Mcchuggernaut, on 23 March 2015 - 06:38 AM, said:
I give you the ultimate LRM beast! Behold!:
http://mwo.smurfy-ne...6eb4c2f274a0fea
The Warhawk-B has almost everything you could want in a missile boat. It can comfortably boat LRM60, can carry TAG, CAP, and a clan targeting comp. It can run full armor even with all these features, and it's FAST for an assault. Skilled up, this thing moves along at 71.3 kph. That's blistering fast for an 85 ton assault mech, and as fast as a lot of IS mediums! You also have the tonnage and space to carry 1800 missiles, enough to bomb the enemy back to the stone age all match long. As for backup weapons, the 4xcermls are definitely nothing to take lightly. That's 28 pinpoint damage, and that nasty surprise has killed many a light pilot who decided to harass the "helpless" missile boat, driven off many a flanker, and outright killed a lot of enemies during late-game cleanup.
It does have a few cons: The Warhawk got shafted on hitboxes and it's huge size. It is not a brawling mech by any stretch of the imagination. Your a missile boat though, so that doesn't matter much. Secondly, no fifth missile slot for CNARC. You could take out an LRM15 and run CNARC and a ton of ammo, but I have found it isn't worth it in almost all situations, whereas an extra lrm15 rack always is. Thirdly, the stupid locked torso full of heat sinks doesn't allow you to distribute your ammo very efficiently, and if you get your right torso shot off, there goes almost all your weapons and ammo, especially after you have burned through all the missiles in your left arm. Protect that right torso ferociously.
So, as for how you play this build, you want to stay in the middle of your team, close to the front lines but not right on them. The closer you are to the enemy and still over minimum lrm range, the harder you are going to spank the enemy before they run for cover (And they WILL run with a seemingly endless stream of lrm60 rattling and shaking them like a bag of microwaving popcorn.). ALWAYS keep your tag laser on, and ALWAYS run the Adv. Target Decay module. This combination is enough to punish ridge-humpers, because you will lock fast and keep lock long enough to hit them with a full salvo of 60 missiles before losing lock if you are inside around 750 meters, 2 if inside around 400. If you combine this with poking them with your 4xcermls, most people will seriously reconsider their ridge-peeking ways. I would also take a cool shot 9x9 consumable, a UAV consumable to make your own locks if you end up right over a ridge from the enemy, the clrm15 cooldown weapon module, the cerml range weapon module, and your master module is flexible, but I take Radar Dep. Also important: ALWAYS chain-fire those missiles! If you do that you can keep blasting away pretty much indefinitely (if you aren't simultaneously using the lasers) without needing to cool off, but if you don't you are going to miss valuable time bombing the enemy while cooling off, and the point here is to keep up a continuous, withering barrage. Finally, don't be afraid to target light mechs inside 600 meters. You can leg them in seconds, and really ruin their day.
I have had some incredible games in this mech, putting up well over 1,000 damage and many kills. If you play like I recommended above with this thing, a bad game for you will be under 600 damage with only one kill. I assure you, there is no better missile boat out there right now.
hmm, im still sticking with my maddog. i like it more but thats personal taste i guess.
its faster, almost the same amount of missiles (-5missle alpha) same ammo, less backup weapons but with narc (dont underestamate the power of carrieing your own narc) and less tonnage spended for cw.
game dmg depends on the game. 500 for a bad game. 1500 for an awesome game. in CW i often end up doing between 900 and 1300. (ofc if they dont bring 4+ ecm mechs)
I could reccomend you a different lurm loadout for the warhawk tho. tried a couple of builds and i find this one the most effective:
http://mwo.smurfy-ne...395ef0e0b73e75c
4x lrm15 (1980 ammo)
3x sml laser (doesnt look like much but still 15 dmg within range, 30 when using the erppc aswell)
1x erppc (this is your tag and direct fire)
BAP
Edited by mark v92, 28 March 2015 - 06:05 AM.