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Stalker 3H Lrm 20 Monster?


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#1 Wootin87

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Posted 22 December 2014 - 07:40 PM

With the new quirks seems like the 3H would make a useful lrm boat with the 20's along with cool down 5 and range 5 mod. Thinking about getting one for cw. Feedback would be great if anyone owns one with this setup. Loadouts and recommedations would also be insightful too.

Edited by Wootin87, 22 December 2014 - 07:59 PM.


#2 eFTy

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Posted 24 December 2014 - 02:31 AM

Guess the huge number of replies indicates what I'm feeling as well - the 3H simply isn't worth it. Sure, it can send a big-ass 50LRM volley, but it only has 4 energy hardpoints and 4 missile hardpoints. And other than that particular build, any other configuration would work better on any of the other stalkers...

That's why I got the 3F, 4N and 5M

#3 theta123

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Posted 24 December 2014 - 02:42 AM

The 3H was infact, my first stalker. Using dual LRM 20 was equally effective as dual LRM 15 imo, so i got this build

STK-3H

Really enjoy this simple but effective build.

#4 Nightshade24

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Posted 24 December 2014 - 03:41 AM

http://mwo.smurfy-ne...e0c418cae8a7fad

This used to be able to alpha strike LRM 5's with the 20's with no ghost heat before the last ghost heat thing that added ghost heat to LRM 5's and linked it to the others...
This made it the highest amount of LRM's you can alpha at any time without ghost heat in MW: O.

without being a ammo and armour poor catapult or mad dog.

But even now it's still great. I set 2 weapon groups and chain fire them at the same time (or you could do 2 20's and 2 5's on 2 weapon groups if you are not lazy like me)

#5 Tahribator

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Posted 24 December 2014 - 03:47 AM

It's not popular because the LRM20 is just not worth it. It's better to bring smaller LRMs and spam missiles faster with less spread and for the same tonnage. 3H trades two energy hardpoints just to be able to bring 20 tube missile racks, not very desirable. 3F, 5M, 5S . . . all are better options for lurming.

#6 happy mech

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Posted 24 December 2014 - 04:42 AM

in cw you need consistency
lrms are a great utility weapon (shake, crits) with reasonable damage, but boating them is not very rewarding (ecm everywhere) or beneficial to the team
lrm20 is not as accurate as 4 lrm5 or 2 lrm10, it may do some damage to a direwolf, but vs other clans moving at 90kmph it will not do much
if you have any mech with missile slot, you can try various lrm sizes in testing grounds, but getting lrm5 or lrm10 and chainfiring them works the best imo as you can also have other weapon systems

i do not own a stalker, but i would try a std300, 4 lrm5+a+8tons, ll and tag in each arm, 16 dhs, bap, endo structure, or a build theta123 mentioned

#7 Sonny Black

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Posted 24 December 2014 - 09:22 AM

View Posttheta123, on 24 December 2014 - 02:42 AM, said:

The 3H was infact, my first stalker. Using dual LRM 20 was equally effective as dual LRM 15 imo, so i got this build

STK-3H

Really enjoy this simple but effective build.



I use something just like that. What is nice is the close in weapons. 4 Med Lasers 2 SRM 6's can....discourage close in attacks.

#8 Wootin87

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Posted 24 December 2014 - 11:12 PM

Thanks for the input guys. So i just bought it and this is what the loadout is going to be:
STK-3H just remeber that im strictly using this for CW. Yes i know it has some disadvantages. But its main purpose is to lurm things to death and if the enemy gets too close for comfort i can still fend them off somewhat with 20dmg alpha. I stuck the 20's on the side torsos for a reason since it shoots 6 missiles at a time gives the advantage stream after stream/continous lrm rain. I plan on using range 5, cool down 5 for the 20s (obviously) small laser range five (to compliment the streaks) and either adv target decay or adv sensor range (to compliment bap). Still deciding on one or the other. It's slow but rugged decided to go with the standard intead of xl for survivability which should do well for CW.

#9 Wootin87

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Posted 24 December 2014 - 11:17 PM

P.s. it will have speed tweak since ive mastered other varients in the past ^^

Edited by Wootin87, 24 December 2014 - 11:19 PM.


#10 Motörhead

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Posted 25 December 2014 - 12:27 AM

With the lvl 5 cooldown module + quriks it might be worth a shot, but I always used it with 2 LRM15+A and 2LRM5+A before quirks, the LRM 20 spread is too huge, you'll miss assaults if you fire indirectly.

Edited by fx8320, 25 December 2014 - 12:27 AM.


#11 Wootin87

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Posted 25 December 2014 - 12:38 AM

The spread shouldnt be that bad. If it fires both 20s at the same time it will send 3 volleys of 12 lrms along with 4 at the end. Besides artimis groups the cluster of missiles closer together so it shouldnt be an issue.

#12 Motörhead

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Posted 25 December 2014 - 01:16 AM

yeah, but artemis works only if you have line of sight.

and still misses, and hits all over, just go in testing grounds an try on the atlas ;) then consider the spread will be even bigger when not having LOS

Edited by fx8320, 25 December 2014 - 01:16 AM.


#13 Headshot39

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Posted 25 December 2014 - 01:17 AM

ill be running a 3H son as i can get one already have the 4n and the 5m the 5s i dont care for

#14 Wootin87

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Posted 25 December 2014 - 01:50 AM

I understand what you mean now. I'm not a fan of lrms but it seems like a necessity for CW. So thank u for informing me (and to others). Im still going to use the 20's regardless even if i dont have los it can still perform a psycological effect. Ammo consumption wont be an issue since it carries well over 2000+ rnds. So im going though with it anyways. The dedication is set and theres no going back =P i will show the results once its set in motion. Wish me luck guys o7

Edited by Wootin87, 25 December 2014 - 01:58 AM.


#15 Nightshade24

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Posted 25 December 2014 - 06:24 AM

put the 20 in the arms... if you put them in the torsos it fires 6 missiles at a time... it'll basicly make 2 AMS's on mechs in the area eat up ALL your missiles and basicly defeat one of the main purposes of this mech.

if you are wanting this for CW try my build but remove the artemis (maybe) for 4 more tons of ammo.

It's a pretty decent mech. I've gone down in it and did 1500 damage + before using any other mech. it's funny being the only person on the team touch 3000+ damage in the game.

#16 MerryIguana

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Posted 25 December 2014 - 07:03 AM

3h has the best quirks for erll if you find lrm unsatisfactory.

#17 Wootin87

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Posted 25 December 2014 - 11:34 AM

View PostMerryIguana, on 25 December 2014 - 07:03 AM, said:

3h has the best quirks for erll if you find lrm unsatisfactory.


I'll keep that in mind :P thanks

#18 Wootin87

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Posted 26 December 2014 - 03:46 AM

Welp... The LRM 20's suck real bad. Thanks for the forewarning. Had to learn the hard way lol. I took the recommend load out you guys posted and mashed them together and came up this: STK-3H Pulled almost 600 damage the first match on assault, so I think I'm in love ;)

Edited by Wootin87, 26 December 2014 - 03:55 AM.


#19 Sonny Black

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Posted 26 December 2014 - 01:53 PM

View PostWootin87, on 24 December 2014 - 11:17 PM, said:

P.s. it will have speed tweak since ive mastered other varients in the past ^^



So what will you call it? The Flash...Greased Lightening? :lol:

#20 Nightshade24

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Posted 26 December 2014 - 07:26 PM

View PostWootin87, on 26 December 2014 - 03:46 AM, said:

Welp... The LRM 20's suck real bad. Thanks for the forewarning. Had to learn the hard way lol. I took the recommend load out you guys posted and mashed them together and came up this: STK-3H Pulled almost 600 damage the first match on assault, so I think I'm in love ;)

How did the LRM 20's sucked?

Sorry I use LRM's quite often and do not see much problem with the 20's on the 3H.





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