Krakenfingers, on 16 April 2015 - 01:30 PM, said:
Here's my current build, quirk-orientated. I found myself often sniping from 800-1000m and running away from engagements as early as possible, and changing position at after 2 poptarts.
TBT-7K
The engine comes from my Hunchback 4SP. Since it was more of a brawler build, it needed the bigger engine.
HBK-4SP
Can you help me complete the Hunchback build and maybe optimize the TBT7K?
Note that I'm only making about 600k a day and I don't want a super competitive 14 million CBill/one month of grinding worth of upgrades right now before I settle on the 'best' mech for me.
Okay, so here's two builds, both of which I have considered and played, and alternate between them (though my Hunchies are getting neglected in favor of mastering Grasshoppers at the moment).
http://mwo.smurfy-ne...f6b7c65ce561bac
This is the build that I played the most. It's hot, but I have mastered my Hunchbacks and thus get double basic skill bonuses, and besides, the HBK-4P(C) is my favorite Hunch, and that build has 9 medium lasers that teach you trigger discipline and heat management quickly. So this build has two SRM-6. I suggest that you stick to SRMs on the SP, but that's my own opinion only - I have seen LRM SPs before.
I will approach this build and the next as follows, by looking at them and not explaining what each thing I put in there does, but rather WHY I put each thing there. That is what you need to learn - spoken as a two month old pilot who can now play quite competantly.
Look on this page in the quirks section for the Hunchback, and then find the SP. It's about halfway down the page. Quirks are not the end all be all of mech building, but they can give you some really good hints as to what will be useful. You'll see there's a 20% missile cooldown quirk, and then an ADDITIONAL 20% cooldown quirk for SRM-6 in particular. That means yor reload time without any bonuses or modules will be 60% of the reload time for a mech that uses SRMs without any quirks.
Now, you'll notice this build has double heatsinks. Here's the deal: double heatsinks dissipate 1.4 heat per second, and take up 3 times the space (2 times the space for clans). So if you just look at the amount of critical slots occupied, double heat sinks would need to dissipate 3 heat each in order to make up for their being 3 times bigger in terms of critical slots... except that every engine has heatsinks inside that do not cost tonnage. And when you upgrade to double heatsinks, the ones in the engine now dissipate 2 heat instead of 1. For no extra critical space or tonnage. So it works out that double heatsinks are basically always more useful than single; I have not seen a build yet that works better with single heatsinks even though I have actively looked for such a build for my own amusement.
Heatsinks are more complicated even than that because they each add to your total heat capacity as well as to how much you can dissipate per second. And I didn't take the double heatsinks being a third the weight into that calculation either. There's threads that do that and mathematically prove the superiority of DHS; this thread is not the place for that.
I always aim for at least 30% heat efficiency in the smurf-lab. 29% will do here, because you should always be aiming to elite and then master your mechs, and that will provide double basic skill bonuses.
Now look again at those quirks. Notice there's quirks for -10% medium laser heat generation, as well as -10% energy heat generation. Since medium lasers are energy weapons, that means they produce 20% less heat. Yet I chose to dump a 2 medium lasers and a small laser and put in three medium pulse lasers instead... why would I do this? If you look you will see that there is also a -25% laser duration quirk. This means all lasers will do their damage in 3/4 the time that they would take to do that damage when carried by mechs without this quirk. And here's where I get back to quirks being helpful guidelines but not the absolute law: I have found the SP works best when it can get in, dump a buttload of SRM and laser in some hapless mech's lap, and then get out immediately, to get back in cover and plot the next go around. It can brawl if need be, but that's not its most excellent role. So I choose to forgo the medium laser heat reduction quirk in order to make use of medium pulse lasers, because they already do greater damage over less time, and then my -25% laser duration quirk reduces that already short period of time by a quarter. So the point is to show your face for as short of a time as possible; every moment you can see their guns, their guns can see and shoot you. So in this case I prefer to get in and out quickly.
And that brings me to the engine. In case you didn't notice I put in a STD250. First, this means that you'll have 10 internal engine heatsinks - divide the engine rating by 25, and that's how many heatsinks are in the engine. Unless of course the number is more than 10, in which case youll have to pay for any additional heatsinks - single or double - in C-bills. But you don't take on any weight or critical slot penalty for those heatsinks. Complicated and ridiculous to wrap your head around at first, no?
Anyway, that's ten engine heatsinks, which is good because you'll need that to help dissipate all the heat on this mech. Also, this gets you up to 81 kph - 89.1 kph with the elite skill named 'speed tweak'. And as I mentioned, for me personally this mech is about getting in, dumping damage, and getting out, so I want that speed. I was getting SLAUGHTERED with the stock engine - when I upped the engine I suddenly was effective.
Now, there's not a lot of stuff taking up critical slots on this mech, say compared to my HBK-4P, which has to squeeze 9 lasers in. So as I played around in smurfy-lab, I tested how much I could get into it with endo-steel enabled, and then how much I could get into it with ferro-fibrous armor enabled. And this is important to think in this order, because for ANY mech, endo always frees up more tonnage than ferro - but ferro and endo BOTH take 14 slots. Hence, if you're going to sacrifice slots for tonnage, get the most tonnage possible for those slots, which endo does. Only then think about whether you need yet more tonnage in exchange for still fewer slots, and if so then enable ferro.
And it's not that expensive of a build - 1.5 mil for double heatsinks, 750,000 each for endo and ferro, less than a mil for the medium pulse lasers, and 1.5 mil for the engine. It rarely gets cheaper than that to outfit an Inner Sphere mech in this game.
Next, we have
this build. This exchanges the medium pulse lasers for Artemis on the SRMs. Now, artemis does something different for SRMs and LRMs. This post is already really long so I won't get into LRMs here. For SRMs, it makes their spread tighter. This means that when you shoot those 12 SRMs, their damage will be spread over less space, doing more damage to fewer mech parts (arms, torsos, etc). I choose the top build because I don't object to the SRM spread without Artemis. But others like the tighter spread, so we make sure we use those laser quirks anyway - by using all medium lasers we can ensure that we still take advantage of quirks while using less tonnage.
In this case, when I play with the addition of ferro, it is NOT worth it. I would prefer to take an extra heatsink and an extra ton of ammo. Notice however that I have taken a point of armor off of each leg in order to put the torso front and back to maximum. Ferro makes armor less heavy in exchange for taking up slots, and when I disabled ferro, I had .93 of a ton left. By taking a point off of each leg, that allows the torso to stay at full armor whilst still giving me that last .7 of a ton to put in that last heatsink or that last ton of armor, however you want to look at it.
With Artemis, you're looking at 360k C-bills I believe. but you don't need Ferro, which is 750k, so that's actually a cheaper build overall.
It is worth pointing out that these two builds are not the super min/maxed meta builds. You can find those on the metamechs forum. These are just two builds I have tested out and enjoyed a lot.
What I hope is that you can start to see the process behind designing a mech fro this post, not just getting a build but the idea of HOW to build.
Cheers. Any other questions, don't hesitate to ask. As was mentioned at the beginning, the MWO community is really cool, really nice and well-behaved, and eager to help people who appear to want to learn.