Jump to content

My Cw 4 Centurion Drop Deck


6 replies to this topic

#1 Wildstreak

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 5,154 posts

Posted 31 December 2014 - 07:50 PM

Since I am working on getting Mastery on them, I decided to run them all once I got Speed Tweak, they now have all Elites unlocked.

Centurion-A
Recently has racked up the most XP.

Centurion-AH
I might have too much ammo but chain firing the SRM2s is non-stop, could replace with 1 SRM6 or ASRM4 for a striker.

Centurion-AL
The hottest and least ammo dependent.

Centurion-D
Fastest and once took out a Generator on its own.

They are also good for chasing down Clan Mechs, getting around base fast, placing Arty strikes with good aim & legging. Never long range duel in them.

#2 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 01 January 2015 - 02:15 AM

With the CN9-A I'd swap out the ASRM6 for 2xSRM4 and move the AC ammo into the right arm.

The AH, I'd swap the odd half ton of AC ammo out and upgrade the half ton of SRM to a full ton.

Not sure why the AL has a BAP. Seems like one of those things that's nice to have, but you rarely need it.

The D's loadout could be tweaked a LOT of different ways. For example: http://mwo.smurfy-ne...7ede14c8b397bf7

All of your load outs look more or less ok, and I'm not sure if my suggested tweaks are more a matter of personal preference or not.

#3 Red Line Pilot

    Member

  • PipPipPipPipPipPip
  • 243 posts

Posted 01 January 2015 - 02:32 AM

For the -A this is what still works best for me:

CN9-A
3xSRM6+A
2xMLas
Std260

I am not so sure about CW and ammo dependent mechs though.

#4 Blackhandsaint

    Member

  • PipPip
  • Bridesmaid
  • 24 posts

Posted 01 January 2015 - 11:44 AM

View PostRed Line Pilot, on 01 January 2015 - 02:32 AM, said:

For the -A this is what still works best for me:

CN9-A
3xSRM6+A
2xMLas
Std260

I am not so sure about CW and ammo dependent mechs though.



Ammo dependency is fine. 3/4 of my mechs are ammo based and they do really well, the trick is making sure that the ammo counts and not being afraid to run yourself hot.

As for the main topic, those cent builds emphasize speed too much for my liking. If you want to rush gens at top speed, you're better off with light mechs. The cent really shines as a tough, efficient brawler. That CN9-A could be a fantastic zombie (handy for going for gens) if you ditch the XL and go for SRM6s w/Artemis. The AH likewise has a lot of wasted potential, as leaning on that AC/20 for most of your damage is going to make you a worse version of the HBK-4G-you're better off going 3x SRM4 1x AC/20 for massive brawling potential.

I think the main question I have for you is this: what do you want to get out of your cents? It seems like you're trying to play them like oversized lights for gen rushing and the cent isn't that great at that.

#5 Wildstreak

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 5,154 posts

Posted 04 January 2015 - 10:03 AM

@Escef
The issue with 2 SRM4 is heat, 1 SRM6 gives less.

Funny about the AH, I have run out of ammo in CW, AC ammo first.

BAP was for counter ECM and range given I use TIG on all but I may drop it for another DHS & more armor on legs.

The D is another done for heat management, I tested all these on Terra Therma for how heat works out to my liking, I don't like to run hot as some others do.

@Red Line Pilot
In CW, one ability a Mech needs to be able to do is leg others. The favorite SRM 7 ML zombie cannot do that well, even with Artemis the SRM has spread while an AC has pinpoint damage on a single spot.

@Blackhandsaint
While I have Gen rushed when asked and even killed 2 Gens with both the AL & D, these builds use speed for other reasons.

On Defense, they can move about the base fast. I can be part of one gate guarding on Rift but move to another quite well when needed then get back to a gate. On Vault's large open area, the speed gets me around very well and is better than the favored Timber Wolves & Stormcrows of the Clans allowing chasing. Speed also helps to place Strikes where & when needed.

On Attack, with a Light group the Cents become the ones shooting & legging enemies, with heavier they could try for Gens, overall they are flexible.

The A seems to get the most reward I figure due to the AC & weapons that hit & leg very well, the AH close behind it. The AL has the same potential, it just runs hot and does the least damage in one firing compared to the other 2. The D is more about speed and shredding due to the LBX.

#6 Rear Admiral Tier 6

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,633 posts

Posted 05 January 2015 - 11:13 AM

I use STD engines in the wang and A,i like to troll the enemy to think that i have a XL in the wang.

Seems like most of the people playing this game have learned its other weakness by now.

And it always helps to have one shield side.

#7 Rear Admiral Tier 6

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,633 posts

Posted 05 January 2015 - 11:16 AM

Also with the AH,try to scale down the engine to XL235,2 SRM4:s with 3.5 tons of ammo + AC20 + 4 tons of ammo.

If the AH would be on c-bills,i think i would do 4 of these in the deck.They are extremely effective,heat wise and damage wise.





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users