

Shd-2H Fire Support
#1
Posted 01 February 2014 - 08:41 AM
SHD-2H 3 LRM5
SHD-2H
XL-280
3 LRM5
1 Gauss
1 Tag
SHD-2H 2 ALRM 10
SHD-2H
XL-280
2 ALRM10
1 AC5
1 Tag
I've used both to varying degrees of success in the past couple days. The armor is a bit low, but the idea is to use mobility to stay away from direct fire. Due to using the only Energy hardpoint for TAG, there are concerns about ammo depletion, but so far I've been able to manage that fairly well. The gauss in the first build is intended for long range fire support (still getting used to using it in tandem with the TAG and LRMs firing at the same time). The AC5 in the second build is more meant to suppress anyone trying to charge in on me and attempt to keep them at distance.
So anyway, is there room for improvement here? Am I missing something? Engine changes are really a moot point at the moment due to limited funds, but I'd appreciate any other advice anyone might have.
#2
Posted 01 February 2014 - 10:04 AM
With regards to your first build:
If I were to do that on a 2H, I'd go with SHD-2H. I would never, ever consider running TAG in the only non-ammo based slot. This has less ammo and isn't quite as fast (not a huge difference though) but still has usable firepower even when out of ammo. TAG is very important when LRM's are a major portion of your damage output, but in your build they are not your primary weapon system - 15 LRM tubes is simply not reliable. It's not bad to have (I get great performance out of the 20-tube 2D2 I linked up top) but it's easily nullified, so you need solid fall-back weaponry: The Gauss Rifle and ERLL in this case.
With regards to the second build, my TAG comment remains applicable. You simply cannot afford to give up your only non-ammo based hardpoint for TAG when you're packing so few tubes. Even with TAG, simply having 2 enemy mechs with AMS (or one dual AMS mech) nearby, your LRM's are pretty much completely shut down. As such, I wouldn't invest that much tonnage into them. 12 tons + 6 slots for two ALRM10 launchers? Here's where the 2D2 variant above shines: It gets 20 tubes firing in a similarly tight pattern for 8 tons and 4 slots. 2/3rds of the logistical requirement, and higher DPS output (LRM5's fire faster than LRM10's).
Now, this is less helpful, but I'd highly recommend looking more at striker setups for the 2H, or brawler builds. SHD-2H is great if you're afraid of close in combat, able to put out very respectable firepower at all ranges, but I personally prefer a very simply brawler style AC20 build with a standard engine for the 2H.
Also: If you can mount jump jets, always, ALWAYS mount at least one. It's just foolish to give up the ability to scale any terrain for half a ton. Even if you have no intention to poptart or use them when brawling, the advantages gained by a single jet make it the single best use of half a ton in the game.
#3
Posted 13 February 2014 - 12:59 PM
So far I seem to have settled on something like this:
SHD-2H
2 AC2 w/ 6 tons of ammo
2 LRM5+Artemis w/ 2 tons of ammo
1 Medium Laser
BAP
ENDO-STEEL
DHS
ARTEMIS
XL270 Engine
I found that on the 2H, I prefer the faster firing rate of 2 AC2 vs 1 AC5.
#4
Posted 13 February 2014 - 02:14 PM
Direct fire support, AC2 x3
All you need to do is make it so you can only see one enemy mech (preferably an assault, preferably by peeking over a ridge), and then you hold the fire button. you can get out about 150 damage before heat becomes an issue, and if you start heating up too much, switch to chain fire and you get to cool back down. At almost 12 DPS, this build can put out some serious hurt.
The really cool thing about this build is that it rocks the enemy once every half second. That's absolutely ridiculous, and it forces enemy mechs of any size to retreat immediately.
It fits 675 shots, so you can fire 220ish alphas, or fire for a bit less than 2 minutes of a game (which is enough; decent accuracy with the AC2s will net you a very respectable amount of damage).
To summarize: hold fire button, melt enemy who is being rocked so hard they can't aim at you, profit.
My first game with this build netted 880 damage and 2 kills, and games since (though lower) have all been between 300 and 700 damage.
Edited by solar levitas, 13 February 2014 - 02:16 PM.
#5
Posted 13 February 2014 - 02:39 PM
http://mwo.smurfy-ne...3ff79f5deaf779c
if you manage to rip someone open with the AC5 PPC suite the missiles following up are going to be brutal.
#6
Posted 13 February 2014 - 02:46 PM
2x AC5 1x PPC Metahawk
Works on the 5M as well. If you want to run LRMs, check out the 2D2 and my guide on setting it up here.
EDIT: PS, 2x AC5 3x SSRM2 is a fun one on the H, though.
Edited by Victor Morson, 13 February 2014 - 02:51 PM.
#7
Posted 13 February 2014 - 02:50 PM
Alphatoaster, on 13 February 2014 - 12:59 PM, said:
2 LRM5+Artemis w/ 2 tons of ammo
1 Medium Laser
BAP
ENDO-STEEL
DHS
ARTEMIS
XL270 Engine
For those of you just joining us, I highly advise against such.. mixed load outs. You've got different guns that need different mechanics, and aren't complimenting each other at all; lead time, beam duration, missile lock - these things go poorly together.
It's better to specialize around 1-2 weapon systems with a 3rd tops, almost across the board. This is doubly true with LRMs, which require a large number to break through AMS - at all, in some cases.
#8
Posted 14 February 2014 - 01:29 PM
Victor Morson, on 13 February 2014 - 02:50 PM, said:
I did point out it was for "messing around". The OP was asking about LRM related medium builds so I linked him a fun build. It's not a meta related build or one I would take into a league drop. It's one that is fun to run in pugs. The AC2's and the LRM10 compliment each other nicely actually. When firing on someone w/ line of sight, I get the artemis bonus. There's only 2 tons of ammo, so the LRMs are for direct LOS and for that little love tap on a cored out target who tried to duck behind something. Oh I love those small LRM volley kills because in pugs, a lot of time, people just don't take an AMS. The medium laser is for point blank damage if I run out of ammo. I found having a medium laser in the arm is nice against light mechs that get in my face. Rather than waste a bunch of AC2 ammo while they run around, zap at em with the laser until a better AC2 shot comes up.
It's not always about PPCs and ACs for everyone. There are many builds that are just fun to play. I've pulled about 700ish damage in this build and that is not bad for a non-meta, non-ppc build that is enjoyable to play.
#9
Posted 15 February 2014 - 11:04 PM
my other 2H loadout is more conventional, with PPC, LBX, 3xLRM5. i call him Tempest Hawk...because he brings rain, thunder, and lightnining

Edited by Namwons, 15 February 2014 - 11:05 PM.
#10
Posted 16 February 2014 - 01:37 AM
SHD-2D2
Tag is needed for this build because it works double duty. It helps you get a lock and increased damage with the LRMs but, it also helps with locks for the streaks. The BAP also does double duty, you get a range bonus for the LRMS and you can defeat ecm for the streaks. Finally if they haven't fix Artemis it does double duty by giving your streaks faster locks. Often people forget about that "butter zone" between 180m and 270m. With this build you can pump both the streaks and your lrms into the enemy mech in this range. Plus your tag will already be on them so you just hit the ML whenever you have the heat headroom for it.
You can play around with this build by removing ams, 1 ton each ammo, the ML, and 1JJ for a LL if you want. I personally don't see the need for the LL and you give up to much. With speed and jump jets I find it easier to keep enemies in LRM range and nail them with streaks and lrms. Many times I've been running and shooting facing backwards to keep bigger mechs at 180m. One thing I wouldn't do is go any smaller on the engine. Being able to move around and keep people in the range you want is key.
Best results so far:

The last guy I killed was an ECM atlas and without the tag I would have been toast. That game was on river city, a map that isn't very LRM friendly to begin with. I think after some time with it I can break 800.
As said before LRMs on mediums are played a lot differently than they are on heavies and assaults. I'd say 85% of my shots are LOS making sure I make use of tag and arty. Overall this mech is like a Swiss army knife. There are probably 3 or 4 builds I've found so far that are all nearly equally effective and fun to play. Plus all of the tag/ecm/spotting bonuses are nice

Edited by RiotHero, 16 February 2014 - 10:22 AM.
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