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#1 Vashh the Stampede

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Posted 18 February 2014 - 01:21 AM

Hello im a new player i buyed a Victor 9B and i have this build on him: http://mwo.smurfy-ne...21a18665059a41b its not my build but tell me what u think about it and what changes i should do ...its a snipe build and i have advanced zoom module on it but i need to know what module i should use besides the advanced zoom on 2 nd slot thank you .

#2 Turist0AT

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Posted 18 February 2014 - 01:39 AM

target info gathering. Fast aquire targets and lets you pinpoint that damage.

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 Modo44

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Posted 18 February 2014 - 01:40 AM

You have too much back armor, especially in the middle. The mech also looks very hot. Removing Ferro and downgrading the engine would help with heat. Alternatively, you can remove the AC2s, and use 2xUAC5 instead -- this is the preferred solution. Consider also using PPCs. They are hotter than LLs, but make it easier to direct damage.

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 The Basilisk

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Posted 18 February 2014 - 01:58 AM

You are piloting a 80 tonns Battlemech, not a racing car. ^^ :ph34r:
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 Vashh the Stampede

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Posted 18 February 2014 - 02:00 AM

View PostThe Basilisk, on 18 February 2014 - 01:58 AM, said:

You are piloting a 80 tonns Battlemech, not a racing car. ^^ :ph34r:
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 dragnier1

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Posted 18 February 2014 - 02:10 AM

I was looking at your build and fiddling with it. This is what i came up with (roughly) http://mwo.smurfy-ne...6e0ef8c783b1016

Adjust accordingly if you want.

#7 Victor Morson

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Posted 18 February 2014 - 02:14 AM

View PostVashh the Stampede, on 18 February 2014 - 01:21 AM, said:

Hello im a new player i buyed a Victor 9B and i have this build on him: http://mwo.smurfy-ne...21a18665059a41b its not my build but tell me what u think about it and what changes i should do ...its a snipe build and i have advanced zoom module on it but i need to know what module i should use besides the advanced zoom on 2 nd slot thank you .


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 Arnold J Rimmer

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Posted 18 February 2014 - 02:16 AM

View PostVictor 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.

#9 Victor Morson

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Posted 18 February 2014 - 02:18 AM

View PostArnold J Rimmer, on 18 February 2014 - 02:16 AM, said:

Maybe check that link, Victor.


Fixed, thanks! I totally shared his build back to him on accident. heh

#10 Vashh the Stampede

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Posted 18 February 2014 - 02:18 AM

View PostArnold J Rimmer, on 18 February 2014 - 02:16 AM, said:

Maybe check that link, Victor.

but that link is same build i use ....
Thank you Victor Morson im goona try it out that build :) i hope i will do better with it !

Edited by Vashh the Stampede, 18 February 2014 - 02:20 AM.


#11 Victor Morson

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Posted 18 February 2014 - 02:20 AM

For modules? A lot of the recommended ones are luxury items. One I can recommend to ANY new player is upgrading your UAVs. While it costs 40ik cbills to operate like the Strikes (and why they aren't a high priority purchase for new players - hard to turn a profit with them), it makes up for it in XP gathering. It'll help you rank 'mechs immensely, while also offering a valuable service to the whole team at the same time.

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 Arnold J Rimmer

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Posted 18 February 2014 - 02:22 AM

View PostVictor Morson, on 18 February 2014 - 02:20 AM, said:

For modules? A lot of the recommended ones are luxury items. One I can recommend to ANY new player is upgrading your UAVs. While it costs 40ik cbills to operate like the Strikes (and why they aren't a high priority purchase for new players - hard to turn a profit with them), it makes up for it in XP gathering. It'll help you rank 'mechs immensely, while also offering a valuable service to the whole team at the same time.

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 Vashh the Stampede

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Posted 18 February 2014 - 02:43 AM

Happy for me i had enough Money left to try Victor Morson build ! and for modules i really dont know exactly what UAV DO if someone would explain me ! thank you for the help i like this community

#14 Modo44

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Posted 18 February 2014 - 02:47 AM

The UAV shows all mechs close to it as targets to your team. It does so even when there is ECM. It hovers in the spot in which you launch it. The upgraded version has a 250m range an a full minute of hover time. It can, for example, show an ECM Atlas or a group of enemies, and it provides undisturbed (hard) locks for all your LRM friends. In terms of income, you receive a bonus for LRM hits on mechs spotted by the UAV. It is a must on light mechs, but can be useful on assaults if you happen to run into or be surrounded by enemies.

#15 Amsro

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Posted 18 February 2014 - 03:01 AM

Victor 9B

This is the exact build I run. Advanced Zoom and Advanced Target Info are the 2 best modules for this mech.

Good luck!

#16 Denolven

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Posted 18 February 2014 - 03:11 AM

As I see it, there are about 3 major ways for the Victor:
  • 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)

View PostThe Basilisk, on 18 February 2014 - 01:58 AM, said:

3 AC2 are fun but inefficient not enough burst

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 :ph34r:, soooo slow projectile speed). But as others said, less ferro fibro and more heatsinks is the way to go. Also you don't need max leg armor - people will shoot your troso pretty much all the time (but don't get too cheap - they WILL shoot your legs if they become orange frome grazing laser). Especially in the triple Dakka build, when people are under constant shake and smoke, they have better things to do than trying to find your feet.

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 Victor Morson

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Posted 18 February 2014 - 04:10 AM

View PostVashh the Stampede, on 18 February 2014 - 02:18 AM, said:

but that link is same build i use ....
Thank you Victor Morson im goona try it out that build :) i hope i will do better with it !


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.

View PostModo44, on 18 February 2014 - 02:47 AM, said:

The UAV shows all mechs close to it as targets to your team. It does so even when there is ECM. It hovers in the spot in which you launch it. The upgraded version has a 250m range an a full minute of hover time. It can, for example, show an ECM Atlas or a group of enemies, and it provides undisturbed (hard) locks for all your LRM friends. In terms of income, you receive a bonus for LRM hits on mechs spotted by the UAV. It is a must on light mechs, but can be useful on assaults if you happen to run into or be surrounded by enemies.


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 Gasoline

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Posted 18 February 2014 - 04:13 AM

To do the sniping thing, the first I would do by just taking your build is, replacing the LLas with ERLLas (hotter, but if you would like to snipe, you might as well do it right). The engine is totally overpowered for a sniper build. A 310XL might do the job just as good. FF is taking away much needed space on the chassis. Also consider an AMS.

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 Denolven

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Posted 18 February 2014 - 05:31 AM

View PostGasoline, on 18 February 2014 - 04:13 AM, said:

To do the sniping thing, the first I would do by just taking your build is, replacing the LLas with ERLLas (hotter, but if you would like to snipe, you might as well do it right).

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 Sandpit

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Posted 18 February 2014 - 10:17 AM

I would drop the AC2's for 2 AC5's or an AC10 add AMS and go to town :D I usually only carry 1 JJ which would give you an extra ton for ammo





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