

Vindicator Builds/discussion
#41
Posted 20 August 2014 - 03:37 PM
#42
Posted 20 August 2014 - 03:37 PM
http://mwo.smurfy-ne...5544e048d2233a8
http://mwo.smurfy-ne...22e34a6a4c6a4aa
#43
Posted 20 August 2014 - 03:37 PM
Bigbacon, on 20 August 2014 - 03:29 PM, said:
still switching back and forth between
2LL+2SRM4s+artemis + ML
and
2LPL + 2SRM4s + ML
have to try a dual PPC even though it will be heat city.
Did you try NARC+Streaks?
#44
Posted 20 August 2014 - 03:42 PM
IraqiWalker, on 20 August 2014 - 03:37 PM, said:
not worth it with only one tube. I would rather use SRMs as I think the IS SSRMs are useless now. I really dislike them after they dropped the damage and fixed SRMs
Edited by Bigbacon, 20 August 2014 - 03:42 PM.
#45
Posted 20 August 2014 - 03:48 PM
Bigbacon, on 20 August 2014 - 03:42 PM, said:
not worth it with only one tube. I would rather use SRMs as I think the IS SSRMs are useless now. I really dislike them after they dropped the damage and fixed SRMs
guaranteed hits, and damage up to 270 Meters is nothing to scoff at. Yeah they deal exactly 0.15 damage less per missile than SRMs, but I think it puts them in place for this game, where they are better suited for busting lights.
#46
Posted 20 August 2014 - 03:50 PM
Except you could build the same Mech, but with more SRMs and better hardpoint locations using a Griffin.
#48
Posted 20 August 2014 - 04:16 PM
#49
Posted 20 August 2014 - 04:42 PM
juxstapo, on 20 August 2014 - 04:16 PM, said:
Almost, banshee is still taller.
I like the Griffins personally, but why run a griffin, when I want to run a vindi?
#50
Posted 21 August 2014 - 02:05 PM
2 LPLs seem to work the best with 2LL/ERLL coming next using dual 4s.
my other problem with SSRMs is needing to carry BAP just in case, and for 1 tube, that 1,5 tons doesn't make sense.
Edited by Bigbacon, 21 August 2014 - 02:06 PM.
#51
Posted 21 August 2014 - 02:46 PM
themoob, on 20 August 2014 - 03:50 PM, said:
Except you could build the same Mech, but with more SRMs and better hardpoint locations using a Griffin.
Well i could use a Highlander too,or a Timber Wolf.
But they are not 45 tonners are they?
Oh and Griffins are horrible focusfire magnets nowadays.
#52
Posted 21 August 2014 - 04:17 PM
Bigbacon, on 21 August 2014 - 02:05 PM, said:
2 LPLs seem to work the best with 2LL/ERLL coming next using dual 4s.
my other problem with SSRMs is needing to carry BAP just in case, and for 1 tube, that 1,5 tons doesn't make sense.
If you're running 2xERPPCs, you should not run other weapons. 4JJs, stay at 800 meters, and you should be fine. (your shot takes about 0.8 seconds to hit target at 800 meters.
#53
Posted 21 August 2014 - 04:55 PM
The Avenging Angel looks pretty sexy to me so if I do keep a Vindi, it'll probably be the AA. Max Engine (XL 295), 6 jumpjets (Angels belong in the air!), Tag in the head, Narc in the torso, and 2 Large Lasers (1 for each arm). 1 Extra double heat sink in the engine. Max Armor. Uses both ferro and Endo Steel with no crit slots left.
http://mwo.smurfy-ne...967aecb5acb05a3
I feel bad for not using Double AMS since it's the only vindi that can do that, but the benefits of the other systems are far too great imo. Fast hard hitting support mech, it's wonderful. Also the lack of BAP is something that bothers me as well because BAP helps LRM buddies so much.
This 1X is something I'll probably go back on the drawing board on after I play a few matches with it but this is the first impulse I'd like to test for it.
4 Jumpjets, Standard 235 (Max), 3 Machineguns with 2 tons ammo. Narc, Tag, 1 ER Large Laser, BAP.
http://mwo.smurfy-ne...feb715ca1b938ad
1R is another build I need to try. Standard 235 (Max), 4 Medium lasers, Tag in the head, LRM 10 with 3 tons of ammo. 4 jumpjets. BAP. Max Armor
http://mwo.smurfy-ne...45d4320ab1a4880
#54
Posted 21 August 2014 - 07:35 PM
VND-1X
That being said I could see this guy being a reasonably durable support mech for the tonnage. An AC5 for plinking at range, an acceptable array of backup weapons, and some zombie capabilities. The downside is the speed.
On the other hand, I have an XL295 that would be pretty happy inside an AA.
#55
Posted 22 August 2014 - 04:46 AM
http://mwo.smurfy-ne...4d068e1b5fa931b
can swap the LRM10 out for a 6+artemis.
1AA i have silly stuff like, this seems to be the variant where I can't make up my mind.
http://mwo.smurfy-ne...1ec7ff780bca23a
http://mwo.smurfy-ne...d16c3c9ef01285f
Left head empty here but could use either another ML or Tag
http://mwo.smurfy-ne...d03e42e9d886d32
1R
http://mwo.smurfy-ne...8938a785256e4fb
http://mwo.smurfy-ne...c7129059415a414
http://mwo.smurfy-ne...dd60b79a503ea23
The more beam focused ones have too many options.
(please don't comment on armor or ammo placement, visual purposes only)
Edited by Bigbacon, 22 August 2014 - 04:57 AM.
#56
Posted 22 August 2014 - 06:39 AM
Bigbacon, on 22 August 2014 - 04:46 AM, said:
I'll comment on your lack of jumpjets.

The First AA build second 1R build where you only use Large Lasers. Why not just use a blackjack at that point because of the blackjack's high arms?
BJ-3 imitating the 1R build
http://mwo.smurfy-ne...ca471c0bf687b88
BJ 1X imitating the AA (Note: BJ1X cannot equip Jumpjets)
http://mwo.smurfy-ne...1510bdd480ac8a2
I will say I like your missile builds though. Even though I tend to avoid (but I still use occasionally) away from LRMs on anything lighter than a heavy, because at that point I usually like to leave the LRMing to LRM heavy mechs who can hit much harder and use more ammo but have a harder time getting in+out to place a narc.
#57
Posted 22 August 2014 - 07:00 AM
jump jets and MGs
I guess I just like trying everything...but yea, LRMs aren't very good on this there re other mediums that work better as mobile LRMers (golden boy comes to mind as that is what I use it for)
Edited by Bigbacon, 22 August 2014 - 07:01 AM.
#58
Posted 22 August 2014 - 09:45 AM

not seeing them in mechlab tho
#60
Posted 25 August 2014 - 03:46 AM
VND-1AA
http://mwo.smurfy-ne...4a556882434de16
XL280 + LL + 3xMPL + SRM6 + 3xJJ
I like the fact that this variant can use a large engine, with the XL280, you can go at 110kph with it! This speed is cool if you want to brawl or harrass with your short range weapons i think. That's why i use SRM6 and MPL on this variants. You can remove the LL, replace it by an other MPL and put the two AMS on it with two tons of ammo. It can be cool too, but you loose the range of the LL.
VND-1R
http://mwo.smurfy-ne...5c8d3a9441e1f3b
XL235 + 4xML + LRM20 + TAG + 3xJJ
I think the XL235 worth it on the vindicator, and this engine is very usefull on Blackjack too. This one can engage at long range with the LRM20 and the four medium lasers allow you a good punch on short range. The twenty tubes on the missile slots are very cool... i don't use the BAP on this one, i think the TAG is enough for only one missile launcher.
VND-1X
http://mwo.smurfy-ne...813de5240f3cf98
XL235 + LB10X + 2xMachGun + 2xML + AMS + 4xJJ
Someone has propose a LB10 build on this forum thread, and i really like the idea! I use the XL235 too on this build. I think this build can make a great finisher and crit seeker, it's a vulture build!
Of course, all of this builds are pure theory, and maybe with some practice, they don't handle on the Vindicator well... We will see at the release =)
And if maybe i buy a St. Ives Blues, i will try that :
http://mwo.smurfy-ne...1828b39fde53ddc
XL235 + 2xLL + ML + 2xASRM4 + 3xJJ
I think i will reuse the XL235 and use the two missiles hardpoints with some SRMs...This should be punchy at close range!!
See you on battlefield, mechwarriors =)
Edited by Aleski, 25 August 2014 - 03:51 AM.
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