What Griffin Builds Worked For You?
#1
Posted 15 February 2014 - 10:49 AM
Except: I'm struggling with the Griffin. The 3M is ok. But the other two I just can't find builds that work for me. I loved the Shadow Hawk, and want to love the Griffin as well.
Since they will be out for C-Bills soon, post your Griffin builds here! Help a brother figure this mech out!
#2
Posted 15 February 2014 - 11:25 AM
GRF-1N
It works on both the 1N and 3M. You can switch out the streaks for LRMs if you like but then you will have trouble with harassing lights and it makes the build run a lot hotter at range. Torso armor has not been adjusted since thats usually a matter of personal taste.
#3
Posted 15 February 2014 - 11:26 AM
the phoenix variant with 3 laser 3 srm6 artemis max JJ and max engine u can fit.
that was the best i could do with it.
it can score 400-600
If it register... but it usually dont on firestarters and spiders so dont bother shooting them. just run.
oh and face hugging isn't register srms either just 50% of it. So try to keep ur distance around 100 m
however it demolish jaggers and victors and tunderbolts like no other so it isnt that bad
the other one well
2 large lasser 1 large puls 1 med pulse just 1 or 2 JJ and max engine u can fitt
it was ok to get it to basic probably going to sell it its a junk IMHO the wolverine is a lot better but less cool looking
#5
Posted 15 February 2014 - 06:53 PM
#6
Posted 15 February 2014 - 07:27 PM
Your main builds:
4x SSRM2 2x MPL, BAP, Artemis
4x SSRM2 1x ER Large BAP, Artemis
3x SRM6+Artemis + 2 ML Super Centurion
1x LRM15 1x LRM10 1x LRM5 1x TAG BAP, Artemis
--
Basically the Griffin has better ports and missile hardpoints - while SRMs aren't top rate right now, if it's missile based the Griffin is slightly superior to the Shadow Hawk.
#7
Posted 15 February 2014 - 07:36 PM
My GRF-1N(P) is the one I perform the best in despite how easy the mech is to disarm, because it can poke people at range and packs a nice wallop (when it works) up close.
The GRF-3M is the one I want to like because it is the variant least able to be disarmed, but PGI's insistence on giving it lots of missile hardpoints instead of emphasizing this variants unique left torso energy slot killed it before it even left the gate. The most successful loadouts I've tried in this have both left me wanting and usually dead, both SSRMs and LRMs.
The GRF-1S pretty much exemplifies the problems of the 1N by adding MORE hardpoints to that easily removed arm. Also because how PGI's stupid hardpoint allotment it plays more like a stock 3M, packing the big missile launchers at range because it can't afford to get close and lose that arm. My most successful GRF-1S pretty much just hangs back pretending to be half a Stalker.
#8
Posted 17 February 2014 - 10:15 PM
GRF-3M
3M Streak Light hunter
4x SSRM2 w 4t
2x MPL
XL 350
10 DHS
4 JJ
The swarm of 8 SSRM is often enough to get pass even Firestarter's twin AMS. Failing that, the two pulse laser give you some concentrated damage and exploit any breach caused by SSRMs.
Goes 103kph before tweak, and 113kph after speed tweak.
When fighting larger mech, use the JJ to hop behind them and alpha strike their back before running off.
GRF-1N
Brawler 1N
3x MLaz
2x ASRM6 w 3t
STD 275
12 DHS
3 JJ
Move with the pack and engage enemy in close quarter.
Make use of JJ to spread damage and use your left side as a shield to as much damage as you can.
Similar to the 3M, jump jet to enemy's back as often as possible.
This is my favourite Griffin.
GRF-1S
1S LRM support
1x LRM10
1x LRM15 w 6t
3x MLaz
TAG
BAP
XL 275
12 DHS
1 JJ
A fast LRM support with 40+ shots 25 LRMs, still debating whether or not to upgrade to Artemis IV.
I do not particularly enjoy the low mounted TAG in the arm, have to expose the mech too much to use it properly, so it will often move with the pack and hide among friendly mech and launch missile into brawls.
The single jump jet is for mobility, the 3 MLas on chain fire for point defend or when LRM ammo are dry.
#9
Posted 18 February 2014 - 04:22 AM
http://mwo.smurfy-ne...c0897b3ddebe267
variations in number of launchers to give total 30 tubes are to your taste. Artemis, TAG and BAP are obligatory.
Now 3M has several more interesting variants:
http://mwo.smurfy-ne...769c1c72f73c784
ERPPC in the shoulder proves to be great and well protected asset. Snipe from the distance, or jump in close and don't forget that while you are a very good damage dealer at close range against any target, you are the one to switch to shooting lights if any around. And jump Lola JUMP all the time. Best fight I've ever been to had finished with me with no arms, no armour left whatsoever and only one leg relatively intact.
Now http://mwo.smurfy-ne...9e87a5f0ffce9c7
this I find to be even more fascinating build... and extremely fun when you learn to use tag to support your streaks and switch between/combine SSRMs and LRMs. Those lights won't escape and ALRM20 does a pretty good job too.
Classic centurion-shaped builds with SRMs and ML/MPL/LL/LPL -s are pretty easy to figure out - depends on what you preferred on your cents. Important note though - yes Griffin has very nice arms to shield you... nice in terms of they will shield you up to the end, but not necessarily being intact. Losing arms is easy on these toys, that's why you shouldn't store all your weaponry there.
#10
Posted 19 February 2014 - 04:22 PM
#11
Posted 19 February 2014 - 11:27 PM
Sandro Mc, on 18 February 2014 - 04:22 AM, said:
http://mwo.smurfy-ne...c0897b3ddebe267
only the "hunch" launcher has enough tubes to fire an LRM15 in one whoosh, the lower torso ones only have 10. so instead of two LRM15s, it's more efficient to go with LRM20 and LRM10. same number of missiles per salvo, but they all fly in one big cloud.
#12
Posted 25 February 2014 - 06:48 AM
GRF-1N
It may be a little over cooled, but it provides speed, ranged direct fire ability, and enough streaks to keep the Firestarter packs at bay for a while.
So I've got the 1N with dual ER LL. My 3M has the PPC and 4 SSRM2 build. How can I use a Zombie 1S and have the playstyle feel different?
Edited by Marauder3D, 25 February 2014 - 08:59 AM.
#13
Posted 28 February 2014 - 01:06 PM
The 2 Larges are respectable firepower from all ranges and honestly where MOST of your damage throughout the map will come from, as you'll almost always be in range with them. The SRMs are extra DPS on bigger mechs for brawling. The Streaks + BAP will provide fly-swattage and also DPS for any mech. Plenty of jump jets for maneuverability. Plenty of speed for survivability. Have fun
Edited by Vrbas, 28 February 2014 - 01:07 PM.
#14
Posted 01 March 2014 - 07:43 AM
Starting with the 3M just means the other two are insufferable.
inflatablefish had a decent, but expensive idea, close to what I used for the 1N
the 3M now this is what has been working best- for me- your mileage may vary
GRF-3M
#15
Posted 01 March 2014 - 05:36 PM
#16
Posted 01 March 2014 - 10:58 PM
#17
Posted 02 March 2014 - 11:17 AM
Guitar Czar, on 01 March 2014 - 10:58 PM, said:
I'm mastering out the Griffon now and dabbling in the Wolverine. The problem with the Wolvie is that it's hitboxes are a bit bigger than the Griffin IMO. Also, it doesn't have the ridiculous torso twist abilities of the Griffin either. If you love the aesthetics of the Wolverine, then go for it. Otherwise, the Griffin seems to be a bit better due to the crazy torso twist and great hit boxes.
Spheroid, on 01 March 2014 - 05:36 PM, said:
I'm impressed you can get all that on there with the standard engine. Is that thing fully armored?
#19
Posted 02 March 2014 - 04:20 PM
Edited by Spheroid, 02 March 2014 - 04:22 PM.
#20
Posted 06 March 2014 - 10:17 PM
I've come to like this. Good medium range fighter with punch and maneuverability. Wish I had a bit faster engine but I used what I had lying around.
Edited by TripleEhBeef, 06 March 2014 - 10:18 PM.
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