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Help With A Brawler Build


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#41 Koniving

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Posted 08 December 2013 - 09:03 PM

View Postwarp103, on 08 December 2013 - 08:30 PM, said:

Hmm the lbx has the same damage to 900 . I know the book says it does not but real life the damage is the same from 0 to 900{damage all the way till 1650}.


"Real life?" o.O

Remember the rule book and the lore books don't apply here, if it did we would have machine gun and burst-fire style ACs that take 10 seconds to deal 20 damage for an AC/20 (for a combination of the two in some random craziness) and SRMs that like the ACs can focus on several separate specific bodyparts and hit over and over again, and we wouldn't need double armor despite the amazing ability to maintain targets since by some miracle they can't all target the same bodypart. o.O;

Mechwarrior Online's mechanics for ballistic weapons are hard-scripted to work like this.
The game takes the Listed optimum range, "540 meters" and allows you to triple that to reach out to 1620. However, you LOSE damage as it travels. At 540 exactly, it's 1 damage per pellet for the LB-10. At 1080 exactly, it's 0.5 damage per pellet. At 1620 meters, it's 0.0 damage per pellet.

Thus, ballistic weapons at double the range it's 1/2 the damage, at 3 times the range it is 0 damage.

Energy weapons uses a double range maximum.
If the LL's range is 450 meters it does 9 damage, at 900 meters it does zero damage. At 675 meters, 4.5 damage. So at twice the distance, 0 damage, and at 1.5 times the range it deals half damage.
ER LLS do 0 damage at 1350, with 9 at 675, and 4.5 damage at 1012.5 meters.

#42 stkxie

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Posted 09 December 2013 - 02:43 AM

Q: What is a brawler?
A: It is a mech that can dish out punishment while soaking damage.

Q: What is a best brawler in game?
A: Depends on your play style and your lance make up.

Q: What is an effective brawler?
A: It is a mech that will terrify your opponent and make them RUN away thus not being able to do any damage to you.

Q: How to make my opponent run like a little b**ch?
A: Target Side Torso with high alpha.

Q: What is a "high alpha"?
A: 30-40 dmg that can be repeated 3-4 times in a row.

Q: Why 30-40 dmg?
A: most mech that you will encounter will be heavies or mediums. In case of a Heavy you will see about 48-50 armor on side torso. You can kill a mech like Jagger or Catapharct with 80ish points of damage to the side torso.

Q: How to achieve most heat efficient alpha of 30-40 dmg?
A: Mix ballistic & energy weapons.

Q: Which mech can soak up most damage.
A: Depends on your play style. Assault class has the most armor. You can mitigate A LOT of damage by being smart and not getting hit. AKA poptart, or smart mech driver.

EMPHASIS: your mech is a solid chunk of metal designed to take damage. DO NOT BE afraid to scratch your paintjob.

Q: Which weapon load out would you recommend for a brawler?
A: AC20 & 2xPPC. ERPPC is too hot to be an effective weapons platform.

Q: Why PPC&AC20?
A: You want to be able to do the most possible damage in shortest amount of time. You should be spreading incoming damage all over your mech AKA twisting.

Q: How to deal with PPC minimum range?
A: Drive smart, use your teammates for cover, use terrain for cover. Watch some youtube recent videos.

Edited by stkxie, 09 December 2013 - 02:44 AM.


#43 Cerberias

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Posted 09 December 2013 - 03:43 AM

What a lot of players don't take into account with the smaller calibre AC's, aswell as MG's, is that you can't torso twist between shots to maximise your own survivability under fire. This is integral to the Atlas playstyle of being a bastion in a brawl, taking incredible damage before falling. Generally a good brawler build runs with AC20's, srms and lasers which gives a good ~4 seconds in between volleys, so you can generally be twisting your torso to absorb damage to arms for ~3 seconds per volley, or 75% of the time you're in the fight. Dropping the two large lasers in your original post can upgrade your engine up to a 350, speeding up your torso speed which also helps boost survivability. You have a lot of arm/side torso armor, and the more hits you take, the less hits go into your team. Should almost never get cored CT before losing at least one shoulder in an Atlas, try to see how long you can survive before you 'die' :).

#44 Victor Morson

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Posted 09 December 2013 - 01:21 PM

View PostCerberias, on 09 December 2013 - 03:43 AM, said:

What a lot of players don't take into account with the smaller calibre AC's, aswell as MG's, is that you can't torso twist between shots to maximise your own survivability under fire. This is integral to the Atlas playstyle of being a bastion in a brawl, taking incredible damage before falling. Generally a good brawler build runs with AC20's, srms and lasers which gives a good ~4 seconds in between volleys, so you can generally be twisting your torso to absorb damage to arms for ~3 seconds per volley, or 75% of the time you're in the fight. Dropping the two large lasers in your original post can upgrade your engine up to a 350, speeding up your torso speed which also helps boost survivability. You have a lot of arm/side torso armor, and the more hits you take, the less hits go into your team. Should almost never get cored CT before losing at least one shoulder in an Atlas, try to see how long you can survive before you 'die' ;).


This is definitely the main reason AC/2s remain on the fringe.

UACs work pretty well on a brawler simply Atlas simply because there's only a short window you can do a lot of damage before they jam, giving you plenty of time to go evasive after a salvo.

#45 warp103

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Posted 09 December 2013 - 05:47 PM

View PostKoniving, on 08 December 2013 - 09:03 PM, said:


"Real life?" o.O

Remember the rule book and the lore books don't apply here, if it did we would have machine gun and burst-fire style ACs that take 10 seconds to deal 20 damage for an AC/20 (for a combination of the two in some random craziness) and SRMs that like the ACs can focus on several separate specific bodyparts and hit over and over again, and we wouldn't need double armor despite the amazing ability to maintain targets since by some miracle they can't all target the same bodypart. o.O;

Mechwarrior Online's mechanics for ballistic weapons are hard-scripted to work like this.
The game takes the Listed optimum range, "540 meters" and allows you to triple that to reach out to 1620. However, you LOSE damage as it travels. At 540 exactly, it's 1 damage per pellet for the LB-10. At 1080 exactly, it's 0.5 damage per pellet. At 1620 meters, it's 0.0 damage per pellet.

Thus, ballistic weapons at double the range it's 1/2 the damage, at 3 times the range it is 0 damage.

Energy weapons uses a double range maximum.
If the LL's range is 450 meters it does 9 damage, at 900 meters it does zero damage. At 675 meters, 4.5 damage. So at twice the distance, 0 damage, and at 1.5 times the range it deals half damage.
ER LLS do 0 damage at 1350, with 9 at 675, and 4.5 damage at 1012.5 meters.

I said real world because there is a bug that let it do the same damage at 900 meters. I have tested it{ over 50 test in the last 6months} with my teammates. I do not know, how nor do I really care lol, But the lbx for some odd reason does the same damage up to there{900}. Will it chg yup, it more then likely will take a year{like most of the other bug fixes lol}.

#46 Victor Morson

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Posted 09 December 2013 - 09:25 PM

View Postwarp103, on 09 December 2013 - 05:47 PM, said:

I said real world because there is a bug that let it do the same damage at 900 meters. I have tested it{ over 50 test in the last 6months} with my teammates. I do not know, how nor do I really care lol, But the lbx for some odd reason does the same damage up to there{900}. Will it chg yup, it more then likely will take a year{like most of the other bug fixes lol}.


:) I don't even..

#47 Mercer Skye

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Posted 10 December 2013 - 03:36 PM

View PostPicone, on 07 December 2013 - 04:40 PM, said:



I like the idea of the seismic sensor to get those coming up behind me but at the same time, you need to be still for it to work but staying still = death. I think I'll whack the advanced zoom on, its already unlocked and might help my LLAS in long range.


That statement about seismic is somewhat loaded. Not 'perfectly still.' So long as there is no forward or backward motion to your 'mech, you'll get blips. So, those couple seconds when you drop off a ledge, or when you brake for just a bit to reverse, or you post up behind cover to cool off a bit before popping back out. It might surprise you just how often it still provides some use.

I'd need to borrow a few hands to count how many times I've been able to stop a would be back assassin because I caught the blip before re-engaging in a firefight. Situations where it would have been a sure death if I'd stepped back out and tried for two on one.

But, as there is always a *but* somewhere, there are lots of matches where I wonder why I don't just swap a gyro in its place, or a cap accel (Surprisingly often people leave an Atlas 'sticked' to take care of later....and an accelerator would have been a win)

#48 Picone

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Posted 23 December 2013 - 11:22 PM

Sorry guys, had a bit of a hiatus. I have so far found that:

The faster engine and the LLAS are invaluable.

I ended up changing my missile loadout to 3xSSRM2. Works a charm. In brawling, it fires like a SRM6 that "can't miss". In addition, where lights used to cause me all sorts of grief pinging me for free damage when I was on the assault or running rings around me slowing me down from joining the front line, they now only get maybe one shot off and then run away. I even occasionally chase those pesky lights you sometimes face early-game, keeping them away from my team's missile boats etc. One or two salvoes is usually enough that they ****** off and don't come back.

I also swapped my Ac5/UAc5 back to the original AC20. Firing the LLAS and SSRM6 in between shots means theres still no real gaps between fire, helps manage my heat and I just found that I need that one-shot PUNCH that only an AC20 can provide. I wanted to give Ac10/LbX10 a try but couldn't work out how to fit it.

Modules at the moment are still Vision Enhancement and Improved Gyros.. As I'm sure you all know, modules are a hefty investment and I'm still not entirely sold on any of the modules available =(

Edit: AHEM, I also added the MG as multiple people suggested. however it took me a dozen games before I remembered ammo for it and now I'm still ginning around trying to working out the best weapon group to put it on..

Edited by Picone, 24 December 2013 - 12:05 AM.


#49 SaltBeef

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Posted 23 December 2013 - 11:34 PM

I went with the standard 300 , double heatseinks, PPC's, 3 streaks, 2 LBX10 ,ECM have not had heat problems even in terra therma LBX runs dry quick wish I could cram in more ammo, probably could if I switched to endo have not tried yet. Got 1 Kill, 3 assists, almost 600 damage in terra therma last night and I am no superstar mech pilot.

#50 SaltBeef

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Posted 23 December 2013 - 11:38 PM

Biggest problem i find is that when doing the brawler atlas role you will get targeted by every one in the area to KILL your ECM and also to KILL you and your weapons. You gotta hide a bit or you will spend half the match walking around in zombie mode, very common with this mech just like the hunchback. You will lose a torso , get crit'd and be a zombie in one shot , worse with the AC20 that is why I went ultra ac5, but they jam like the dickens, so I went lbx they don't jam. The PPC kick arse!!, but not the greatest range due to not er type.

Edited by SaltBeef, 23 December 2013 - 11:38 PM.


#51 Picone

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Posted 24 December 2013 - 05:38 AM

Try twisting brosephine. I usually lose both arms before I die.. typically end up running around seeing how many streaks I can get off before I die. LOOOLLLLL. Just did 350+ dmg in the last game and although I appear to be typing okay, I'm drunk enough that a hunchback was running rings around me like a jenner normally would

Seriously though, wonder how I would go if I didn't live in australia and my ping was ever below 260, or if I could get teamspeak to work (anyone else encounter that problem?)

Edited by Picone, 24 December 2013 - 05:39 AM.


#52 SaltBeef

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Posted 24 December 2013 - 09:13 AM

Orion's are brawlers now, I just got 3 kills, 5 assists in a ON1-M mix and match weapon systems large laser, med lasers, streaks, and lbx 10 you can kick *** if elite's and fast enough. The hit-boxes are not bad anymore and it is a fun mech to pilot. If engine is too slow you will do the walk around with a stick up your butt until you die so speed her up a bit you mix match weapons and the help of your warbrothers . FUN BRAWLER!

#53 Picone

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Posted 25 December 2013 - 04:53 PM

Haha yeah Orions are great fun, I haven't tried any of the other variants yet but I bought a protector when it first came out and the only thing I did was swap the Gauss (since it came out post-nerf) for the AC20. I'm often shocked how much damage I get off with it every round.

Also if you guys that helped me Victor, Koniving, Mercer etc are still hanging around cheers for all the help. Went from averaging 300-350 damage per round to 450-500. Also helped me fix up my Misery. I also now use my AS7 variant which was the atlas I originally bought before I realised DDC had ECM as my experimental mech, trialling weird weapon arrays - currently have 1xLRM20, 2xPPC, 2xPMLAS and 1xAC20 (was AC10 but apparently they gave the torso an extra slot with one of the patches?). Haha it's pretty dodgy, overheats very quickly but it still punches out 400 damage each round





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