That Headshaking, Facepalming Build.
#441
Posted 27 January 2016 - 06:24 AM
Pug drop and my team ran off to base cap so I was soon left alone to go 1 on 2 vs an Atlas and Spider. I dispatched my worthy foes using positioning and (gasp) tactics. I did that while eating a LRM 40 catapult and used cover to get inside its min range and chewed it up for fun. I was pretty cherry red and my last foe was a cataphract or metaphract (3 x Lg Pulse and lrm 15) so as much as I hate legging, I chewed up leftie with my AC 20 and righty with my 3 x SRM6.
Needless to say, it was quite satisfying.
# Dar1ng One lives #No Meta required
Mmmmmmm..... yes
Mech-Cellent!
#442
Posted 01 February 2016 - 07:42 PM
- 2 AC2's
- 1 AC 5
- 1 LBX10
- 1 Gauss Rifle
- A few medium lasers
- 2 Streak 2's
I can't even being to imagine what the point of this build would be. As far as I can tell, it took 4 weapon groups to run, and that still consisted of: the Gauss rifle, the lasers, the streaks, and all the other random auto cannons that in no way worked together. I'm not sure which was worse; the build itself, or the fact that he managed to get a kill on a mech I wrecked with it... which risks giving the player the impression that this build is useful?!
UPDATED: I think I managed to recreate his build - it makes me sad:
Sad Crab
Edited by oldradagast, 02 February 2016 - 04:31 AM.
#445
Posted 03 February 2016 - 05:53 PM
oldradagast, on 01 February 2016 - 07:42 PM, said:
That has to be a joke build by someone with too many C-Bills. I just can't believe that someone would unknowingly get even halfway through a build that expensive without realizing that something was wrong.
Speaking of sadcrabs, earlier today I ran across a King Crab with a pair of Gauss rifles, about 5 tons of ammo and a single large laser. Worse still, he was using the laser to plink at distant targets and only used the Gausses at close range. I just don't even.
#446
Posted 03 February 2016 - 06:06 PM
...I'll just leave this here. Ran into this one in Tourmaline Desert. StareWarrior Online, all day erry day!
#447
Posted 03 February 2016 - 07:09 PM
#448
Posted 03 February 2016 - 07:52 PM
Fox With A Shotgun, on 03 February 2016 - 06:06 PM, said:
...I'll just leave this here. Ran into this one in Tourmaline Desert. StareWarrior Online, all day erry day!
i do believe i ran into this build on HOTH while piloting my HOTH PB cruiser
http://mwo.smurfy-ne...1776fb5e46731b6
#449
Posted 03 February 2016 - 11:11 PM
Fox With A Shotgun, on 03 February 2016 - 06:06 PM, said:
...I'll just leave this here. Ran into this one in Tourmaline Desert. StareWarrior Online, all day erry day!
That's not as bad as some of the ones I've seen before. At least the weapons can overlap in ranges, and do something.
#450
Posted 03 February 2016 - 11:11 PM
IraqiWalker, on 03 February 2016 - 09:07 AM, said:
Wouldn't a better question be "why the AC2's?" The AC5 outclasses it in literally everything but range, (and I guess ammo per ton, but does that really matter in comparison to damage per ton?) and even then only at 7-8, 13-17, and 19-24 hexes. Heck, it even has a better minimum range value. 2 AC2's are actually worse than 1 AC5 in almost every conceivable way except at very specific ranges and in the event that you want to roll to-hit more times.
The LB, I get, the Gauss, I totally get, and it totally obviates the need for the range advantages of the AC2's, and the ML's are a workhorse in almost any IS 'Mech. Even the streaks are neat for ammo-efficient close-in work.
IraqiWalker, on 03 February 2016 - 11:11 PM, said:
Actually, that build is not terribly dissimilar to my super-shotgun reward KGC. Dual LBX10's, Quad MG's, SRM's and uh, I forgot what I did with the energy slots. I don't use them much. Might be dual Flamers for the close in chain-fire.
/edit: Ah yeah, it was flamers. And the SRMs were 4-packs. Fun stuff, that build. It works better than I think people give it credit for.
Edited by Tim East, 03 February 2016 - 11:21 PM.
#451
Posted 04 February 2016 - 06:31 PM
I did see a Firestarter with a nothing but 1 AC2 and 1 medium laser this past month or so. It worked about as well as you'd expect.
#452
Posted 04 February 2016 - 08:43 PM
#453
Posted 09 February 2016 - 03:28 PM
1 medium pulse laser
had to have had single heat sinks due to it overheating...
#454
Posted 09 February 2016 - 05:40 PM
Bulletsponge0, on 09 February 2016 - 03:28 PM, said:
how in the world do you overheat a Locust 1v with just 1 MPL with the stock 160 std and 4 SHS it has a 95% heat efficiency
http://mwo.smurfy-ne...ebc44bc3e5ebd29
heck even with a LPL stock 160std SHS no armor the 1v still has a 65% heat efficiency
http://mwo.smurfy-ne...06d081d9ee38fad
so unless it was standing in the lava on mordor i just can't fathom it. well it is technically possible to run the heat scale up to the top then overheat and restart fire over heat and never let the bugger cool off. the build was not so bad but the operator head space and timing may need a bit of tweaking
Edited by loopala, 09 February 2016 - 05:41 PM.
#455
Posted 09 February 2016 - 10:39 PM
loopala, on 09 February 2016 - 05:40 PM, said:
how in the world do you overheat a Locust 1v with just 1 MPL with the stock 160 std and 4 SHS it has a 95% heat efficiency
http://mwo.smurfy-ne...ebc44bc3e5ebd29
I'm guessing they were just one of those people who shoots at random things constantly while they're walking around because ooooooh, pretty colors!!!, then wandered across an actual enemy and was already close to having their heat gauge pegged. Though managing to do that in a mech with only one laser is still pretty darn impressive in its own bizarre way.
#456
Posted 10 February 2016 - 03:38 PM
loopala, on 09 February 2016 - 05:40 PM, said:
how in the world do you overheat a Locust 1v with just 1 MPL with the stock 160 std and 4 SHS it has a 95% heat efficiency
http://mwo.smurfy-ne...ebc44bc3e5ebd29
heck even with a LPL stock 160std SHS no armor the 1v still has a 65% heat efficiency
http://mwo.smurfy-ne...06d081d9ee38fad
so unless it was standing in the lava on mordor i just can't fathom it. well it is technically possible to run the heat scale up to the top then overheat and restart fire over heat and never let the bugger cool off. the build was not so bad but the operator head space and timing may need a bit of tweaking
It'd take a while - a damn long while - but it IS possible.
LCT-1V pretty much doubles the HPS of any weapon due to its cooldown quirks and has no heat reduction quirks. An IS MPL has 1.11 HPS, which when doubled is 2.22 HPS. WIth 6 engine SHS and 4 external SHS, a LCT would only have 1.14 dissipation per sec, or 1.08 HPS net gain.
#457
Posted 17 February 2016 - 11:00 PM
#458
Posted 18 February 2016 - 09:18 AM
I was thinking about the Direstar yesterday, and how rofllol it was..... then I thought about the new variants and omnipods that have been introduced since then, and the gaers started grinding....
And that eventually resulted in this monstrosity...
http://mwo.smurfy-ne...cd1b85a26f9a04d
Stupidly hot (though surprisingly enough decently runnable with only 4 groups), but if this thing gets you in it`s sights and decides to alpha....And It can JUMP, though admittedly not very high, but still.
Edited by Zerberus, 18 February 2016 - 09:20 AM.
#459
Posted 18 February 2016 - 09:44 AM
That may not sound too bad. After all, at least the player remembered to use Artemis to make their missiles more concentrated.
Except this Atlas had no other weapons. And he definitely could not fit ECM since those missile launchers took up his entire Left torso.
This is my best guess as to how the 'mech was built.
#460
Posted 18 February 2016 - 03:54 PM
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