

Omnipods, variants and other very important stuff!
Spoiler

(Note iv stripped them all of equipment and the values are including bonuses for filling out the Elite trees)
Warhawk Omnipod Quirks (6/14/14)
Note that even though the head, left torso and legs all have Omnipods they only function towards the 'set bonus' for small xp boost.
Right Arm Quirks:
Prime - Can NEVER have lower arm actuator, even with lasers.
Alt A - +10% Armor Strength (RA)
Alt B - +15% Energy Cooldown (IE energy weapons take longer to recharge)
Left Arm Quirks:
Prime - None
Alt A - None
Alt B - +5% Armor Strength (LA)
Right Torso Quirks:
Prime - +5 Torso Turn Angle (Yaw)
Alt A - -10% Missile Cooldown (Missile weapons recharge faster)
Alt B - None
Special Note: The center torso of the Warhawk B has a missile port other Warhawks lack, this is NOT a single shot tube which makes the Alt B the superior missile mech among the warhawk variants.

(Note iv stripped them all of equipment and the values are including bonuses for filling out the Elite trees)
Warhawk Omnipod Quirks (6/14/14)
Note that even though the head, left torso and legs all have Omnipods they only function towards the 'set bonus' for small xp boost.
Right Arm Quirks:
Prime - Can NEVER have lower arm actuator, even with lasers.
Alt A - +10% Armor Strength (RA)
Alt B - +15% Energy Cooldown (IE energy weapons take longer to recharge)
Left Arm Quirks:
Prime - None
Alt A - None
Alt B - +5% Armor Strength (LA)
Right Torso Quirks:
Prime - +5 Torso Turn Angle (Yaw)
Alt A - -10% Missile Cooldown (Missile weapons recharge faster)
Alt B - None
Special Note: The center torso of the Warhawk B has a missile port other Warhawks lack, this is NOT a single shot tube which makes the Alt B the superior missile mech among the warhawk variants.
Tactics and Recomendations (7/14/14)
Spoiler
In General
Warhawks are wide, very wide which means they are pretty easy to shoot but this bulk when combined with the INSANE torso twist speed of this mech means its very easy to spread damage, unfortunately alot of ammo reliant builds will need to offer their left side as the right will often house ammo....this unfortunately means sacrificing a big gun on many of the builds I tried but still warhawks are quite tanky. Biggest flaw currently with the Warhawk is the hardwired heatsinks; it losses a whopping ten tons to this so any cool running build will essentially be wasting ten tons, im hoping PGI will reconsider this in the future and allow us to at least remove the 'hardwired' heatsinks on omnimechs.)
Warhawk Brawling
For brawling I suggest the Right Arm B so you can make use of the lower arm actuator, what you use for your left will not effect this so you can take a nice fat autocannon in the Left Arm B. Warhawks can also equip a respectable number of SRMs (upwards to 3xSRM6 on most, or 4xSRM6 on the Warhawk B though you lose a small amount of YAW if you dont use the Right Torso Prime but I generally felt the loss was well worth gaining the extra punch when using a Prime CT at least.
Addendum(7/14/14); Iv found that Warhawk is a exceptional brawler, its sheer size makes it easy to hit at any range but its nimble torso and respectable movement profile allow them to spread damage fairly well while quickly covering ground to bring its deadly payload into the fight. I fully suspect Bawlhawks will be one of the more feared mechs when we have the mech factory map.
Warhawk Sniping (7/19/14)
Warhawks were built for sniping, with many of the default configurations lending themselves very well to dealing massive damage from afar and usually you will lose your lower arm actuator for this but with the twist speed and range this dosnt hurt the warhawk as much as other assaults.Now that Tactical Computers are working both ERPPC and ERLL snipers are fairly viable, provided you can maintain your range advantage for a extended amount of time. Gauss rifles work fine on a warhawk, but the sheer number of hardwired heatsinks makes a double gauss build less effective than it could be, still can be nasty but I prefer ERLL and poking at people from the most extreme ranges.
Warhawk Missile boats
Warhawks can mount a respectible amount of LRMs, I was able to squeeze 60 into a Warhawk B (1xALRM10, 2xALRM15, 1xALRM20) with tag and still had thirteen tons to toy with. Warhawks can also load up on SSRMs but I suggest using the Warhawk B's right arm to allow for a lower arm acuator it makes targeting lighter mechs much easier, CSSRMs have a pretty nasty cooldown (upwards to 7 for the CSSRM6) .
Addendum(7/14/14); I have found that CSSRMs are largely ineffective unless chained, but they can't be rapid fired this way for whatever reason some form of internal dampening keeps them from firing more than every other second or two. When fired in a large clump it looks like HSR eats a alarminga mount of them, for the time being I would ignore this weapon. Warhawks are much better with SRMs and ASRMs instead, in fact some of the nastiest warhawk builds will feature Asrms.
Tactical Computers (7/19/14)
the mk 1 is one ton, one crit and gives you
+7.25% crit
+2.25% beam range
+4.50% projectile speed
+4.50% hud zoom
+2.25% sensor range
-22.50% targeting time
--------------
Ranks 2, 3 and 4 all give the same incremental boosts as fallows; (per rank increase)
+1% crit
+1% beam range
+2% projectile speed
+2% hud zoom
+1% sensor range
-10% targeting time
IE the rank IV is +3% crit on top of the original +7.25% so the rank IV has a total of +10.25% crit
------
From there the larger tactical computers give less per ton at the following rate per rank
+0.75 crit
+0.75% beam range
+1.50% projectile speed
+1.50% hud zoom
+0.75% sensor range
-7.50% targeting time
------------------------------
In the end the rank 1 has the most bang for its buck, while the 2, 3 and 4 are still respectable, then the 5 , 6 and 7 ranks are the least efficient.
I heartily recommend every clan mech mount Mk1 along with bap, best use of two tons this side of ECM IMO. The bigger ranks are extremely build specific and I generally would not recommend the 5+ models unless you are micro managing your bonuses or just want to go full bore laser sniper. (Rank7 with four ERLL on a warhawk is NASTY but only as long as you can maintain the extreme range advantage.)
In General
Warhawks are wide, very wide which means they are pretty easy to shoot but this bulk when combined with the INSANE torso twist speed of this mech means its very easy to spread damage, unfortunately alot of ammo reliant builds will need to offer their left side as the right will often house ammo....this unfortunately means sacrificing a big gun on many of the builds I tried but still warhawks are quite tanky. Biggest flaw currently with the Warhawk is the hardwired heatsinks; it losses a whopping ten tons to this so any cool running build will essentially be wasting ten tons, im hoping PGI will reconsider this in the future and allow us to at least remove the 'hardwired' heatsinks on omnimechs.)
Warhawk Brawling
For brawling I suggest the Right Arm B so you can make use of the lower arm actuator, what you use for your left will not effect this so you can take a nice fat autocannon in the Left Arm B. Warhawks can also equip a respectable number of SRMs (upwards to 3xSRM6 on most, or 4xSRM6 on the Warhawk B though you lose a small amount of YAW if you dont use the Right Torso Prime but I generally felt the loss was well worth gaining the extra punch when using a Prime CT at least.
Addendum(7/14/14); Iv found that Warhawk is a exceptional brawler, its sheer size makes it easy to hit at any range but its nimble torso and respectable movement profile allow them to spread damage fairly well while quickly covering ground to bring its deadly payload into the fight. I fully suspect Bawlhawks will be one of the more feared mechs when we have the mech factory map.
Warhawk Sniping (7/19/14)
Warhawks were built for sniping, with many of the default configurations lending themselves very well to dealing massive damage from afar and usually you will lose your lower arm actuator for this but with the twist speed and range this dosnt hurt the warhawk as much as other assaults.Now that Tactical Computers are working both ERPPC and ERLL snipers are fairly viable, provided you can maintain your range advantage for a extended amount of time. Gauss rifles work fine on a warhawk, but the sheer number of hardwired heatsinks makes a double gauss build less effective than it could be, still can be nasty but I prefer ERLL and poking at people from the most extreme ranges.
Warhawk Missile boats
Warhawks can mount a respectible amount of LRMs, I was able to squeeze 60 into a Warhawk B (1xALRM10, 2xALRM15, 1xALRM20) with tag and still had thirteen tons to toy with. Warhawks can also load up on SSRMs but I suggest using the Warhawk B's right arm to allow for a lower arm acuator it makes targeting lighter mechs much easier, CSSRMs have a pretty nasty cooldown (upwards to 7 for the CSSRM6) .
Addendum(7/14/14); I have found that CSSRMs are largely ineffective unless chained, but they can't be rapid fired this way for whatever reason some form of internal dampening keeps them from firing more than every other second or two. When fired in a large clump it looks like HSR eats a alarminga mount of them, for the time being I would ignore this weapon. Warhawks are much better with SRMs and ASRMs instead, in fact some of the nastiest warhawk builds will feature Asrms.
Tactical Computers (7/19/14)
the mk 1 is one ton, one crit and gives you
+7.25% crit
+2.25% beam range
+4.50% projectile speed
+4.50% hud zoom
+2.25% sensor range
-22.50% targeting time
--------------
Ranks 2, 3 and 4 all give the same incremental boosts as fallows; (per rank increase)
+1% crit
+1% beam range
+2% projectile speed
+2% hud zoom
+1% sensor range
-10% targeting time
IE the rank IV is +3% crit on top of the original +7.25% so the rank IV has a total of +10.25% crit
------
From there the larger tactical computers give less per ton at the following rate per rank
+0.75 crit
+0.75% beam range
+1.50% projectile speed
+1.50% hud zoom
+0.75% sensor range
-7.50% targeting time
------------------------------
In the end the rank 1 has the most bang for its buck, while the 2, 3 and 4 are still respectable, then the 5 , 6 and 7 ranks are the least efficient.
I heartily recommend every clan mech mount Mk1 along with bap, best use of two tons this side of ECM IMO. The bigger ranks are extremely build specific and I generally would not recommend the 5+ models unless you are micro managing your bonuses or just want to go full bore laser sniper. (Rank7 with four ERLL on a warhawk is NASTY but only as long as you can maintain the extreme range advantage.)
Tested Builds (7/31/14)
Spoiler
((Special Note; Asterics * denote builds I enjoy emensely, however this does not reflect their viability.))
Standard Builds
-------------TACOMP BUILDS--------
((Special Note; Asterics * denote builds I enjoy emensely, however this does not reflect their viability.))
Standard Builds
Spoiler
Three for Three - Using three ERPPCs (chain fire those) and three CSRM6 can dish out alot of hurt, but cant maintain sustained fire. Working on possible artermis version later.
Three for Three (Artemis Version) - Dropping some heat sinks and half a ton of CSRM ammo turns this build into a vicious if hot mech, I tend to use the ppcs gently to soften or poke at enemies from afar till my team closes enough that I can comfortably shred with the SRMs (Current fav).
Double Gauss - While you can do this on much lighter mechs (jager) the Warhawk makes good use of this time tested weapon thanks to its thick armor, responsive torso and durable engine. (Built in CASE helps too)
LRMaggedon - The clan answer to the Stalker, though I didnt test this one much and im pretty sure once the battlefield is saturated with Radar Deprevation modules this sort of build will be alot harder to play, but still for those interested.
FatCat Basically a really tubby Timber Wolf, despite underwhelming firepower and somewhat low ammo (considering) it can bring alot of rain onto the enemy team and more than a few pilots quickly changed their mind about rushing me when I started poping them with the cerppcs. (In fact last match alone I drove back a Nova, a Timber Wolf, and a Atlas - not all at once mind you.)
Fatcat 2 I am a bit on the fence with this one, it uses a WHK-B frame to enjoy the -10% missile cooldown side torso but this build is easily emulated on other frames by sacrificing that. It dosnt look like much, hell it dosnt feel like much, but it has repeatedly and reliably rained death on enemy mechs while stabing at would be attackers with its large lasers. One thing of note is the NARC has proven more of a close range deterrent rather than a boost to its missiles, more often than not if im close enough to accurately narc something its comming right at me anyways - this means I rarely get to fire on my own narced targets but it makes friendly LRM capable mechs often come to your aid....even if they dont realize it. I can't say its my style of mech, but its performance record so far speaks for itself.
King Derp This build is pretty mean and flexible , a bit hot but I found it worth the trouble. Note that I used the Warhawk B here but a Prime with the right torso of Warhawk A would perform about the same.
40oz So named because it has a ton and forty left over that it can't use. Five clan extended range large lasers and bap, everything else to heat sinks and armor. Sounds crazy, but I found chain firing them to be surprisingly effective somewhat like the energy equivalent of UAC: fire them gentle like for steady dps and smash them like a frenzied monkey to increase your chance of killing the other guy or locking up (your mech).
Warbringer While a bit cool on the frostier maps I enjoyed a comfortable heat dissipation rate when I took this puppy out for the first time and hit Terra Therma (also was enjoying speed tweak at the time, weeee) and was able to continue to pour on the pain long after enemy Atlas, banshee and Twolves were too hot to return fire (or move, in the atlas case). NOTE: I specifically took the WHK-B Right Arm so I could enable the lower arm actuator, it REALLY helps putting those gauss rounds where they need to be.
Mitsuhide B - In a attempt to retain the crit seeking nature of Mitsuhide reduce its heat issues the tactical computer, two heat sinks and half its lasers were replaced with a CLBX10 and three tons of ammo. So far it has worked quite well, punching holes in all but the sturdiest mechs in a solvo or two of its srms and liberal application of laser fire fallowed by the autocannon has proven especially effective against other clan mechs, as they are often so starved for space breaking off any part of their mech creates serious problems for them.
* Mitsuhide C - Attempting to allow the Mitsuhide B to function on frames other than the WHK - B lead to this version, though it packs less firepower it runs much cooler (I find that having a hefty cooling rate on a brawler like this is very important) which ironically is very close to the stock Warhawk A. When placed in the same situation is the Mitsuhide B (Canyon network, pushing epsilon and immediately fighting a enemy lance) it peformed almost the same as the B version and pulled about the same numbers (700+).
Jagerhawk - The natural evolution of the AC40 jagermech or "Jagerbomb" that was the bane of everyones existence for awhile there and the only clan mech that can effectively emulate this, is the Warhawk. Dire Whale is too slow, everything else is too small and ironically the massive number of heatsinks hardwired to this mech allow it to put up with the ghost heat for some time. Treat that right torso like your first born and demolish anything stupid or unlucky enough to get close to you. I mounted AMS and a ton of ammo for it because Iv seen a marked increase in LRM use, even with radar dep and AMS i get a liberal coating every match ....priority target I suppose. However dropping ams and its ammo for another ton and a half of UAC20 ammo might be prudent, I actually ran out of ammo last match though I was spraying that stuff like it was confetti.
ED209 - A alternate to the Jagerhawk, I realized that the UAC10/20 barrels are very much like the old ED209 from robocop (Original) so found that amusing . No matter what UAC20 build you use, try never to fire the cannons together; UACs generate heat per shell not per trigger pull so when fired in sync they generate a astonishing amount of heat, furthermore the 'double tap' function of UAC tech means you can inflict ghostheat just by firing a single cannon repeatedly - however I found I was able to comfortably alternate fire them in quick succesion due to ghost heat only being applied to SOME of the shots being spewed out of the cannons, for once the damage spread nature of the clans working in our favor.
Three for Three - Using three ERPPCs (chain fire those) and three CSRM6 can dish out alot of hurt, but cant maintain sustained fire. Working on possible artermis version later.
Three for Three (Artemis Version) - Dropping some heat sinks and half a ton of CSRM ammo turns this build into a vicious if hot mech, I tend to use the ppcs gently to soften or poke at enemies from afar till my team closes enough that I can comfortably shred with the SRMs (Current fav).
Double Gauss - While you can do this on much lighter mechs (jager) the Warhawk makes good use of this time tested weapon thanks to its thick armor, responsive torso and durable engine. (Built in CASE helps too)
LRMaggedon - The clan answer to the Stalker, though I didnt test this one much and im pretty sure once the battlefield is saturated with Radar Deprevation modules this sort of build will be alot harder to play, but still for those interested.
FatCat Basically a really tubby Timber Wolf, despite underwhelming firepower and somewhat low ammo (considering) it can bring alot of rain onto the enemy team and more than a few pilots quickly changed their mind about rushing me when I started poping them with the cerppcs. (In fact last match alone I drove back a Nova, a Timber Wolf, and a Atlas - not all at once mind you.)
Fatcat 2 I am a bit on the fence with this one, it uses a WHK-B frame to enjoy the -10% missile cooldown side torso but this build is easily emulated on other frames by sacrificing that. It dosnt look like much, hell it dosnt feel like much, but it has repeatedly and reliably rained death on enemy mechs while stabing at would be attackers with its large lasers. One thing of note is the NARC has proven more of a close range deterrent rather than a boost to its missiles, more often than not if im close enough to accurately narc something its comming right at me anyways - this means I rarely get to fire on my own narced targets but it makes friendly LRM capable mechs often come to your aid....even if they dont realize it. I can't say its my style of mech, but its performance record so far speaks for itself.
King Derp This build is pretty mean and flexible , a bit hot but I found it worth the trouble. Note that I used the Warhawk B here but a Prime with the right torso of Warhawk A would perform about the same.
40oz So named because it has a ton and forty left over that it can't use. Five clan extended range large lasers and bap, everything else to heat sinks and armor. Sounds crazy, but I found chain firing them to be surprisingly effective somewhat like the energy equivalent of UAC: fire them gentle like for steady dps and smash them like a frenzied monkey to increase your chance of killing the other guy or locking up (your mech).
Warbringer While a bit cool on the frostier maps I enjoyed a comfortable heat dissipation rate when I took this puppy out for the first time and hit Terra Therma (also was enjoying speed tweak at the time, weeee) and was able to continue to pour on the pain long after enemy Atlas, banshee and Twolves were too hot to return fire (or move, in the atlas case). NOTE: I specifically took the WHK-B Right Arm so I could enable the lower arm actuator, it REALLY helps putting those gauss rounds where they need to be.
Mitsuhide B - In a attempt to retain the crit seeking nature of Mitsuhide reduce its heat issues the tactical computer, two heat sinks and half its lasers were replaced with a CLBX10 and three tons of ammo. So far it has worked quite well, punching holes in all but the sturdiest mechs in a solvo or two of its srms and liberal application of laser fire fallowed by the autocannon has proven especially effective against other clan mechs, as they are often so starved for space breaking off any part of their mech creates serious problems for them.
* Mitsuhide C - Attempting to allow the Mitsuhide B to function on frames other than the WHK - B lead to this version, though it packs less firepower it runs much cooler (I find that having a hefty cooling rate on a brawler like this is very important) which ironically is very close to the stock Warhawk A. When placed in the same situation is the Mitsuhide B (Canyon network, pushing epsilon and immediately fighting a enemy lance) it peformed almost the same as the B version and pulled about the same numbers (700+).
Jagerhawk - The natural evolution of the AC40 jagermech or "Jagerbomb" that was the bane of everyones existence for awhile there and the only clan mech that can effectively emulate this, is the Warhawk. Dire Whale is too slow, everything else is too small and ironically the massive number of heatsinks hardwired to this mech allow it to put up with the ghost heat for some time. Treat that right torso like your first born and demolish anything stupid or unlucky enough to get close to you. I mounted AMS and a ton of ammo for it because Iv seen a marked increase in LRM use, even with radar dep and AMS i get a liberal coating every match ....priority target I suppose. However dropping ams and its ammo for another ton and a half of UAC20 ammo might be prudent, I actually ran out of ammo last match though I was spraying that stuff like it was confetti.
ED209 - A alternate to the Jagerhawk, I realized that the UAC10/20 barrels are very much like the old ED209 from robocop (Original) so found that amusing . No matter what UAC20 build you use, try never to fire the cannons together; UACs generate heat per shell not per trigger pull so when fired in sync they generate a astonishing amount of heat, furthermore the 'double tap' function of UAC tech means you can inflict ghostheat just by firing a single cannon repeatedly - however I found I was able to comfortably alternate fire them in quick succesion due to ghost heat only being applied to SOME of the shots being spewed out of the cannons, for once the damage spread nature of the clans working in our favor.
-------------TACOMP BUILDS--------
Spoiler
WHK-PRIME Is simple enough and I doubt anyone with a warhawk hasnt tried something like this already so it didnt get a fancy nickname; erppcs are pretty fast to begin with, the tacomp essentially is pointless at 500 meters and less but the added zoom and speed do help at extreme ranges, especially putting holes in poptarts.
General Soon Same as above but I traded the Right Arm for a WHK-B Right Arm , installed two clan large pulse lasers and a lower arm actuator instead of two erppc reducing its range but improving its heat management and accuracy. (I found myself peaking around corners with the erppc arm, then relying more on the pulse lasers when they got closer and I needed to keep running cool)
Weeping Tyrant It might seem counter intuitive to use a tacomp on a lrm heavy mech, but it turns what looks like a ammo heavy LRMboat into a pretty nasty customer, however it cant sustain all its weapons for very long still its first two runs did 400+ (barely) despite being in terrible situations both times (Pinned in by the enemy team first time, second time fighting under the garage in crimson strait brawling a dire wolf and then a atlas.)
* Vizzini INCONCEIVABLE (hence the name) is what keeps comming to mind with this build: On paper it seems terribad, less fire power than a Jagermech easily brings and stupid high number of heatsinks (due to hardwired crap) but its repeatedly brought respectable scores (Including a 702 O.O), originally it had a BAP in the right torso but I exchanged it for more ammo, even with six tons I was actually running low or out in protracted battles. NOTE: Also been playing around with a TacComp IV version that takes a extra ton of ammo, this is a very ammo hungry machine all around so every ton helps.
Mitsuhide Named for the japanese equivalent of "Brutus" this mech while unfinished proved deadly all the same through both possitioning and brute force demolished at Dire Wolf, Jagermech and Kit Fox in its first run. Heat is a real concern as is the extra unused ton is annoying but work is being done to ammend both these problems, currently recommend chain firing the SRMs on hotter maps.
* Deathgaze was originally intended as a troll build just to play around with the biggest Tacomp around, knowing full well that pound for pound (ton for ton?) it was the worst of the lot, with literally a hand full of points difference between it and the much lower ranks. That being said, in its maiden voyage I found that on Caustic being able to stab people from 957 meters for max damage made for a very convincing reason for the enemy team to keep their heads down. Managed to do 841dmg, two kills and eight assists before being forced to sacrifice this hawk to keep a nova and stormcrow pinned till friendlies came to mop them up. I dont know if I would recommend this build to anyone, but when the weapon modules are overhauled and expanded this sort of build might be very viable.
Deathgaze 2 I often found myself hardly using or completely miss using my SRM on the Deathgaze so I worked on a pure laser build very much like the much older 40oz build that brings a startling five extended range large lasers to the fight (fired in a group of three and two) though it loses a heatsink and BAP compared to its comparable predicesors. It felt viable enough but its hard to say for certain just yet, its initial combat trial landed me against some very ....inexperienced LRM boats that let me pound them into dirt so its numbers were inflated I would wager over what it would pull in a more traditional fight.
Mitsuhide-X A highly experimental model but due to having repeatedly proving to be a fantastically vicious brawler in every match iv ever had it in (no alpine so far?) im putting it up anyways. Notably its part of the Mitsuhide brawler line meaning it favors SRMs and autocannons over energy weapons traditionally favored by Warhawks. It also uses standard FCS for the SRMs instead of the more common artemis when fielding SRM6's, however due to space constrictions this proved to be the most practical way to bring along the massive ultra autocannon/20; despite this however this experimental model still has a ton and a half of unused weight and often runs into ammo problems near the end of a match mostly in regard to the autocannon as such im probably going to remove the BAP in favor of another ton of ammo soon. Also will be upgrading one of the medium lasers to a medium pulse laser, this would only reduce its time to overheat by a second if this works out well the final half ton will be applied to armor.
*Warwolf - Inspired by a few Timberwolf mechs iv seen using UAC5's I wanted to incorporate it into a effective Wahawk build; the result is the Warwolf. With a eclectic weapon loadout, Tactical Computer IV and Clan BAP this mech is capable of dealing grevious harm at most ranges effectively while rapidly identifying and viciously exploiting any weak points in its targets armor.
Its primary weakness is heat ; on most maps it can only maintain all its weapons for 15-20 seconds of constant firing before needing to resort to holding back the lasers or the LRMs although using the UAC5 and LRMs to buy time is especially effective due to liberal amount of ordinance it hammers into the enemy target making returning fire accurately quite difficult. Its important to note that the two tons of LRM ammo leaves this build poorly suited to realy heavily on its missile rack, use them wisely.
WHK-PRIME Is simple enough and I doubt anyone with a warhawk hasnt tried something like this already so it didnt get a fancy nickname; erppcs are pretty fast to begin with, the tacomp essentially is pointless at 500 meters and less but the added zoom and speed do help at extreme ranges, especially putting holes in poptarts.
General Soon Same as above but I traded the Right Arm for a WHK-B Right Arm , installed two clan large pulse lasers and a lower arm actuator instead of two erppc reducing its range but improving its heat management and accuracy. (I found myself peaking around corners with the erppc arm, then relying more on the pulse lasers when they got closer and I needed to keep running cool)
Weeping Tyrant It might seem counter intuitive to use a tacomp on a lrm heavy mech, but it turns what looks like a ammo heavy LRMboat into a pretty nasty customer, however it cant sustain all its weapons for very long still its first two runs did 400+ (barely) despite being in terrible situations both times (Pinned in by the enemy team first time, second time fighting under the garage in crimson strait brawling a dire wolf and then a atlas.)
* Vizzini INCONCEIVABLE (hence the name) is what keeps comming to mind with this build: On paper it seems terribad, less fire power than a Jagermech easily brings and stupid high number of heatsinks (due to hardwired crap) but its repeatedly brought respectable scores (Including a 702 O.O), originally it had a BAP in the right torso but I exchanged it for more ammo, even with six tons I was actually running low or out in protracted battles. NOTE: Also been playing around with a TacComp IV version that takes a extra ton of ammo, this is a very ammo hungry machine all around so every ton helps.
Mitsuhide Named for the japanese equivalent of "Brutus" this mech while unfinished proved deadly all the same through both possitioning and brute force demolished at Dire Wolf, Jagermech and Kit Fox in its first run. Heat is a real concern as is the extra unused ton is annoying but work is being done to ammend both these problems, currently recommend chain firing the SRMs on hotter maps.
* Deathgaze was originally intended as a troll build just to play around with the biggest Tacomp around, knowing full well that pound for pound (ton for ton?) it was the worst of the lot, with literally a hand full of points difference between it and the much lower ranks. That being said, in its maiden voyage I found that on Caustic being able to stab people from 957 meters for max damage made for a very convincing reason for the enemy team to keep their heads down. Managed to do 841dmg, two kills and eight assists before being forced to sacrifice this hawk to keep a nova and stormcrow pinned till friendlies came to mop them up. I dont know if I would recommend this build to anyone, but when the weapon modules are overhauled and expanded this sort of build might be very viable.
Deathgaze 2 I often found myself hardly using or completely miss using my SRM on the Deathgaze so I worked on a pure laser build very much like the much older 40oz build that brings a startling five extended range large lasers to the fight (fired in a group of three and two) though it loses a heatsink and BAP compared to its comparable predicesors. It felt viable enough but its hard to say for certain just yet, its initial combat trial landed me against some very ....inexperienced LRM boats that let me pound them into dirt so its numbers were inflated I would wager over what it would pull in a more traditional fight.
Mitsuhide-X A highly experimental model but due to having repeatedly proving to be a fantastically vicious brawler in every match iv ever had it in (no alpine so far?) im putting it up anyways. Notably its part of the Mitsuhide brawler line meaning it favors SRMs and autocannons over energy weapons traditionally favored by Warhawks. It also uses standard FCS for the SRMs instead of the more common artemis when fielding SRM6's, however due to space constrictions this proved to be the most practical way to bring along the massive ultra autocannon/20; despite this however this experimental model still has a ton and a half of unused weight and often runs into ammo problems near the end of a match mostly in regard to the autocannon as such im probably going to remove the BAP in favor of another ton of ammo soon. Also will be upgrading one of the medium lasers to a medium pulse laser, this would only reduce its time to overheat by a second if this works out well the final half ton will be applied to armor.
*Warwolf - Inspired by a few Timberwolf mechs iv seen using UAC5's I wanted to incorporate it into a effective Wahawk build; the result is the Warwolf. With a eclectic weapon loadout, Tactical Computer IV and Clan BAP this mech is capable of dealing grevious harm at most ranges effectively while rapidly identifying and viciously exploiting any weak points in its targets armor.
Its primary weakness is heat ; on most maps it can only maintain all its weapons for 15-20 seconds of constant firing before needing to resort to holding back the lasers or the LRMs although using the UAC5 and LRMs to buy time is especially effective due to liberal amount of ordinance it hammers into the enemy target making returning fire accurately quite difficult. Its important to note that the two tons of LRM ammo leaves this build poorly suited to realy heavily on its missile rack, use them wisely.
------------------------------------------------------------
(Older text from this post in spoiler below, from the original post and is unedited/not updated)
Spoiler
While I discovered I can do 2xcUAC20 , a crapton of missiles or a bunch of energy weapons but so far iv had the most fun and success from my "Dirty Angel" there with 3xCERPPC and 1xCUAC10, chainfiring erppcs and leaning more on the uac when it gets too hot.
In to help people prepare for sundays test run im going to also list a few of my other builds I tried, my thoughts on this mech and possible tactics for its use:
During the first test run I noticed that if you put lasers in the right arm you were allowed to keep your lower arm actuator (and thus have better range of arm movement) even if you put a autocannon, ppc or gauss in the left arm as such I did a few test runs where I replaced my CERPPC with Clan Large Pulse Lasers, though they have a insanely long burn time they have impressive range and are surprisingly cool even when all three are fired at once (though its more fun to hold down the chain fire, yellow tag of DEATH).
I suspect many brawler centric warhawks will prefer this sort of setup, with 3CERML, CERLL or CLPL in the right arm with a beastly autocannon in the left, im hearing good things about the clan LBX20 (Gonna try a 3CERML/1CLBX20 + CSRM built first and let you know how that works out) Im also curious about a dual gauss setup but that one will be a pure sniper and would benefit most from the tactical computer patch....and still be very terrible in a brawl but still.
Oh and steer clear of the Clan AC20; it dosnt do anything the UAC20 cant do better and costs more than a million cbills.
Note that warhawks have the most torso space on their 'right' side, with the left one being completely taken up by other components we cant remove; This means that if you take a very large autocannon in your arm you'll probably only be able to fit one ton in that arm as well then the rest will need to be smuggled elsewhere ....that torso seems to be the most logical spot though i found myself putting it into the CT instead. (having most of my ammo in the right torso meant that my options were to offer my right side and lose my ammo and energy weapons or offer my left side and lose my autocannon so it comes down to what you value more in that situation.)
-----------
Tactics wise the Warhawk steers poorly and accels/decels like its on ice, at least without being fully 'elited' up for the 2x bonus....however its torso twist range is probably at 110 or so (I didnt think to check, but it felt like my Griffin) and moves its torso very fast to the point that a fully mastered Warhawk brawler will be a nightmare for any lights that didnt bring snipe weapons; you simply cant stay behind this thing for more than a couple seconds though does seem to be fairly vulnerable to hit and run tactics if it dosnt have lower arm actuators installed.
Warhawk is also wide, widest mech in the game I believe slightly outdoing the Dire Wolf and while I didnt feel like this made me easier to shoot it did get my fat arse stuck on several occasions when trying to squeeze through routes I had taken my Orion through in the past - you want to ditch a warhawk run through a narrow gap....hell a wide gap will work too.
In to help people prepare for sundays test run im going to also list a few of my other builds I tried, my thoughts on this mech and possible tactics for its use:
During the first test run I noticed that if you put lasers in the right arm you were allowed to keep your lower arm actuator (and thus have better range of arm movement) even if you put a autocannon, ppc or gauss in the left arm as such I did a few test runs where I replaced my CERPPC with Clan Large Pulse Lasers, though they have a insanely long burn time they have impressive range and are surprisingly cool even when all three are fired at once (though its more fun to hold down the chain fire, yellow tag of DEATH).
I suspect many brawler centric warhawks will prefer this sort of setup, with 3CERML, CERLL or CLPL in the right arm with a beastly autocannon in the left, im hearing good things about the clan LBX20 (Gonna try a 3CERML/1CLBX20 + CSRM built first and let you know how that works out) Im also curious about a dual gauss setup but that one will be a pure sniper and would benefit most from the tactical computer patch....and still be very terrible in a brawl but still.
Oh and steer clear of the Clan AC20; it dosnt do anything the UAC20 cant do better and costs more than a million cbills.
Note that warhawks have the most torso space on their 'right' side, with the left one being completely taken up by other components we cant remove; This means that if you take a very large autocannon in your arm you'll probably only be able to fit one ton in that arm as well then the rest will need to be smuggled elsewhere ....that torso seems to be the most logical spot though i found myself putting it into the CT instead. (having most of my ammo in the right torso meant that my options were to offer my right side and lose my ammo and energy weapons or offer my left side and lose my autocannon so it comes down to what you value more in that situation.)
-----------
Tactics wise the Warhawk steers poorly and accels/decels like its on ice, at least without being fully 'elited' up for the 2x bonus....however its torso twist range is probably at 110 or so (I didnt think to check, but it felt like my Griffin) and moves its torso very fast to the point that a fully mastered Warhawk brawler will be a nightmare for any lights that didnt bring snipe weapons; you simply cant stay behind this thing for more than a couple seconds though does seem to be fairly vulnerable to hit and run tactics if it dosnt have lower arm actuators installed.
Warhawk is also wide, widest mech in the game I believe slightly outdoing the Dire Wolf and while I didnt feel like this made me easier to shoot it did get my fat arse stuck on several occasions when trying to squeeze through routes I had taken my Orion through in the past - you want to ditch a warhawk run through a narrow gap....hell a wide gap will work too.
(Iv added timestamps to allow for people to easily see what areas have been updated and when; format is month/day/year.)
Edited by Xeno Phalcon, 31 July 2014 - 12:02 PM.