Daishi 4X Uac20
#21
Posted 17 June 2014 - 11:02 AM
Personally I prefer the loadout it comes with thats the prime one anyways lots of long range ability, lots of lasers and 2 c-ac5's I think it is I cant remember I dont often use ac's always liked either ac20 if I used them as I need something to smack hard or lots of lasers.
#23
#24
Posted 18 June 2014 - 04:08 PM
#25
Posted 19 June 2014 - 02:15 AM
Edit: I can't seem to get Smurfy to link my build. Using Prime Config with B-Torsos. 4x Clan Ultra AC5's in both torsos, and 4 tons ammo. 3x Clan ER-ML per arm, + Double heat sinks to fill. One Double Heat sink in leg. Rest of the single slots left everywhere, fill with Ammo. Gets me to 99.5 Tos.
Quad firing UAC-5s never spike your heat past 30%, and the 6 lasers give good back up.
Edited by Vxheous, 19 June 2014 - 02:21 AM.
#26
#27
Posted 19 June 2014 - 02:43 AM
Alek Ituin, on 17 June 2014 - 03:07 AM, said:
... This build kind of sucks. In fact, almost all the builds in here kind of suck. Not one build here has any actual sustainability. They ALL have nothing but ammo-using weapons. Can you hurt things badly? Of course you can. Then you run out of ammo after fighting your second mech and die because you can't do anything.
Now, THIS on the other hand. This is a real Devastator. Note that it does even MORE damage, while also having better long-term viability. Yes, I sacrificed the Streaks a bit, but really, it's worth it for two ERLLs.
#28
Posted 19 June 2014 - 03:18 AM
Adran, on 19 June 2014 - 02:43 AM, said:
Now, THIS on the other hand. This is a real Devastator. Note that it does even MORE damage, while also having better long-term viability. Yes, I sacrificed the Streaks a bit, but really, it's worth it for two ERLLs.
well ... you do know that these Streaks are useless? Streaks are only effective in large numbers and only against lights - on all other mechs they spread damage to much. They might keep less experienced players in lights on distance but thats it - a fast light close to you will simply run around you - you won't get locks (hell you don't even have a BAP in that build) so you can't fire them. Yes with your 2 LBX-20 you can do some damage but you get a heat of 26.4 (30,8 for U-AC20) if you fire both together - while you get only 8.96 for 4 LBX-10 (13,44 for U-AC10).
If you really want to keep fighting - go for 4xU-AC10 (DWF-PRIME) (that build does also have 4 cERML which will produce 20 heat for 28 damage with a weight of 4 tons, compared to 17 heat for 22,5 damage with a weight of 8 tons for the 2 cERLL) - you can replace the U-AC10 with standard AC10 or LBX10 for even less heat.
#29
Posted 19 June 2014 - 05:44 AM
MilesTeg1982, on 19 June 2014 - 03:18 AM, said:
well ... you do know that these Streaks are useless? Streaks are only effective in large numbers and only against lights - on all other mechs they spread damage to much. They might keep less experienced players in lights on distance but thats it - a fast light close to you will simply run around you - you won't get locks (hell you don't even have a BAP in that build) so you can't fire them. Yes with your 2 LBX-20 you can do some damage but you get a heat of 26.4 (30,8 for U-AC20) if you fire both together - while you get only 8.96 for 4 LBX-10 (13,44 for U-AC10).
If you really want to keep fighting - go for 4xU-AC10 (DWF-PRIME) (that build does also have 4 cERML which will produce 20 heat for 28 damage with a weight of 4 tons, compared to 17 heat for 22,5 damage with a weight of 8 tons for the 2 cERLL) - you can replace the U-AC10 with standard AC10 or LBX10 for even less heat.
Note that this is my own version of someone else's build, which was equally stupid. Personally, I'd probably replace the streaks with SRMs. I was just pointing out that their build had absolutely no sustainability. I don't even have a Dire Wolf, or I might care more. Still, while your build produces more damage for heat and weight, remember that also means you HAVE to get in close. My build was limited by the original concept I was using a bit, which meant only enough space for the 1 laser, and maximizing that meant taking the ERLL, which also had the bonus of giving the mech actual range, which a clan mech needs. As I have learned the hard way, clan mechs do NOT make good brawlers. While they can have scary damage, their maneuverability is vastly inferior to the Inner Sphere mechs, and that's what you really need as a brawler.
EDIT: As a side note, something to always remember when building a mech, you have to consider MORE than just the effectiveness of any one weapon, but rather the effectiveness of the build as a whole. Even SSRM4s have a place in a build if that's all you have the ability to support on a particular build.
Edited by Adran, 19 June 2014 - 05:46 AM.
#30
Posted 19 June 2014 - 06:24 AM
Adran, on 19 June 2014 - 05:44 AM, said:
well ... that acutally says it all.
I actually do have the Dire Wolf and I'm actually using it - inclduing a 4xLBX10 and a 4UA-10 build - they do pretty well on mid and close range. However I do also use build with long range weapons which also works well:
2xGauss + 2xER-PPC (+4 cERML for close and mid range, remove these for more ammo if you want): DWF-PRIME
#32
Posted 19 June 2014 - 08:07 AM
#33
Posted 19 June 2014 - 09:44 AM
#34
Posted 19 June 2014 - 09:55 AM
MechWarriorBK, on 16 June 2014 - 02:15 PM, said:
Yes, god awful.
You know the ghost heat limit is 1?
You know that the heat penalty for clan weapons is much higher than for IS weapons?
You know that boating weapons is useless when you can't fire most of them without penalties.
#35
Posted 19 June 2014 - 12:27 PM
although a single uac 20 is a nice augment to assault and heavy killing.
#36
Posted 19 June 2014 - 12:34 PM
#37
Posted 19 June 2014 - 12:54 PM
Outlaw, on 19 June 2014 - 12:34 PM, said:
best way to play a dire wolf is follow your team to a corner and then start shooting missiles to pass the time until opposing team pushes. Then they're point blank to you and you've killed two of them before they know whats up. The only problem in achieving this level of trapdoor spider bullshit is in random games when your teammates insist on running out and dying to snipers 800m away, because then what happens is you're horribly outnumbered and that never goes well.
There's no such thing as an indestructible mech. Advancing in the open like you're hot untouchable **** is for the british. Although to be fair I don't mind other direwolves playing like they were born in a pod because it makes what I do less expected reflexively.
Edited by Battlecruiser, 19 June 2014 - 12:57 PM.
#38
#39
Posted 20 June 2014 - 02:20 AM
Battlecruiser, on 19 June 2014 - 12:27 PM, said:
although a single uac 20 is a nice augment to assault and heavy killing.
4x Clan UAC-5 alpha + double tap brings my heat up to about 25%, and just sits there with constant spamming (even with ghost heat). If you don't believe me, take it into testing grounds on Tourmaline and just spam it.
#40
Posted 20 June 2014 - 03:14 AM
Something along a nice balance of gauss rifles, ER PPCs, large pulse lasers and some missiles will work out much better for you than the burst fire weapons, or massing up all of the same.
Edited by NeoCodex, 20 June 2014 - 03:16 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users