Remember the PPCs have a minimum, so you want to optimally fight people between 270-90. You can hit out to 500 very competently with this setup, though, giving you some flexibility.
I'd personally drop the Streaks for more heatsinks/a faster engine, but I wanted to have missile slots setup to stay in sync with the original build.
The Unknown Pilot, on 31 December 2013 - 01:01 PM, said:
I've been going to the Testing Grounds to work it out, but every time my Mech gets hot, the entire game crashes to the desktop....WTH?
Testing Grounds is broken anyway for game balance reasons, and it calculates heat and damage wrong. Just avoid it.
Good first mech choice. You will enjoy the Victors. I drop the AMS due to the Victors speed. I use 4t ammo but if you are using up 5 keep it.
Some of my builds around the AC20:
Your same build with 3-SRM4's. Faster SRM fire rate. Not much difference. Yours w 2xASRM6 is pretty equal.
2LL and 2Streak 2. Chase off lights and cool down SSRM shots. Extra wt for DHS or JJ.
Just 2 LL and max JJ's and DHS. Using mobility as a weapon. Feels a bit lacking but very much fun.
2ML LRM 15. LRM's on a Victor seem a mismatch. But you still keep that punch when you close. High mobility you need for good LRM use.
And of course the 2xPPC. With or without SSRM2's like Vic M's build. I'll dig through the old memory, I think there was another build or 2.
A Victor with a XL360 steps it up even further. Comes alive even more for the stated few KPH increase. Don't worry about this for quite a while though. 350 is just fine. I like that you use 2 JJ. This is the only mech where I try to take at least 2. Wait until you do the K with 6 JJ's. That thing is a blast. Not really worth using all 6 but the fun factor is high.
Good choice with the Victor B and the XL350 and 2xJJ. Could be faster with XL360 but it's more of a personal choice.
I strongly suggest you try 2xPPCs with AC/20 and nothing else. That mech is a beast, and it does not run that hot if you have enough heat sinks. The crucial thing is that this setup lets you fight from longer ranges. The Victor is a bit fragile for short range.
Suggest getting rid of AMS unless you want to protect team mates. With your ability to fly and fast rotate, the LRMs are not as much of a problem.
Lastly I recommend 3:1 front rear armor split. Some people might even go 4:1 or more but that's a little risky. With the ability to jump rotate to do quick 90 degree or 180 degree turns you're not very vulnerable from the rear.
What ever you do, since you have an XL engine, you must protect your STs. Thus, you have to use your big arms as shields. Fire your weapons and torso twist immediately. This is why I don't like lasers on this mech. They take too long to do their full damage, exposing your CT, STs to enemy fire. See:
Fire - twist - fire - twist. Use jumpjets to rapidly switch directions.
He's really good and will answer a lot of questions. Lots of other people streaming their MWO matches on twitch. Very helpful for new people to see how the more experienced people play:
Still makes no sense....in testing, as soon as my heat hits 100%, the game crashes to desktop, even after turning everything way down on settings....I play numerous video game on much higher settings and requirements, no issues, only MWO.
So glad I haven't given these people any money if it's out of "beta" this long and still unplayable.
I toyed with this AC/2 X 3 build my buddy likes (cost all my remaining cbills!) but I spent 1/2 my ammo downing the Atlas with it's reduce armor...ran cool, but kinda pointless.
Did the repair option...this time the game only crashed after leaving a match, lol!
I happened to have 2 PPC's that I have no idea when or how I afforded them....even with a 5th ton of ammo instead of a DHS, this thing literally ATE every mech in the Testing Grounds!
Not so sure about the ER PPCs. They kill your firing rate, which is what ultimately holds back your enemies. Also, you're 78 kph mech that can fly. It's hard for even lights to stay close enough to nerf your PPCs. Even if they enemy gets within 90m, you've got the AC/20 still.
JigglyMoobs, on 31 December 2013 - 03:32 PM, said:
Not so sure about the ER PPCs. They kill your firing rate, which is what ultimately holds back your enemies. Also, you're 78 kph mech that can fly. It's hard for even lights to stay close enough to nerf your PPCs. Even if they enemy gets within 90m, you've got the AC/20 still.
Really amazed me just how damned close 90m is when staring down an Atlas, even one with no pilot at all!
But first match out, 500+ damage! I just wandered into furballs, parked myself next to the slowest enemy 'Mech, and sanded away. I chewed through two DDCs in a row, starting at the arm and working all the way to the creamy nougat. Misery? Just get in the blind spot and it's toast. It has some problems in ranged combat (did not fare well on Tourmaline), but it's turning out to be fun as hell. Plus my heavy hitters are in the left arm, which people don't expect.
You really want the AC20 on the arm. Alternatively, 2xUAC5 (with a smaller engine). If you are going to downgrade anything, do it to the energy arm (2xLL, typically).
The Original build VTR-9S "Drop Bomb" is pretty solid for brawling purposes, it does require some teamwork and knowledge of engagement and enemy movements both before and during engagements. But a small brawling lance can quickly decapitate enemy unit's and sow confusion on the battlefield.
The VTR-9B "Mini-HGN" version I have found are lackluster due to the pensive heat build up form the AC20 use alongside the PPC's, preferring either the Guass (bigger engine) or Dual AC5 (slower engine). I might actually even look back into a 380XL DS that I had running initially for trials in the new environment.
But I say field test what you like, and find a style suitable to your playstyle, I'm aggressive but tactical. Thus preference for some solid punch at range but still have the ability to deliver killing blows in the kill window of 270m.
Apostal, I never miss one of your videos, so I know your mad skill in any mech!
If you were stuck solo pugging with a 350 XL, what build meets those standards? I too, want to be able to crack a windshield past 450 meters, but blow off balls inside 300.
Thanks!
*** woulda posted sooner, but spent 2 days in the hospital, lol. (all is fine now!)
Edited by The Unknown Pilot, 03 January 2014 - 10:09 AM.
The 350XL can be dropped in most builds... for the 9B specifically:
VTR-9B "Rocker Coaster" - In essence group firing the AC's into any target, with SSRM's + BAP for anti light work and the mediums to help some pressure. Works alright in most games, can run hot if you use everything too often, but relatively solid.
There are many variations on the poptart builds, and basically you just need to find something to your taste and tweak it for your gameplay style. I know a few players who won't drop any close range weapons like ASRM or SSRM's into a poptart build like I do, I prefer real backup weapons for close in jump jet dancing, mainly because of cool running AC's at high heat levels.
There are other builds like the triple AC2 builds, or I used to use a guass, LRM's and ML on the 9k with a large 360XL quite effectively staying at the 270-300m mark to whittle and pick apart opponents. The problem is you can't go past a solid build PPC+AC build at present, it gives you the alpha, the mobility and the punch on the battlefield.
These are suggestions, always find a build that fit's your gameplay style, using others builds as a base to work off.