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Newer Player Needing Advice On A Stalker-3F Build


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#21 Roadkill

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Posted 02 January 2014 - 09:09 AM

View PostDeepBurn, on 01 January 2014 - 11:06 AM, said:

I've continued to evolve the build. Here is what I have now:

http://mwo.smurfy-ne...aaa3e74c003097a

I'm still 2-tons light. How can I utilize it? I could go to full armor on the legs but I'd still be a bit over 1.5-tons on the light side.

If you want to stick with a pure brawler, the build I've used very successfully is 6 medium lasers and 4 SRM-6s. Delete the BAP and AMS from your build, drop back to a standard 300 engine, drop 8 points of armor from each leg, and carry 6 tons of SRM ammo.

In the current environment where SRMs are borky it's a bit of a risk. You can't alpha all four racks and hope to accomplish anything because the more SRMs you fire at once the more likely you are to encounter the hit detection problem. But if you chain fire the SRMs it's pretty deadly even now.

VERY short range Mech, though. I find that SRMs aren't truly useful unless you're at 100 meters or less.

#22 Quizzical Coconut

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Posted 02 January 2014 - 09:23 PM

This is kinda for the your original build, but I still think it'd be effective:

http://mwo.smurfy-ne...ed40759b183e528

You could replace the LL with ERLL to give you a long range punch, and refrain from firing them at close range to keep heat under control. And always mount your long range weapons as high as possible (for shooting over cliffs); in a brawl there are no cliffs between you and your opponent, so there's no real need for high mounted close range weapons. Also, lasers never have convergence issues... they're instant.

#23 Spheroid

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Posted 02 January 2014 - 10:00 PM

@Quizzical: Let me rebut that. Any time the arm and torso reticles are not exactly in the same place you will have convergence issues. Lets call it Atlas-D syndrome. The only difference between the Atlas and Stalker is lack of horizontal arm movement. The reticle lag is still there.

Also having all medium lasers in the arms works way better for targeting legs on lights or responding to a mech that is jumping over you or shooting down on your position. The number of times you need to make high angle shots at range is less often than those of short range on most maps. My opinion is regarding mixed builds, I whole heartedly support the arms for pure range builds like quad laser/PPC.

There are legitament reasons to place the large lasers in the arms, but I feel they are mech construction reasons not necessarily tactical ones. Posted below is the pitch range of a Stalker at 466 meters. Obiously if you engage beyond that the angle problem lessens further.

Posted Image

Edited by Spheroid, 02 January 2014 - 10:13 PM.


#24 Alwrathandabout42ninjas

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Posted 03 January 2014 - 06:59 AM

Hello OP,

Here is a link to my stalker, which is similar to yours :

[smurfy]http://mwo.smurfy-ne...5a6d67b2861e26a[/smurfy]

You want the large lasers in the arms so you can shoot them at targets above you or over a hill. This build has the maximun firepower and maximum heatsinks you can possibly fit. I have tested this build and have kept it as my main stalker build for a long time, if someone gets in your face they will most likely explode from the insane alpha. Remember to bring coolshots. Also, BAP for streaks on an assault is kind of a waste of tonnage imo. You dont really need it in my experience.

Edited by Alwrath, 03 January 2014 - 07:03 AM.


#25 DeepBurn

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Posted 03 January 2014 - 09:45 AM

I think I've boiled it down to a few builds that I consider to be good options for me. There are just a few things to consider. Most of them will likely come down to personal preference. I may just have to play through each build to see which one suits me best. Either way, I thought it might be useful to vet the builds here to make sure that there are no glaring issues. Thanks for all of the input I've gotten from each of you. It is much appreciated.

Build One: Brawler with Some Additional LLas Reach
4 Streak (2 tons ammo)
2 LLas
4 MLas
AMS (1 ton ammo)
BAP
Artemis
22 DHS
STD 300 engine

http://mwo.smurfy-ne...ed40759b183e528


Build Two:Pure Short-Range SRM6 Brawler
4 SRM6(6 tons ammo) (primary damage probably chainfired per Roadkill's advice above)
6 MLas (for dealing with light mechs and to be sprinkled into the constant SRM6 chainfire as allowed by heat or for needed burst dmg)
22 DHS
STD 300 engine

http://mwo.smurfy-ne...27403e46ec94f93


Build Three: MLas Brawler with LRM10 for Long Range
6 MLas (primary dmg)
2 SRM4 (2 tons ammo) (as allowed by heat)
2 LRM10 (2 tons ammo) (For long range contribution early in match or to force targets into cover while gaining position for brawling)
22 DHS
STD 300 engine

http://mwo.smurfy-ne...6a7cf715ff00a7c


Let me know what your thoughts are on these builds. I appreciate all of the input I've gotten. I'm excited to try some of these out on the field.

#26 Roadkill

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Posted 03 January 2014 - 11:32 AM

I think you'll find that all three of those are good and you'll just have to figure out which one works best for your play style.

In the current game meta, though, Build Three is probably the most useful. Build One is likely to be too hot in a brawl. Build Two is too short ranged to deal with the current sniping meta. Build Three gives you a reasonable long-range option while still retaining good short range punch.

#27 Rowanas

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Posted 03 January 2014 - 11:52 AM

I'm going off personal experience of my gigantor atlas here, but I might build it more like this.

It's closer to your original build, keeping some of the long range without devoting yourself entirely to the brawl.





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