Very similar to your build, but I went XL and made room for 2 LPLs. Runs a little hot, but not a bad striker, at least until your right arm gets blown off:
http://mwo.smurfy-ne...c9c65338a909b3a


Effective Wolverine 6K Builds?
Started by Bishop Steiner, Jan 23 2014 07:41 AM
24 replies to this topic
#21
Posted 24 January 2014 - 12:47 PM
#22
Posted 24 January 2014 - 01:08 PM
Bishop Steiner, on 23 January 2014 - 10:50 AM, said:
been driving a YLW since the first minute they were released. And Hunchbacks...turning to protect my gun is not an issue..... though I do have to remind myself not to turn to tank damage the same way, sinc ei usually let them peel me like an onion.
I got respect for you, I've seen you play and I know you do good. I wasn't trying to impugn your piloting skills, it was more for other people reading this thread at a later date.
Ultimately the 6k is all about the big gun arm and if you aren't going big gun arm you're missing out. It has missiles, 1 point, and a head laser. So you have to focus on that arm. All of which I know you know but I am speaking to the masses of internet newbs and mech kiddies.
#23
Posted 24 January 2014 - 01:41 PM
I've been using this little piece of work and been actually enjoying it a bit...
WVR-6K - Wub Wub Edition
I went with an XL because if you lose that arm you're practically useless, so might as well go for broke with it. The 350 engine rating allows for a top speed of 113kph, which is fast enough to chase down Lights for a bit and gives the mech excellent agility.
4xMPL grouped in the arm gives it a nice close range punch and ability to focus damage as well as hit Lights, and when chain fired they create an almost continuous stream of wub wub to paint your target with while not heating you up too bad due to the 20 DHS (14 internals).
Of course if you lose the arm you lose most of your firepower, but as long as you use hit and fade tactics and torso twist to protect the right side you can put out some decent damage with this build. Plus you've got the lone ML there as a backup weapon if you need it.
WVR-6K - Wub Wub Edition
I went with an XL because if you lose that arm you're practically useless, so might as well go for broke with it. The 350 engine rating allows for a top speed of 113kph, which is fast enough to chase down Lights for a bit and gives the mech excellent agility.
4xMPL grouped in the arm gives it a nice close range punch and ability to focus damage as well as hit Lights, and when chain fired they create an almost continuous stream of wub wub to paint your target with while not heating you up too bad due to the 20 DHS (14 internals).
Of course if you lose the arm you lose most of your firepower, but as long as you use hit and fade tactics and torso twist to protect the right side you can put out some decent damage with this build. Plus you've got the lone ML there as a backup weapon if you need it.
#24
Posted 24 January 2014 - 03:09 PM
That's what I did with the 6R
2 mg
1 m pulse
3 SRM 6
large 105kph XL
Full jump jets
2 mg
1 m pulse
3 SRM 6
large 105kph XL
Full jump jets
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