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What Makes A Good Build These Days?


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#1 Zerstorer69

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Posted 01 December 2014 - 09:20 PM

Yes, I've finally become able to play MWO again after an extended break, and noticed the first thing about my old Shadowhawk 2H's loadout is that it feels very out dated and old. Keep in mind that the last time I played was back when PPCs were just barely emerging as the new meta, and thus this actually somehow worked. I'm looking for a build that offers a little bit of everything. I'm not overly bad at countering flaws and I adore having the highest possible versatility, yet am not very interested in jump packs, nor am I particularly concerned with being extremely endurant ammunition wise as I already fire sparingly. Also, to explain why I didn't already have PPCs on my Hawk, at the time there weren't any versions available for it. Yes, it's that old of a design.

I had shown this to my friend already and he pretty much looked at me like this:

Posted Image

And told me to drop the laser for another AC/2. Not sure if I should follow his advice or not however.

Currently this is my Shadowhawk loadout.

http://i.imgur.com/shWcM3e.png

(Warning huge picture)

I really would like some advice on this subject, please. I feel my memories of this fantastic machine being spoiled. XD

Edited by Zerstorer69, 01 December 2014 - 09:22 PM.


#2 Rear Admiral Tier 6

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Posted 01 December 2014 - 10:34 PM

ac2:s are ultrahorrible without quirks nowadays
something like this works

with std engine something like this might work

#3 Inveramsay

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Posted 01 December 2014 - 10:35 PM

Well, the build is like you say outdated and even before I can't imagine it was very good. My advice, drop the streak launcher, drop the large laser, drop one AC2, change engine to XL255 and add two AC5 and appropriate ammo. I'm pretty certain the ferro fibrous armour has to go as well. 2x AC2 and 1x AC5 with a 280xl engine is another good option but hotter.

#4 Golrar

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Posted 02 December 2014 - 12:38 AM

This is what I run when I want to play with my Hawks:

http://mwo.smurfy-ne...7259ef58f96ac4c

Definitely not a front line mech, but the LPL gives a little range, then you swoop in and clean up the cripples.

#5 Nik Reaper

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Posted 02 December 2014 - 04:35 AM

Or the old tried and still true, sniper/jump sniper similar as the trial shadowhawk.

http://mwo.smurfy-ne...cd269669e4d2738

The idea is simple, shoot from cover or jump over it, and if they ignore you just keep firing the Ac5 and the erppc only when you have the heat for it, and anytime you start to run hot only use the ac5's as they are near heat neutral.

Edited by Nik Reaper, 02 December 2014 - 04:38 AM.


#6 Redshift2k5

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Posted 02 December 2014 - 05:22 AM

Triple AC2 Shadowhawk was really godo but took some nerfs s few months back, I wouldn't bother with triple AC2 Shadowhawks anymore but it's possible for someone to miss a crucial patch note and not realize a particular weapon or build has become obsolete.

Good builds will be mobile, max/near max armor for their weight class, good heat efficiency. Mobility and armor obviously differ by weight class.

Quirks are not required (Victors and Cataphracts such get by fine without them) but if the mech you have does have quirks then it can really pay off to build to those quirks. This means that a build that is bad on one mech can be really good on a different mech if one of them has big positive quirks!

#7 Zerstorer69

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Posted 02 December 2014 - 02:40 PM

Yeah, this build was only good when the majority of players were running Ravens, Locusts and Spiders, with Jenners here and there. I find it funny that the Cataphract is a favorite mech these days, I had recalled the Catapult was in favor over it. Would Catapult LRM boats still be viable these days?

#8 terrycloth

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Posted 02 December 2014 - 02:50 PM

The C1 with LRM-15s and some medium pulse lasers is decent. If you want to really really boat LRMs most people want a heavier platform.

LRMs are kind of in a bad place right now, though, with BAP de-OPd and even more ECM mechs around thanks to the Hellbringer not sucking.

#9 Shlkt

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Posted 03 December 2014 - 07:48 AM

Right now there are basically 3 meta "roles" that you can build your mech to accomodate (solo queue only, group queue has a different mentality):

1) Long range sniper. Your goal is to outrange the enemy and therefore win the damage trade. Your weapon options are Gauss and ER LL. The ER PPC, unfortunately, is usually too difficult to hit with at these ranges.

2) Mid range poker. Your goal is to peek, alpha strike, and then duck behind cover (hopefully) before the enemy returns fire. You need an alpha strike of at least 40 damage to trade effectively in this role unless you're very, very fast (read: light mech at 150 kph). Why 40? Because there are Timberwolves, Stormcrows, Dire wolves, Banshees, and Thunderbolts running around who can all alpha strike for more than 40 damage at medium-long range. Laser vomit is the meta, and if you can't match them in firepower then you need to pick a different role.

3) Brawler. Your goal is to use heat-efficient weapons in order to destroy the enemy at close range where he cannot easily duck away to cool down. Your heat advantage allows you to trade effectively, but only if the engagement is long enough. For this role you will need SRMS, autocannons, or small pulse lasers. You will have a hard time in the early game when most enemies are still out of range, but you excel at late-game cleanup and when pushing together with other brawlers.

----
Unfortunately the SHD-2H isn't particularly great at any of these roles. Brawler is your best bet here, but you'll be fighting an uphill battle against Griffins and other mechs with good brawling quirks. The SHD-2H also cannot use Artmeis unless you leave your head's missile hardpoint empty, which kindof sucks.

Don't feel bad if you're having a hard time. The SHD-2H is kindof mediocre at the moment.

But don't get too discouraged, either. A little teamwork (if you can organize it :) goes a long way, and generally good teamwork is more valuable than a perfectly min/maxed build. Though of course you'll need both if you're going to be super competitive...

#10 Zerstorer69

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Posted 03 December 2014 - 07:29 PM

I think my only complaint so far with this game after returning is that everytime I sneak behind the enemy line they drop everything to come get me. I literally just had a Cataphract, two Timber Wolves, and a Firestarter ignore the rest of my team shooting them in the rear to chase me down and gang bang me. Other than that, put an AC/5 and PPC on the 2H, and filled out the armor on it. I'm not certain about putting an XL engine on though, a lot of people seem to specifically target it all the time.(I'm currently building towards Golrar's build ATM)

Edited by Zerstorer69, 03 December 2014 - 07:50 PM.


#11 Tim East

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Posted 03 December 2014 - 10:56 PM

View PostShlkt, on 03 December 2014 - 07:48 AM, said:

Unfortunately the SHD-2H isn't particularly great at any of these roles. Brawler is your best bet here, but you'll be fighting an uphill battle against Griffins and other mechs with good brawling quirks. The SHD-2H also cannot use Artmeis unless you leave your head's missile hardpoint empty, which kindof sucks.

Could always put a streak 2 in it, especially if you're going to LRM in your other slots. Not great, but an option to keep lights on their toes.

#12 Saiphas Cain

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Posted 04 December 2014 - 02:39 PM

I use a variant of the SRM/MG build listed above. The SRM bursts are great for shotgunning people, and when a hole opens up the 3MG's are actually decent at tearing things up. I fill the launcher slots and trade the large pulse for a pair of mediums. This build requires going all in though, and if you do so too early you're done for.

#13 Nemesis Duck

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Posted 04 December 2014 - 04:22 PM

As a clanner, 1x UAC2 works wonderfully as a suppression weapon.

#14 Kraven Kor

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Posted 05 December 2014 - 02:52 PM

View PostAssmodeus, on 04 December 2014 - 04:22 PM, said:

As a clanner, 1x UAC2 works wonderfully as a suppression weapon.


Oh, sure, for the clanners errything is awesome ;)

IS (if not clan as well) AC/2 and even UAC/5 or paired AC/5's have one major flaw which is that if you want to truly apply some DPS, you have to be open for return fire. Harder to torso twist and spread damage, and hit-and-run doesn't quite do much at 4-6 or 10-20 damage per salvo.

Works great if you somehow manage to be 2nd-line and mostly ignored - work with a "bigger target" and shoot what they shoot. Something shoots back, scoot, re-position, try again.

#15 DONTOR

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Posted 05 December 2014 - 03:13 PM

A Good pilot.

#16 L Y N X

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Posted 05 December 2014 - 04:13 PM

View PostDONTOR, on 05 December 2014 - 03:13 PM, said:

A Good pilot.



Lots of good answers so far, but DONTOR's is the best imho.

So What makes a Good pilot? you might ask?

Well it is not easy, but some are gifted more than others but everyone can improve and here are some skills to work at improving:
  • When hill-humping, turn legs at 45 degree angle so as you crest you also shift enough to make enemy pre-aiming you to adjust their aim, on next crest rotate legs 90 degrees to other side, keeps pre-aiming to a minimum.
  • Move around, try to not camp any one area unless you are trying to play defensively, it is situationally dependent, but mechs are mobile walking armor, to not use their mobility is handicapping your performance. Even for more so for Dire Wolves, because of how slow they are, never stop.
  • Aim for hips joints when shooting for the legs, the feet and knees move alot the hips don't, the end of the thigh segment rotates in the hip and is the easiest way to hit legs on moving mech. (not that it is easy)
  • Work on improving your SA (Situational Awareness) we all can improve on it, we all get tunnel vision from time to time. SA include know where the nearest terrain cover is located from you. An exit if the enemy charge you. Where the enemy force is located, where their flank is located, the damage status of wounded enemy mechs, so that you know where to aim before the hud provides that info. Knowing where your team is located, when to push and when to camp. Knowing how and when to flank.
  • Heat Management; Most pilots configure there mechs too hot, you can use that knowledge in your favor for the last dance, you press the enemy make him hot and when he overheats he is yours to take advantage of. Ideal Heat Management numbers are 1.3-1.6 much lower and you have to not fire weapons to not overheat, that means some of your weapons are useless or just backups once others get destroyed. Much higher and you have extra cooling capacity that could be larger weapons, more weapons, more ammo, etc. I used to think 1.2 was the best low end, but 1.3 on some mechs is still too hot. I prefer 1.4 or 1.5 best.
  • To do well, one must stay alive, for the obvious, once you die, your damage goes to zero. To stay alive you must move, and to score damage/kills you must shoot, so a rule of thumb is always be moving and shooting.
  • I'm intentionally leaving out a lot of other good info, lest this become an untenable wall of text. Others may no doubt add to this list...

Edited by 7ynx, 05 December 2014 - 04:18 PM.






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