AC5 half gauss would be a bit awkward to me. You'd have to constantly be firing your AC5 while also remembering to fire your gauss when it finishes the cooldown. A bit hard to multitask like that.
I would go dual gauss or quad AC5s. There's also the dual AC5 and dual AC2 build which is great, but can be tricky to use if you're new.
I found a fun (if not a bit light on ammo/armor) that has dual AC2s and dual AC10s.
http://mwo.smurfy-ne...964933fa01efc36
#12
Posted 11 December 2013 - 05:28 AM
Spheroid, on 27 November 2013 - 12:45 AM, said:
Actually I disagree. A single LRM/5 and 180 tons of ammo takes 3 tons from you, but it has a psychological influence to enemies. You see, whenever you see the flashing ''Incoming missiles'' warning and the sound, you tend to get into a cover because you always expect the worst. LRM/5 works excactly in this: you can cause confusion to the enemies and influence their movement.
For example, if you are fighting with another opponent, and want to move into another position, you simply fire a single locked LRM/5 to him and he will get into the cover and wait till the warning is over. This gives you alot of time to move.
But I too would reconsider of taking the LRM/5. It has its uses but you can do alot with 3 tons.
Edited by Samziel, 11 December 2013 - 05:30 AM.
#13
Posted 11 December 2013 - 06:18 AM
#14
Posted 11 December 2013 - 12:37 PM
Zervziel, on 11 December 2013 - 06:18 AM, said:
It's a PUG tactic, and it's also a farming tactic. I don't care for it personally, but it does have some value, including giving you a scouting report on the number of AMS mechs over a hill.
#15
Posted 11 December 2013 - 05:10 PM
Exodud, on 26 November 2013 - 09:48 PM, said:
Generally the pro build would be 4x AC/5 on a 4X right now. That's where the massive damage numbers are. However, for a casual build if you don't mind the Gauss spin-up, you could do worse. However, where this build shoots itself in the foot is with the LRM/5.
CTF-4X Upgrade v2
By dropping the LRM/5 (and painfully, the AMS) I was able to bring your 'mech from an XL engine design that could die very easily to a far more sturdy standard engine, at the loss of just 5 engine rating, by stacking endo & ferro.
In my opinion that trade-off is well, well worth it and makes the 'mech far more useful. A single LRM/5 won't even break AMS and you're better off using other scouting methods. But a standard engine makes a huge difference.
Edited by Victor Morson, 11 December 2013 - 05:12 PM.
#16
Posted 11 December 2013 - 05:20 PM
I would start with four ac5s. Simple, cool, easy to play, plenty of ammo.
Once you get the hang of that you can try some big boy builds. I run two ultra 5s and two ac2s. The burst dps is insane. Forget "incoming missles" anyone getting pounded on from you will be running for cover from the ridiculous amounds of hot metal your sending into thier face. Oh and it's got ammo for days too.
Other builds work too like ac10/lb10 ac2 combos as well for more close range punch.
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