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Cn9-Al


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#1 Reported for Inappropriate Name

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Posted 19 April 2014 - 04:36 PM

having a hard time making up my mind here, you folks wanna give me some input?

Laser Fast
http://mwo.smurfy-ne...82054a7e9941232

The Exterminator
http://mwo.smurfy-ne...0e86fdf4be6b7ac


contemplating dropping the ams, maybe dropping the arm medium laser for a tag to help the team.

Edited by Battlecruiser, 19 April 2014 - 04:46 PM.


#2 Alaskan Nobody

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Posted 19 April 2014 - 04:47 PM

I lean toward the LPL myself.

#3 Spheroid

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Posted 20 April 2014 - 09:00 AM

I can't say I like either of those builds.

I would recommend the following for your arm:

(ER LLAS + TAG)
(LLAS + mlas)
(LPLAS + mlas)

and if you go missile

(2x LRM5 2 tons ammo)
(2x SRM4 1 ton ammo)


You can't afford to waste mass on a fifty ton chassis.

Edited by Spheroid, 20 April 2014 - 09:06 AM.


#4 Alaskan Nobody

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Posted 20 April 2014 - 02:42 PM

View PostSpheroid, on 20 April 2014 - 09:00 AM, said:

(2x LRM5 2 tons ammo)
(2x SRM4 1 ton ammo)

Woo! another LRM5 user! :lol:

When I said I lean toward the LPL - I run 1LPL and a TAG in the arm - 2ML and 2LRM5 in the torso.

#5 Escef

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Posted 20 April 2014 - 06:00 PM

Put some of that ammo in the head. That's where it gets pulled from first, and it's the hardest hitbox to nail.

That said, I run my CN9-AL "The Shark" like so. It's a pretty reliable, no frills, heat efficient build. Something like THIS might also be a pretty workable striker build.

Sadly, The Griffins and Wolverine 7K have done a lot to make the old CN9-AL look obsolete. It's still a very playable mech, but compared to faster, jump capable mechs with similar hardpoints it just isn't as attractive as it once was.

#6 YueFei

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Posted 22 April 2014 - 11:48 PM

If you're feeling adventurous, drop in an XL275 engine and you can do 3 ERLL and 2xSRM2:
CN9-AL

The 3LL are extremely hot, so you do have to hit and fade a lot. That, and the fact you have an XL engine means you are more vulnerable, but you're gonna be pretty darn good at shooting things from 700 meters away.

If forced into a brawl by another fast-moving Medium mech, you can fire 1 ERLL and the 2xSRM2 pretty much forever until you run outta SRM ammo.

Edited by YueFei, 22 April 2014 - 11:50 PM.


#7 Revorn

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Posted 23 April 2014 - 02:00 AM

Suited to every Situation. Maybe not as competive as others, but funny to play.

1 ER-Large, LRM10 Atremis, 2 Med-Laser, 1 Flamer, AMS, BAP. XL 275, 50% cooling.


http://mwo.smurfy-ne...7d2c8cbb7df1ad5

or with STD 225

http://mwo.smurfy-ne...ebd0eb2682652a9

Edited by Revorn, 23 April 2014 - 02:02 AM.


#8 Escef

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Posted 23 April 2014 - 02:31 AM

View PostRevorn, on 23 April 2014 - 02:00 AM, said:

Suited to every Situation. Maybe not as competive as others, but funny to play.

1 ER-Large, LRM10 Atremis, 2 Med-Laser, 1 Flamer, AMS, BAP. XL 275, 50% cooling.


http://mwo.smurfy-ne...7d2c8cbb7df1ad5

or with STD 225

http://mwo.smurfy-ne...ebd0eb2682652a9

I'd try THIS instead. Not quite as heat efficient as the original, but it replaces the near useless flamer with a TAG, divides the ALRM10 into a pair of faster firing ALRM5, and loses less speed in the drop from XL to standard. Granted, it incurs the extra cost of ferro armor, and still losses 14 points of protection in the process (which is close to 1/2 a ton's worth of standard armor). Overall, I still call it a decent, and cheaper, execution of the original idea.

#9 Revorn

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Posted 23 April 2014 - 02:41 AM

View PostEscef, on 23 April 2014 - 02:31 AM, said:

I'd try THIS instead. Not quite as heat efficient as the original, but it replaces the near useless flamer with a TAG, divides the ALRM10 into a pair of faster firing ALRM5, and loses less speed in the drop from XL to standard. Granted, it incurs the extra cost of ferro armor, and still losses 14 points of protection in the process (which is close to 1/2 a ton's worth of standard armor). Overall, I still call it a decent, and cheaper, execution of the original idea.


A verry intresing Build, indeed. The Tag in combination with an LRM-Attack and the ER-Large, scares the Enemy often, as i experienced by myself.

Btw, didnt the fast LRM5s dry the Ammo up verry fast? I personaly like it to have the Ammo last a bit longer, thats why i use the LRM10 with 2 tonns of Ammo.


Edit:

found a way for the STD Build to fit in a 250 STD. 14pts less amor, 2% Less cooling, but 9 Km/h more.

http://mwo.smurfy-ne...fc836add7b92119

Edited by Revorn, 23 April 2014 - 02:55 AM.


#10 Spheroid

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Posted 23 April 2014 - 10:10 AM

@Revorn: There is no reason to ever take a LRM10 over 2x LRM5 unless you are very short on crits, which is not the case here.

#11 Alaskan Nobody

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Posted 23 April 2014 - 11:44 AM

View PostSpheroid, on 23 April 2014 - 10:10 AM, said:

@Revorn: There is no reason to ever take a LRM10 over 2x LRM5 unless you are very short on crits

More hardpoints in most builds, but crits apply to.

#12 Escef

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Posted 23 April 2014 - 12:26 PM

View PostRevorn, on 23 April 2014 - 02:41 AM, said:

Edit:

found a way for the STD Build to fit in a 250 STD. 14pts less amor, 2% Less cooling, but 9 Km/h more.

http://mwo.smurfy-ne...fc836add7b92119

All you did was go with the slower firing ALRM10 over a pair of 5s, and kept the flamer over going for a TAG. What's with the flamer? Trust me, you and your team will get far more benefit from a TAG.

#13 Revorn

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Posted 23 April 2014 - 01:12 PM

Maybe....,

but i realy like the Flamer in Close-Combatsituations, even Ligths tend to leave me alone, after they realize, that they cant fire without overheating.

The Tag on the otherside, seems to be a great Tool to atrakt much Focusfire, as it is so stealty. ^^ And the last Thing i want in a Cent, is geting focused by the PPC AC5 Meta Boys.

#14 Alaskan Nobody

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Posted 23 April 2014 - 01:31 PM

View PostRevorn, on 23 April 2014 - 01:12 PM, said:

but i realy like the Flamer in Close-Combatsituations, even Ligths tend to leave me alone, after they realize, that they cant fire without overheating.

Especially with how hot so many popular builds run - the flamer may only take them to 90%, but enough builds run hot enough to self-destruct if they fire from that level.

#15 kesuga7

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Posted 23 April 2014 - 09:28 PM

Here is what iv been running

The arm was just to much of a liability to put too much weapon tonnage into so i figured 4 mid pulse 2 srm 4 would work and it did - averaging 347 damage per match and 1.83 kill death ratio however the win loss is .93 oddly enough lol

4 mid pulse - 2 srm 4 - 200 srm ammo - 18 doubles - 94.4 kph
http://mwo.smurfy-ne...b42de3435df8abf

you could take out a heatsink and add endo steel with upgraded engine and more tonnage but i found the heatsink was usefull even if it was in the arm

here it is with endo steel with 300 srm ammo - 1 srm 6 and srm 4 and max armour but hotter
http://mwo.smurfy-ne...298e4e5d4788413

your pulse lasers and srm's fast hit rate allow you to turn for damage more effectively while still returning as you would be able to if you were facing said mech

Edited by kesuga7, 23 April 2014 - 09:33 PM.


#16 kesuga7

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Posted 13 May 2014 - 08:18 PM

been trying out AL now with this builds and its solid
if your aim is good your 4 mid pulse can be used to leg lights while still packing a good hit and run punch with pulse and srm while still having 36 worth of damage if your arm gets blown own

Near Max armour - 17 doubles - Max engine - 275 - 4 mid pulse - 2 srm 6 - 200 srm ammo
***could do 1 srm 6 and srm 4 for 300 srm ammo**

http://mwo.smurfy-ne...8dc85cc1ce943a9
:D

Edited by kesuga7, 13 May 2014 - 08:19 PM.


#17 Tesunie

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Posted 13 May 2014 - 08:37 PM

Out of the two posted, I'd have to say I'd be tempted with The Exterminator. I'm just worried about it's lack of long range weapons. (And I'd also be tempted to remove the med pulse for a normal med laser,. Maybe use that tonnage saved for more SSRM ammo? Don't know... Maybe just shift the med pulse into the CT instead?)

However, my AL runs slightly differently...
The ERPPC is primarily to be used for range, very sparingly up close.
The dual med laser and twin SSRM system (with BAP) are for close up fights and annoying fast mechs.
This helps keep your running cool with the ERPPC and you can be useful if the match ends up being a long range snipe war. Also, if the PPC arm gets blown off, it may hurt, but you still have plenty of fight left in you. (As you normally lose the arm in close range engagements, you probably no longer need it anyway.)


Just some food for thought, though it looks like a lot of other people have already posted their own builds...

#18 Roachbugg

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Posted 14 May 2014 - 07:18 AM

http://mwo.smurfy-ne...d0abc9975b790b4 this worked well for me makes a great fire support mech.

#19 Escef

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Posted 14 May 2014 - 12:22 PM

View PostRoachbugg, on 14 May 2014 - 07:18 AM, said:

http://mwo.smurfy-ne...d0abc9975b790b4 this worked well for me makes a great fire support mech.

You could also drop a heat sink and cut it down to 286 points of ferro armor to squeeze in a 275 engine, but I'm not sure if the extra speed is worth losing over a ton of armor and some much needed cooling.

#20 GizmoGecko

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Posted 14 May 2014 - 12:40 PM

Don't judge... it isn't as bad as it seems http://mwo.smurfy-ne...b3b6223f2712887 I find myself surviving a lot, 'cause for some reason people never want to shoot the Centurion, 'cause they'd rather pop the right torso of the Victor next to me ;)

Having the slow speed actually makes it feel less gundam-like, which I like, although that doesn't stop other mediums circling you at 100kph

Edited by GizmoGecko, 14 May 2014 - 12:46 PM.






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