

I Need Tips
#1
Posted 18 February 2014 - 01:21 AM
#2
Posted 18 February 2014 - 01:39 AM
But why so big engine and why so much armor? you could probably fit some missiles or more equipment.
Edited by Turist0AT, 18 February 2014 - 01:43 AM.
#3
Posted 18 February 2014 - 01:40 AM
As for modules, the consumables are king at the moment. Upgrade your artillery damage, and use it on groups of enemies. The Seismic Sensor is a great flanking detector. Both will help more than zoom, especially once upgraded.
Edited by Modo44, 18 February 2014 - 01:42 AM.
#4
Posted 18 February 2014 - 01:58 AM

Just joking.
Yea what should I say. TOOOOOO HOT !!! much
First remove the 350 engine for a 300XL to 325XL and remove ferrofibrous and endosteel
(more room for heatsinks)
3 AC2 are fun but inefficient not enough burst but even more important they are much too hot for use with energy weapons. ( my personal opinion, maybe just not my flavor )
Try 1 UAC5 and 2 AC2 or 1 UAC5 and 1 AC5 and 1AC2.
Dakka forever !!!
The cooler you get, 2 UAC5 would do the trick, the more possibilitys to get PPCs in your build for more finishing power or alpha cappabilitys.
If you just don't like PPCs or you re just too uneasy with their heatburst and min range try using large pulse for close up finishing power. Mounted in an arm slot they (LPL) are also a real hazard for any lights.
An other hint: Streak SRMs are a large mechs friend against little scouts you have two rack slots in your torso. You may want to use them.
Don't try to realize all propositions at once. Every build has its flavor and its ups and downsides.
Have fun

Basilisk
Edited by The Basilisk, 18 February 2014 - 02:01 AM.
#5
Posted 18 February 2014 - 02:00 AM
The Basilisk, on 18 February 2014 - 01:58 AM, said:

Just joking.
Yea what should I say. TOOOOOO HOT !!! much
First remove the 350 engine for a 300XL to 325XL and remove the endosteel.
(more room for heatsinks)
3 AC2 are fun but inefficient not enough burst but even more important they are much too hot for use with energy weapons. ( my personal opinion, maybe just not my flavor )
Try 1 UAC5 and 2 AC2 or 1 UAC5 and 1 AC5 and 1AC2.
Dakka forever !!!
The cooler you get, 2 UAC5 would do the trick, the more possibility to get PPCs in your build for more finishing power or alpha cappabilitys.
If you just don't like PPCs or you re just not a sniper try using large pulse for close up finishing power. Mounted in an arm slot they are also a real hazard for any lights.
An other hint Streak SRMs are a large mechs friend against little scouts you have two rack slots in your torso. you may want to use them.
Don't try to realize all propositions at once.
Have fun

Basilisk
Can u make a build for me with ure sugestions please?
#6
Posted 18 February 2014 - 02:10 AM
Adjust accordingly if you want.
#7
Posted 18 February 2014 - 02:14 AM
Vashh the Stampede, on 18 February 2014 - 01:21 AM, said:
For a top tier build, try this (It is fit on a 9S, will work on the 9B.)
2x UAC5 2x PPC STD Victor
Regular AC/5s and a larger engine is also possible.
Edited by Victor Morson, 18 February 2014 - 02:17 AM.
#8
Posted 18 February 2014 - 02:16 AM
Victor Morson, on 18 February 2014 - 02:14 AM, said:
For a top tier build, try this (It is fit on a 9S, will work on the 9B.)
2x Ultra/5 2x PPC STD Victor
Regular AC/5s and a larger engine is also possible.
Maybe check that link, Victor.
#10
Posted 18 February 2014 - 02:18 AM
Arnold J Rimmer, on 18 February 2014 - 02:16 AM, said:
but that link is same build i use ....
Thank you Victor Morson im goona try it out that build

Edited by Vashh the Stampede, 18 February 2014 - 02:20 AM.
#11
Posted 18 February 2014 - 02:20 AM
They're great to highlight enemy formations, provide indirect LOS for missiles, countering ECM (it's great on DDC clusters), etc and you get XP bonuses from all of it. I'd rank it as one of the very best modules to pick up for the new player.
PS: It's still decently usable while you work on the upgrades. All the upgrades are good for it (Unlike the Strikes - avoid the accuracy upgrades. They take a module slot and actually hurt the strike.), but it's usable at all levels.
Edited by Victor Morson, 18 February 2014 - 02:22 AM.
#12
Posted 18 February 2014 - 02:22 AM
Victor Morson, on 18 February 2014 - 02:20 AM, said:
They're great to highlight enemy formations, provide indirect LOS for missiles, countering ECM (it's great on DDC clusters), etc and you get XP bonuses from all of it. I'd rank it as one of the very best modules to pick up for the new player.
Another one of those rare times that I will unreservedly echo Mr Morson. I <3 UAV's.
#13
Posted 18 February 2014 - 02:43 AM
#14
Posted 18 February 2014 - 02:47 AM
#16
Posted 18 February 2014 - 03:11 AM
- the meta way (UAC5 + PPC, Victor listed that above; good if you have excellent reflexes, aiming and battle awareness to make your shots count and avoid melee range)
- the brawler/skirmisher way (AC/20, jump jets, good engine, rest as you like; good to finish people off)
- the Dakka way (triple AC/2, secondary weapons as you like; good if you aren't as twitchy as the pros and want to reduce their aiming to your level - Dakka in the face does that)
The Basilisk, on 18 February 2014 - 01:58 AM, said:
According to my stats, it's fun and VERY effective (the highest k/d ratio of all my mechs, and one of the highest w/l ratios too). The meta build is for poptarting. Real men go the Dakka way

But seriously, if you don't have perfect 1337 skills, the AC2 is a very valid weapon.
I use the triple AC/2 + 2LL combo myself, and it works very well for me (tried PPc but can't hit with those sperm cannons

Concerning the detailed amount and distribution of heatsinks/ammo/JJ/armor you will need to experiment a bit and adjust it to your personal liking. If the XL engine is a financlial problem, going with a standard engine is perfectly fine as well. Because as I said, everyone will shoot your torso. I play mine with a standard engine. I'm not a skirmisher, I'm a walking armored turret.
Edited by Denolven, 18 February 2014 - 03:31 AM.
#17
Posted 18 February 2014 - 04:10 AM
Vashh the Stampede, on 18 February 2014 - 02:18 AM, said:
Thank you Victor Morson im goona try it out that build

Hope it works out for you! UACs are prone to jamming, but you can get a LOT of damage out with them before that happens. If you end up disliking the jamming, definitely try regular AC5s in their place, too. Both work well.
As for UAVs, what they do is fire a drone into the air. Anything in it's line of sight (and range) will become visible on the entire team's radar - including ECM equipped 'mechs which UAV will counter. This allows them not only to be targeted and seen even if they're behind cover, but to take indirect fire from any LRM 'mechs in the area.
The big thing is that you get XP bonuses for every 'mech you counter ECM on, every 'mech you spot, and every 'mech that is fired upon using your UAV's targeting. This racks up very, very fast and you will find yourself making a ton of experience just off the UAV even on bad runs - just pop it near the largest group of enemies and watch the experience come in fast!
So long story short: It's useful enough to the team that we often bring them into 12 man games on a handful of 'mechs, and in pugs, it is your best friend for gaining XP quickly.
Modo44, on 18 February 2014 - 02:47 AM, said:
Assaults most often get value if the enemy is pushing up on a hill, but isn't cresting it. i.e. if you are on a defensive slope in Alpine and the enemy moves close to you, but doesn't round the corner yet (waiting for everyone to mass up) - pop a UAV and you can really make an impact.
It's definitely easier to use it offensively on lights, but for someone starting out, it's definitely good to rank any chassis.
Edited by Victor Morson, 18 February 2014 - 04:08 AM.
#18
Posted 18 February 2014 - 04:13 AM
If I had to do this, it might look like this: VTR-9B but expect it to be hot as a finnish sauna.
Or you could have it cool as an autumn breeze like this: VTR-9B but I'm not sure if you like the gauss rifle. At least you could make more use of your weapons due to lower heat build up.
Or a little more close range punch and speed? VTR-9B
Or even more long range punch? VTR-9B
This chassis might also make profit of improved gyros for reduced shake effect while jumping or receiving counter fire. But this is kinda individual preference.
Edited by Gasoline, 18 February 2014 - 04:21 AM.
#19
Posted 18 February 2014 - 05:31 AM
Gasoline, on 18 February 2014 - 04:13 AM, said:
Don't fall for that misconception. Using ERs instead of normal ones buffs your long range damage a bit, but nerfs your mid range and low range capabilities alot (damage per heat, and heat is definitely the limiting factor when fielding triple AC2 as main weapon).
The whole point of 3xAC2 + 2xLL is that it works well at all ranges and against all opponents. I want that, because it allows me to compensate the lack of twitch-aiming skills. In that build I'm never cannon fodder.
The ACs are my main hand weapon, and the LL are my offhand weapon. I use them accordingly, meaning that my offhand is only used when it actually does something significant, like against a circling Light/Medium or when line of effect time is short.
I tried the long-range-only role, but was not satisfied, because it wastes half of the Victors potential.
Edited by Denolven, 18 February 2014 - 05:39 AM.
#20
Posted 18 February 2014 - 10:17 AM

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