Jump to content

- - - - -

Newbie Weaponry Theorycrafting


  • You cannot reply to this topic
38 replies to this topic

#21 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 13 April 2015 - 09:11 AM

View PostQuestia, on 13 April 2015 - 08:57 AM, said:

How would you rate a TBR build...
A. using 3 UAC/5s, give or take a few ERMLs?

There is not enough room, unfortunately. You would need to bring a ton of ammo, or strip most armor. One big gun or two small guns is the most you can reasonably fit on a TW.

View PostQuestia, on 13 April 2015 - 08:57 AM, said:

B. using 2 Gauss Rifles a la Gaussjager?

It is actually one of the standard Jagermech builds. Use an XL engine and Endo Steel to make it fit.

Edited by Modo44, 13 April 2015 - 10:53 AM.


#22 John80sk

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 375 posts

Posted 13 April 2015 - 10:49 AM

View PostQuestia, on 13 April 2015 - 08:57 AM, said:

Thanks for all the replies!
I'm mostly curious and slightly preparing for the time when I'll buy a light mech, since it always helps to have a good spread on weight classes (with mastery of course).

For something a little less serious, though...
How would you rate a TBR build...
A. using 3 UAC/5s, give or take a few ERMLs?
B. using 2 Gauss Rifles a la Gaussjager?

A: not possible, best you can do is 2UAC-5 4ERML. This is decent, though not the preferred build at the moment.
B: Not really possible... it can be done, but not really worth the sacrifices.

http://mwo.smurfy-ne...538be7e23c1c2c8 is generally what I recommend as a new player Timby build. 5ERML/Gauss is still preferred by most I think, but this one's a little easier to handle. It has a better range profile, and runs significantly cooler... plus you can run it on the prime if you've got an invasion variant.

Edited by John80sk, 13 April 2015 - 10:50 AM.


#23 _____

    Member

  • PipPipPipPipPipPipPip
  • The Cub
  • The Cub
  • 742 posts

Posted 13 April 2015 - 11:27 AM

View PostModo44, on 13 April 2015 - 03:45 AM, said:

I am not talking about overheating to death. I am talking about not being able to put out enough DPS for any kind of protracted fight. A very hot build requires perfect circumstances to work, and pilot skill plus hit detection play a major role.


Maybe heat management yes, but that's not too hard to learn. The "standard" TBR-C laser vom puts you at 60+% heat on every alpha, but firing the 2xcLPLs only, plus a single cERML will give you very good DPS. This TBR-C is fantastic in the solo queue and on my wins, it's usually 700+ dmg. If you know when to alpha and when to go to DPS mode, you'll do fine.

Similarly if you watch Twinky's stream he posts his DWF stats in the solo queue (so it's all random teams and random maps), he gets 8+ KDR I think. His alpha puts him at 50% heat but he doesn't alpha all the time and selectively does so. So it's more about player skill, including how you play that build.

Edit: this is also why the STK-4N 6xLL is a top tier IS mech in the solo queue. 6xLL isn't exactly cool, but it wrecks and wrecks if you play it right. Anyways, these opinions are not only mine. I run them and even at my skill level they work. Players far better than me run these "hot" builds and do even better.

Edited by BlackhawkSC, 13 April 2015 - 11:32 AM.


#24 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 13 April 2015 - 12:11 PM

View PostJohn80sk, on 13 April 2015 - 06:40 AM, said:

Not sure if trolling so I'm just going to leave this alone...

Was quite serious. With the armor pushed to the front, it has more armor than some typical medium mechs and at 97 to 108 kph it is more than agile enough, especially with such tiny hitboxes. Gave just a few of my examples including a couple with the condition of the mech when destroyed. I manage to lose many limbs before dying.

Many more can be found here, click on Scores and then any thumbnail labelled "Ember" or "Firestarter" when highlighted.

#25 John80sk

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 375 posts

Posted 13 April 2015 - 01:44 PM

View PostKoniving, on 13 April 2015 - 12:11 PM, said:

Was quite serious. With the armor pushed to the front, it has more armor than some typical medium mechs and at 97 to 108 kph it is more than agile enough, especially with such tiny hitboxes. Gave just a few of my examples including a couple with the condition of the mech when destroyed. I manage to lose many limbs before dying.

Many more can be found here, click on Scores and then any thumbnail labelled "Ember" or "Firestarter" when highlighted.
Er... good luck with that then, I think I'll stick with builds with guns on them for now though.

#26 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 13 April 2015 - 03:14 PM

Quote

Er... good luck with that then, I think I'll stick with builds with guns on them for now though.

I appreciate the luck you're wishing. It's performed better than most of the Clan mechs and playing it resembles a Stormcrow -- that can jump...and not shut down.

A typical battle, like this one (skip to 5:50 in)

is plagued with distractions. Overheating, shutting down, not being able to move, not being able to fight.

My Firestarter designs (four out of five that I own) revolve around never being able to overheat.

What I feel applies to the results good of their performance is the potential that is realized when you can ignore your heat meter. That change in performance when you can focus on the battle you are fighting.

For those interested in the logic used.
Spoiler


While the mech lacks alpha strike potential, the beam times are 0.69 sec SL and 0.555 sec MPL. Clan AC burst fire for the Clan AC/10 lasts longer. And that's a fast "pop pop pop pop."

I bring forth infinite endurance and no chance of getting caught in a shutdown. A lot of weapons for high alpha damage is gonna run itself ragged and sleepy very quickly. A simple tortoise and the hare situation. Is the Hare dangerous? For about 1 second, definitely. About 4 seconds later though if it's still fighting, its threat level decreases drastically.

And if the hare ever has to stop for a nap (to cool off or over exertion), the tortoise will always win the race.

The fact that Firestarters tank like Stalkers, (that is, they tank good on their own but tank even better after losing a side torso) really helps.

I also believe Panthers do good in this regard as well. Tanking fire. However I believe Panthers lack a solid firing rate. Missiles can miss and take a while to reload. That's a problem. The fact that a Panther can't disable an enemy AC/20 in 1.5 seconds like the Ember or 3 seconds like the Firestarter A is also another issue.

Edited by Koniving, 13 April 2015 - 03:47 PM.


#27 John80sk

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 375 posts

Posted 13 April 2015 - 06:43 PM

View PostKoniving, on 13 April 2015 - 03:14 PM, said:

*snip*

I understand your theory, I just don't think it's a good one. Light's going sub 100 I personally find very easy to hit, and your leg is never going to have more than 32 armor on it.

Overheating isn't that big of a thing to keep track of IMO, there's blinking lights and everything. He who damages a single component the most in the least amount of time wins every fight.

#28 Skarlock

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 328 posts

Posted 13 April 2015 - 07:10 PM

View PostHornsby, on 12 April 2015 - 12:07 PM, said:

Regarding the Firestarters, you pretty much want to take an XL 295 and then build the weapons loadout from there. If a Firestarter can't run 150 kph, then it can't run from other lights that DO run that speed, and that's really important for the chassis. Bringing more weapons at the cost of reduced speed is a role better served by almost any medium mech.


There are a few problems with your thinking.

1. If I have 6 mpls and go 142, I can easily kill a firestarter with 5 mpls that goes 150 if I'm just as accurate than he is and use a cool shot. Even if he uses a cool shot he can't catch up on damage before I kill him. It would actually be a pretty long fight before his extra heat sink or two manages to overtake me on damage because of the difference in alpha. Even then, a much more important factor than that would be how banged up each of us is. It matters little if he has 3, 4, 5, 6, or 7 mpls if I'm badly banged up and he's fresh.

2. Let's reverse the speeds. Let's say I go 150 in my FS-9S, and the enemy goes 142 in his FS9-S. That's a difference of 8 kph, or if you convert that to meters per second, 2.22. Assuming the game scale is correct, If I run *in a straight line* away from that firestarter at max speed to avoid him cutting me off at any angle, I will create 2.22 meters of space every second between him and me. Let's say he jumps me at a distance of 200 meters. It will take me *nine seconds* to create enough distance to even begin to take less damage from his medium pulses, and 99 seconds to get him to a distance of 440 meters where he won't do any damage! If you attempt to juke him and turn and move unpredictably, he will invariably catch up to you because you're no longer running in a straight line, but he most likely is moving in a much more linear fashion. The point of this is that there is no magical number you need to reach for speed to be viable. Out-running other lights has nothing to do with a 5kph speed difference which is utterly insignificant. It has everything to do with not over extending from your teammates, using cover, breaking line of sight and confusing the enemy about where your position is, having radar deprivation equipped, knowing the map, and using terrain to your maximal advantage.

People should not constrain themselves based off some arbitrary number pulled out of thin air that they consider "viable". I've seen some of the best firestarter pilots in the game use 5 mpls, 6 mpls, and 7 mpls, all having varying degrees of heat sinks, jump jets, and engine. If someone does have a solid reason as to exactly why 150 is a magical number, I'd like to hear it.

Edited by Skarlock, 13 April 2015 - 07:13 PM.


#29 Tylerchu

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 253 posts
  • LocationWashington

Posted 13 April 2015 - 07:24 PM

View PostKoniving, on 12 April 2015 - 09:49 AM, said:

On a side note, I'm still amazed that 12 ER ML will kill you on the first shot, but 13 ER PPCs, ghost heat bringing it to over 1,000 heat... won't. I'm just sayin'.


So a DireStar alpha won't explode on its first shot still?

#30 Tarogato

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 6,558 posts
  • LocationUSA

Posted 13 April 2015 - 07:24 PM

After playing Urbie for a week and getting used to it, I feel like slapping an XL245 with 7 MPL on a Firestarter S would feel incredibly viable and strong.



View PostTylerchu, on 13 April 2015 - 07:24 PM, said:

So a DireStar alpha won't explode on its first shot still?

Nope, still broken.

Edited by Tarogato, 13 April 2015 - 07:25 PM.


#31 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,530 posts
  • LocationParanoiaville

Posted 13 April 2015 - 07:28 PM

View PostSkarlock, on 13 April 2015 - 07:10 PM, said:


There are a few problems with your thinking.

1. If I have 6 mpls and go 142, I can easily kill a firestarter with 5 mpls that goes 150 if I'm just as accurate than he is and use a cool shot. Even if he uses a cool shot he can't catch up on damage before I kill him. It would actually be a pretty long fight before his extra heat sink or two manages to overtake me on damage because of the difference in alpha. Even then, a much more important factor than that would be how banged up each of us is. It matters little if he has 3, 4, 5, 6, or 7 mpls if I'm badly banged up and he's fresh.

2. Let's reverse the speeds. Let's say I go 150 in my FS-9S, and the enemy goes 142 in his FS9-S. That's a difference of 8 kph, or if you convert that to meters per second, 2.22. Assuming the game scale is correct, If I run *in a straight line* away from that firestarter at max speed to avoid him cutting me off at any angle, I will create 2.22 meters of space every second between him and me. Let's say he jumps me at a distance of 200 meters. It will take me *nine seconds* to create enough distance to even begin to take less damage from his medium pulses, and 99 seconds to get him to a distance of 440 meters where he won't do any damage! If you attempt to juke him and turn and move unpredictably, he will invariably catch up to you because you're no longer running in a straight line, but he most likely is moving in a much more linear fashion. The point of this is that there is no magical number you need to reach for speed to be viable. Out-running other lights has nothing to do with a 5kph speed difference which is utterly insignificant. It has everything to do with not over extending from your teammates, using cover, breaking line of sight and confusing the enemy about where your position is, having radar deprivation equipped, knowing the map, and using terrain to your maximal advantage.

People should not constrain themselves based off some arbitrary number pulled out of thin air that they consider "viable". I've seen some of the best firestarter pilots in the game use 5 mpls, 6 mpls, and 7 mpls, all having varying degrees of heat sinks, jump jets, and engine. If someone does have a solid reason as to exactly why 150 is a magical number, I'd like to hear it.

You're largely correct and I commend your depth of analysis, but I think your treatment of speed differences is incomplete. Certainly if you're just talking about outrunning someone, the speed difference is negligible - however, there's something of an inverse element of "not having to outrun the lion" here. The faster your Light goes, the faster you can cross danger areas or return to your teammates. It's not just a matter of drag racing with guns; with decent situational awareness you're also more able to avoid interception and being trapped by enemies who are fanning out to cut you off in slower 'mechs.

Consider an example from the other end of the tonnage pool. When the Clans hit, I was pugging a dual LB-X Hillbilly Shotgun Atlas D-DC. I loved that 'mech. Nothing I've played before or since has quite the disruptive effect as that build marauding through an enemy formation, but I digress. The point is that my Shotgun Atlas went 57kph - and with the amazing maneuverability of Clan Battlemechs, combined with how my teammates reacted to the reach of Clan guns, that was just too slow. More and more, I'd see instances where I would start to engage, and my teammates would simply turn and run, trying to get to their favorite hiding rocks instead of helping me kill things. As a result, I was unable to escape back to cover, thus dying repeatedly with no recourse. What I did about it was to ditch the shotguns and go for a more standard AC/20 build with Medium Lasers and a larger engine - for a total increase of about 5kph. On the scale of things that go stomp in the battlefield, that's not a lot - but because of how that little bit of speed interacted with the capabilities of other Battlemechs and the normal actions of my team, I was able to play my Atlas without having an aneurism again. So if you like, there's a good, solid reason to go as fast as possible.

All that being said, however, there isn't any magical reason that you have to max your engine rating on a Light. Because "as fast as possible" always means "as fast as feasible" in practice. If you have a good reason to forgo speed, go right ahead - with firestarters, this is often a symptom of lights refusing to dotheirfrackingjobs and scout, but that's another thread. The takeaway is that speed is really important for lights, but 'Mech design is an engineering question, and engineering is the science of compromises.

Edited by Void Angel, 13 April 2015 - 07:29 PM.


#32 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 13 April 2015 - 07:38 PM

View PostTylerchu, on 13 April 2015 - 07:24 PM, said:

So a DireStar alpha won't explode on its first shot still?

Nope.

The instant kill threshold is between 10 and 50 heat above your mech's shutdown threshold while overridden.

12 ER PPC Direstar brings you to 1,747.65 heat. While impossible to have the highest possible threshold in this build, the highest possible threshold is 129.6 and that's while on a cold map like frozen city.

The 13 ER PPC one, well there's Smurfy doesn't even have a modifier count for it. Not only doesn't it suicide in one shot, it doesn't suicide in the traditional sense at all. I've seen multiple alphas while overridden. The ones I've seen are usually killed by their enemies, not by suicide via overheating.

#33 Tylerchu

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 253 posts
  • LocationWashington

Posted 13 April 2015 - 08:26 PM

View PostKoniving, on 13 April 2015 - 07:38 PM, said:

Nope.

The instant kill threshold is between 10 and 50 heat above your mech's shutdown threshold while overridden.

12 ER PPC Direstar brings you to 1,747.65 heat. While impossible to have the highest possible threshold in this build, the highest possible threshold is 129.6 and that's while on a cold map like frozen city.

The 13 ER PPC one, well there's Smurfy doesn't even have a modifier count for it. Not only doesn't it suicide in one shot, it doesn't suicide in the traditional sense at all. I've seen multiple alphas while overridden. The ones I've seen are usually killed by their enemies, not by suicide via overheating.

I shouldn't have sold my DWolf :(

#34 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 13 April 2015 - 09:09 PM

This just made my day.

Posted Image

#35 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 13 April 2015 - 09:14 PM

Quote

I understand your theory, I just don't think it's a good one. Light's going sub 100 I personally find very easy to hit, and your leg is never going to have more than 32 armor on it.

Overheating isn't that big of a thing to keep track of IMO, there's blinking lights and everything. He who damages a single component the most in the least amount of time wins every fight.


Thank you. You're mostly correct. Most damage in least amount of time will win any quick fight.
Going for a firestarter's leg is also the ideal way to take it out.

Spoiler

I'm not relying on not being hit. I rely on tanking more hits than most Firestarter builds can. I can lose both side torsos and still be alive, that's better than 100% of the Clan mechs. A faster mech with high front loaded alpha damage can't take the hits. The XL engines make the mechs run as if made out of glass.

Edited by Koniving, 13 April 2015 - 09:20 PM.


#36 Questia

    Member

  • PipPipPipPipPip
  • 105 posts
  • Twitch: Link
  • LocationIn permanent 250+ ping mode

Posted 13 April 2015 - 11:48 PM

Thanks for all the replies, but I think this thread is becoming a discussion of high alpha vs. high sustained DPS.
So, let's talk that, then.

Is there any TBR build that goes high sustained DPS and can sustain a DPS race tactic that Koniving is suggesting today?
If there's no such viable builds, suggest a chassis that can indeed perform such a playstyle.

IMO, the meta leans more towards high alphas because of all the peeking and trading that occurs, but I haven't played enough to determine that as certain...

#37 Skarlock

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 328 posts

Posted 14 April 2015 - 12:24 AM

View PostQuestia, on 13 April 2015 - 11:48 PM, said:

Thanks for all the replies, but I think this thread is becoming a discussion of high alpha vs. high sustained DPS.
So, let's talk that, then.

Is there any TBR build that goes high sustained DPS and can sustain a DPS race tactic that Koniving is suggesting today?
If there's no such viable builds, suggest a chassis that can indeed perform such a playstyle.

IMO, the meta leans more towards high alphas because of all the peeking and trading that occurs, but I haven't played enough to determine that as certain...


If you want the highest sustainable DPS possible, there's basically two ways to go. SRMs or Ballistic weapons. You can either go with some kind of dual UAC/5 build, or some kind of 4xSRM6+artemis build. The upside to ballistics is you can be more surgical and aim for specific components easily, but you have to face tank any return fire to continue inflicting damage which lowers your life expectancy considerably when you get ganged up on or are dpsing a heavier, bigger gunned mech that is capable of returning fire.

SRMs can be decent on a timber (4 x SRM6+Artemis) but their short range and wide area limits their usefulness. The damage scatters considerably. You can also go with streaks but the damage spread is even worse than SRM+Artemis which makes you even less surgical, and you will need to carry a clan active probe and probably a TAG as well to negate ECM and get the fastest lock on time possible. You do get greater range with streaks as well, but the tonnage investment is also quite considerable so your backup weapons and ammo will be more limited with streaks.

A middle ground approach to sustainable DPS and Alpha would be 5 ER medium lasers and a gauss rifle. You have great alpha, mid/longish range weapons, and can always fire the gauss rifle as long as you have ammo for a decent punch when you absolutely have to keep dishing damage. You also have plenty of time to twist and juke in between shots to mitigate incoming damage, even if the dps of a single gauss really isn't that amazing. This really isn't a dps oriented build, but in general most people just find higher alpha builds to be superior to high dps builds, because people like to shoot anyone who's exposed and dpsing one of their teammates (or them).

The absolute kings of pure sustainable dps would be the 5 UAC/5 dire wolf, the 4 UAC/5 king crab. If you don't like 100 ton assaults, the Dragon-1N is a sustainable dps monster with its huge AC/5 firing bonuses, and the Wolverine 6R is a medium with almost as much ballistic goodness as the Dragon.

#38 _____

    Member

  • PipPipPipPipPipPipPip
  • The Cub
  • The Cub
  • 742 posts

Posted 14 April 2015 - 12:25 AM

Mid-range DPS TBR-C: 5xcERML+Gauss. Group into 2ML, 3ML, and GR. When you run hot, fire the 2 or 3+GR. This is a good balance of both high alpha and high DPS. In my opinion though this doesn't peek as well as the longer-range version below because of lower mounted left arm weapons. Where it does shine is when your team makes a push right from the beginning, which is not that common in the solo queue. However it's better generally for group queue with other players you trust as well as competitive play than the cLPL version.

Short range DPS TBR-anything: 4xcSRM6A+2 to 4 backup lasers, maybe ERSLs or MLs.

Longer-range DPS: 2xcLPL+Gauss (video tutorial). Very suited for the solo queue because most matches start off with a mid to long range peeking game, then the push only comes when one team has a clear advantage.

Edited by BlackhawkSC, 14 April 2015 - 12:50 AM.


#39 Richter Kerensky

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • 601 posts

Posted 14 April 2015 - 10:10 AM

you definitely don't have to slap the absolute biggest possible engine in a light if it helps you fit more ammo or weapons or what have you, but it should be pretty close to the biggest one.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users