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What New Builds Are You Gonna Try Out 4Th Of November?


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#41 Sprouticus

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Posted 30 October 2014 - 08:14 AM

I would like to try my Fast LRM Treb again. I liked it back in the day as a flanker TAG/LRM boat and the LRM15 buff makes it even better.

Only issue will be getting more ammo!!

#42 Barantor

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Posted 30 October 2014 - 08:15 AM

View PostSprouticus, on 30 October 2014 - 08:14 AM, said:

I would like to try my Fast LRM Treb again. I liked it back in the day as a flanker TAG/LRM boat and the LRM15 buff makes it even better.

Only issue will be getting more ammo!!

Yeah, 2 LRM15s are going to eat a lot of space up on the trebs.

#43 MeiSooHaityu

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Posted 30 October 2014 - 08:33 AM

View PostCavale, on 30 October 2014 - 08:09 AM, said:

ERLL Buffs, wtf. I:


Its a pretty wicked quirk on the 1V. Doesn't it cut the cool down for the weapon by half? Sounds like a win/win whether your a sniper or you take the mech in closer.

I'm not that upset with that quirk.

#44 Sprouticus

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Posted 30 October 2014 - 08:39 AM

View PostBarantor, on 30 October 2014 - 08:15 AM, said:

Yeah, 2 LRM15s are going to eat a lot of space up on the trebs.

One with an LRM 10 works better (which still gets half the bonuses). Still going to need more room for ammo though. Or you can drop A-LRM's and go with 2x15

Here is the std lrm version
http://mwo.smurfy-ne...4e4b819b5e5b4c0

Here is the Artemis Version
http://mwo.smurfy-ne...3e3fb3059b4dd8d

The ammo is the same, so the Artemis version allows for more shots total (50 volleys vs 42).

Back when I ran this (right after Trebs came out) I was sort of torn on which was better. I would have to re-test it now.

#45 Barantor

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Posted 30 October 2014 - 08:40 AM

View PostSprouticus, on 30 October 2014 - 08:39 AM, said:

One with an LRM 10 works better (which still gets half the bonuses). Still going to need more room for ammo though. Or you can drop A-LRM's and go with 2x15

Here is the std lrm version
http://mwo.smurfy-ne...4e4b819b5e5b4c0

Here is the Artemis Version
http://mwo.smurfy-ne...3e3fb3059b4dd8d

The ammo is the same, so the Artemis version allows for more shots total (50 volleys vs 42).

Back when I ran this (right after Trebs came out) I was sort of torn on which was better. I would have to re-test it now.


I'm considering something like this at first, just to test out how much those LRM15 buffs add.
http://mwo.smurfy-ne...c5e1dcd326caa2e

#46 Bront

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Posted 30 October 2014 - 08:43 AM

My Victors. Will be nice to be agile again.

My Stalker 3F, current build fits perfectly into the boosts.

Might run a small laser Firestarter K

The Hunchie 4SP looks awesome.

Need to tweak my Atlas-S build.

Overall, lots of fun things.

#47 Metus regem

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Posted 30 October 2014 - 08:43 AM

View PostAlistair Winter, on 30 October 2014 - 02:09 AM, said:

Are you guys trying out something new, bringing back old builds or just sticking with what you've been doing the past few months?


As a clan pilot, of Clan Ghost Bear, I am going to take our Wait and see stance on this one, if I need to adapt to more long range fighting, then i will, if I need to start to force my way into knife fight ranges, I will.

#48 Bront

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Posted 30 October 2014 - 08:44 AM

View PostMeiSooHaityu, on 30 October 2014 - 08:33 AM, said:

Its a pretty wicked quirk on the 1V. Doesn't it cut the cool down for the weapon by half? Sounds like a win/win whether your a sniper or you take the mech in closer.

I'm not that upset with that quirk.

The 1V Locust change means either I have to ignore the ERLL, or I have to drop 2 MGs. neither of which will help with how I run the build. Or I can just leave it how I have it and see how that works.

#49 MeiSooHaityu

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Posted 30 October 2014 - 08:55 AM

View PostBront, on 30 October 2014 - 08:44 AM, said:

The 1V Locust change means either I have to ignore the ERLL, or I have to drop 2 MGs. neither of which will help with how I run the build. Or I can just leave it how I have it and see how that works.


At least it gets some general energy buffs for you.

I used to run the ERLLaser build with 2MGs. I stopped once i skilled the chassis. I'm curious to see how it goes. I may run it again if the ERLLaser buff really does improve the fire rate.

#50 Sprouticus

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Posted 30 October 2014 - 09:49 AM

View PostBarantor, on 30 October 2014 - 08:40 AM, said:


I'm considering something like this at first, just to test out how much those LRM15 buffs add.
http://mwo.smurfy-ne...c5e1dcd326caa2e


I was thinking about something like this, but I like the extra speed is worth the 2 ML's for my play style. Your setup is more of a traditional sit behind the brawlers and support them loadout. Mine is the 'flank and prevent the enemy from sitting behind cover setup.

If the buffs to lights makes flanking less viable (which it might), then I think your setup might work better.

#51 Gorgo7

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Posted 30 October 2014 - 10:07 AM

While i have always loved the Thunderbolts I have a mediocre record with them. I will rebuild the lot based upon their quirks and see what happens!

#52 EnzyteBob82

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Posted 30 October 2014 - 10:23 AM

View PostKraftySOT, on 30 October 2014 - 07:18 AM, said:



Its still not as good as Wub. Though the backup weapons get a tiny buff. Nothing earth shattering there. I still wont be mounting AC5s over an AC20. Being able to put 55 damage into a CT in half a second is far superior to some extra range and cool down on 2xAC5s. Dakka is nice, but it just doesnt do it well enough to give up the insta gib ability.



I would almost agree except that anyone running a Banshee should have 3x AC5, not 2. This is vastly superior to a single AC20. Especially on a mech that needs sustained damage when in defensive situations............its certainly not running away!

#53 Chrithu

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Posted 30 October 2014 - 10:28 AM

Gonna retry 2x AC/10 + 4x ML on my Cat K2. I don't think I'll change any of my other mechs.

#54 Darkslicer

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Posted 30 October 2014 - 10:28 AM

Truth be told, it'll still probably just be all LRMs

#55 Macksheen

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Posted 30 October 2014 - 10:31 AM

I'm itching to try, just for the fun of it:

THUNDERBOLT 5SS 7xMPL WUB WUB WUB http://mwo.smurfy-net.de/mechlab#i=115&l=ca89ec3246b674c7e6a27a87b3a0fc60e0657003

QUICKDRAW 4G 4xLL http://mwo.smurfy-ne...14d7deac671a80d


CN9-AL triple LPL http://mwo.smurfy-net.de/mechlab#i=28&l=f9e909efc0d8c5b8649ae306e18e1fd3dc26104e

Basically some energy love and wub ...

Edited by Macksheen, 30 October 2014 - 10:32 AM.


#56 terrycloth

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Posted 30 October 2014 - 11:24 AM

My CPLT-C1 got buffs to LRM15s... when I'm using LRM20s on it because it only has two missile slots. I guess 15s are stock?

I could downgrade to 15s to take advantage of the quirks, but what would I use the extra tonnage on? I guess in theory a bigger engine but that would require buying a bigger engine. x.x Or I could take off Artemis and upgrade the side torso MLs to LLs.

My LRM stalker (5M) got SRM buffs and my SRM stalker (3F) got LRM buffs. Because nothing says 'agility-boosted close-range brawler' like LRMs.

#57 Cattra Kell

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Posted 30 October 2014 - 12:02 PM

Welp theres some science for the 8Q in action



#58 Bilbo

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Posted 30 October 2014 - 12:05 PM

View PostBilbo, on 30 October 2014 - 07:03 AM, said:

Doesn't look like many of mine will change. Looks like I'll have to put the AC/20 back on the Flame though.

Well, I take it back. With the changes to pulse lazors, a good number of my mechs will be changing.

#59 Torgun

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Posted 30 October 2014 - 12:15 PM

My DRG-1N is totally going to run dual AC5 and dual ERLL and be damn annoying at range.

#60 Kirkland Langue

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Posted 30 October 2014 - 12:31 PM

CTF-IM 2x AC10 w/3T + 3x ML; 300STD
ON1-P 3x ML + 2x SRM6a + 1x AC20; 300STD


My misery will keep it's current build: ac20, 2x ERLL, 2x ML, 1x LL





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