

Enforcer Mechs. Does Anyonr Have Any Ideas For Builds
#101
Posted 10 April 2015 - 08:22 AM
Enforcer 4R:
XL 250
2 LLs
AC10 w/2 tons ammo
3 JJs
Enforcer 5P:
XL 250
2 UAC5 w/5 tons ammo
Med Laser
2 JJ
Enforcer 5D:
XL 325
AC5 w/2 tons ammo
ERPPC
5 JJs (lots of fun and very useful)
#102
Posted 28 April 2015 - 10:09 AM
#103
Posted 28 April 2015 - 10:12 AM
ZionStation, on 28 April 2015 - 10:09 AM, said:
Yes. Eventually.
Enforcer:
#104
Posted 02 May 2015 - 10:20 AM
With the 5p I personally don't think you have the tonnage to carry enough ammo to run 2 uac5 so I run with 1uac5, 1uac5 and one lpl and this seems to work really well. I use this build as a mid range harasser. Doesn't brawl as well due to the weapons.
The 4R works really well with the stock ac10 and 5 mls. Run the mls on chain fire and its a bit like having a laser gattling gun.
Provided you don't commit too early To the brawling these guys tank damage really well and xls are definitely workable.
#105
Posted 03 May 2015 - 09:48 AM
#106
Posted 03 May 2015 - 03:23 PM
Colonel Clunge, on 03 May 2015 - 09:48 AM, said:
You may think the 5P can't handle the weight of dual UAC5s, but my build seems to use them well. I do on the rare occation run out of ammo, but that's a rare event and always towards the very tail end of the game. There is also a reason I have a med laser on board...

#107
Posted 06 May 2015 - 11:25 AM
Edited by NRP, 06 May 2015 - 11:26 AM.
#108
Posted 06 May 2015 - 11:46 AM
ENF-4R (packs a punch)
-1x Gauss
-5x ML
-No JJs
ENF-5P (Maximum dakka) [ UAC jam chance quirks ftw!]
-2x UAC5
-As much ammo as you can fit (I think I run around 140 rounds or something)
-JJs
ENF-5D (maximum jump snipe)
-2x PPC (torso)
-1x LPL (arm)
-JJs
#109
Posted 06 May 2015 - 05:08 PM
NRP, on 06 May 2015 - 11:25 AM, said:
Right now, I'm too busy leveling up my Grasshoppers and Zeus to be using my Enforcer. I find it to be a worthy ride, depending upon how you have them set up of course and how you use them.
I have a feeling a lot of the Enforcer Pilots are probably doing the same thing as I am. It's not that it's a bad chassis, just that we are doing something else right now. (Also, Heavy mechs are typically more preferred over Medium mechs.)
#110
Posted 07 May 2015 - 08:12 PM
#111
Posted 08 May 2015 - 02:58 AM
#112
Posted 08 May 2015 - 03:21 AM
Deimos Alpha, on 08 May 2015 - 02:58 AM, said:
that's the problem with mixed E/B loadout mechs in MWO. the two weapon types are just so inconsistent with each other. this is especially noticeable if the mech in question's balistic hardpoints are in the arm(s), as it can't mount an AC/20 in any way, which limits its usefulness as a stright up brawler.
I run my 5D with two AC/5 and three ML's, and usually hang out on the fringes of the main brawl, providing support fire.
#113
Posted 08 May 2015 - 03:53 AM
Inflatable Fish, on 08 May 2015 - 03:21 AM, said:
that's the problem with mixed E/B loadout mechs in MWO. the two weapon types are just so inconsistent with each other. this is especially noticeable if the mech in question's balistic hardpoints are in the arm(s), as it can't mount an AC/20 in any way, which limits its usefulness as a stright up brawler.
I run my 5D with two AC/5 and three ML's, and usually hang out on the fringes of the main brawl, providing support fire.
Are two AC/5 better than the LB 10-X AC it comes with?
Edit: Tried this build, I do more damage but I run out of AC ammo to quickly only got two tons of it, should I drop a medium laser for another ton?
Is it just me but if you add the endo steel frame you can't equip a lot of things because of lack of spots?
Edited by Deimos Alpha, 08 May 2015 - 04:48 AM.
#114
Posted 08 May 2015 - 05:04 AM
Deimos Alpha, on 08 May 2015 - 03:53 AM, said:
Are two AC/5 better than the LB 10-X AC it comes with?
Edit: Tried this build, I do more damage but I run out of AC ammo to quickly only got two tons of it, should I drop a medium laser for another ton?
Is it just me but if you add the endo steel frame you can't equip a lot of things because of lack of spots?
the full specs of my build are (off the top of my head, might need to adjust the number of JJs): XL255, Endo-steel structure, standard armour 336/338, DHS, 2 AC/5 w/4t, 3 ML, 4 JJs.
note I reverted the stock FF armour to standard, but upgraded the structure to endo. for 90% of available mechs, this frees up more tonnage than the opposite.
Edited by Inflatable Fish, 08 May 2015 - 05:06 AM.
#115
Posted 08 May 2015 - 05:46 AM
Inflatable Fish, on 08 May 2015 - 05:04 AM, said:
the full specs of my build are (off the top of my head, might need to adjust the number of JJs): XL255, Endo-steel structure, standard armour 336/338, DHS, 2 AC/5 w/4t, 3 ML, 4 JJs.
note I reverted the stock FF armour to standard, but upgraded the structure to endo. for 90% of available mechs, this frees up more tonnage than the opposite.
That's was the problem then, I still had the FF armour on.
Edited by Deimos Alpha, 08 May 2015 - 05:46 AM.
#116
Posted 08 May 2015 - 07:55 AM
Deimos Alpha, on 08 May 2015 - 02:58 AM, said:
I find my 5D makes for a good hit and fade mech, or long range jump sniper. It's light on weapons, but I survive a while with it and just distract and whittle away my opponents over time. Max JJs also permit me to get to places most people don't expect me to be able to get to, like the top of the citadel in River City. This can let me drop down on people beneath me for a couple of swings and then jump back up. Or snipe even from that position.
Of course, this is just one way to play the mech, as other people have already mentioned.
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