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Grasshopper Ghr-5P


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#1 Malus Darkwood

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Posted 02 June 2015 - 10:41 PM

So my new Grasshopper arrived, what do you think about it generally and about my loadout?

GHR-5P

It's "warm" of course, but the idea is to spilt the weapons to their most effective ranges. Until now, i had a lot of fun with it.

#2 IraqiWalker

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Posted 02 June 2015 - 11:24 PM

View Postmalus81, on 02 June 2015 - 10:41 PM, said:

So my new Grasshopper arrived, what do you think about it generally and about my loadout?

GHR-5P

It's "warm" of course, but the idea is to spilt the weapons to their most effective ranges. Until now, i had a lot of fun with it.


Well, here are some stats for it:

When you're using only the 3 ERLLs you are generating 5.33 heat per second. While you are dissipating at 3.20 heat per second. So it's not as warm as you might think, and with a little bit of trigger discipline, you can fire almost indefinitely. (Those numbers are based on you having Cool Run, and Heat Containment unlocked).

When you switch to the MPLs, you are generating 5.56 heat per second. While still cooling at 3.20 heat per second.

This set up has great endurance. IF you apply some trigger discipline. Even without it, it's still good, since it takes around 30 seconds for you to overheat, and that's only if you keep mashing the fire button on whichever weapon group you are using.

The real problem with this mech is not in the build you are using. It's the fact that it's hardpoints are torso only. Meaning you can't roll damage well with it, if at all. Also, unlike the banshee, and BLR, who have several variants where the firepower is almost completely in the torso, the GHR arms are not good shields at all.

The armor makes me a bit concerned, but if you're fine with it, then more power to you (I like my mechs to be at, or near, max armor)


EDIT: Oh, and remove BAP, slap an extra JJ or two, or add armor. While the increased sensor range can be useful, or countering ECM. I'm not sure it's worth the investment on that mech. Plus, none of your weapons are impacted by ECM. Target Info Gathering can be useful, but might as well use the module.

Edited by IraqiWalker, 02 June 2015 - 11:26 PM.


#3 McMatt

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Posted 02 June 2015 - 11:25 PM

I like it. Maybe I would go with 2 LPL instead ERLL. Must try it.

#4 Malus Darkwood

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Posted 03 June 2015 - 12:40 AM

View PostMcMatt, on 02 June 2015 - 11:25 PM, said:

I like it. Maybe I would go with 2 LPL instead ERLL. Must try it.


I use some of the other GHR with LPL and MPL and they are good as well, but on one hand i wanted to separate the weapons regarding their range (like IraqiWalker wrote) and on the other hand i think the high mounted torso-weapons are perfect for snipering/peek-a-booing.

View PostIraqiWalker, on 02 June 2015 - 11:24 PM, said:


The real problem with this mech is not in the build you are using. It's the fact that it's hardpoints are torso only. Meaning you can't roll damage well with it, if at all. Also, unlike the banshee, and BLR, who have several variants where the firepower is almost completely in the torso, the GHR arms are not good shields at all.




Thanks for your comment :D

I actually like the torso-weaponary. I mean, yeah, some MPL in the arms would be good, but the torso-weapons are higher (espesially the ERLL right next to the head) and with that better for sniping/hiding around a corner.

And because you can't really use the arms for shielding, I took away some of it's armour.

Yeah, the BAP, I wasn't sure about that, but I like to know where to shot a mech and the counter-ECM helps my team as well. Sadly i couldn't fit another Heat-Sink in there :/

Thx again for your reply.

#5 Moshen

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Posted 03 June 2015 - 02:41 AM

Currently I am just running with 8 mpl, 300 std eng, and as many double heat sinks I can fit.

It can alpha a light.

Can only get 2 alphas before I am close to shutting down, though I havent gotten into elite skills yet.

Has felt really brawly though. Arms are just used as shields. Its kind of like the 5ss Thunderbolt, less range, faster, and JJs

#6 IraqiWalker

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Posted 03 June 2015 - 03:23 AM

View Postmalus81, on 03 June 2015 - 12:40 AM, said:


I use some of the other GHR with LPL and MPL and they are good as well, but on one hand i wanted to separate the weapons regarding their range (like IraqiWalker wrote) and on the other hand i think the high mounted torso-weapons are perfect for snipering/peek-a-booing.



Thanks for your comment :D

I actually like the torso-weaponary. I mean, yeah, some MPL in the arms would be good, but the torso-weapons are higher (espesially the ERLL right next to the head) and with that better for sniping/hiding around a corner.

And because you can't really use the arms for shielding, I took away some of it's armour.

Yeah, the BAP, I wasn't sure about that, but I like to know where to shot a mech and the counter-ECM helps my team as well. Sadly i couldn't fit another Heat-Sink in there :/

Thx again for your reply.


Happy to help.

#7 process

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Posted 03 June 2015 - 04:03 PM

I'm alternating between these two builds. Right now I'm opting for the medium laser + large pulse laser build just because it gives me a little extra range and maneuverability. Although 8 medium pulse lasers generates about the same amount of heat, it takes a lot more patience to run. Short range + high heat = you might have a bad time.

http://mwo.smurfy-ne...1a19aa6c8ad2e0c
http://mwo.smurfy-ne...733ef30c684cbcf

#8 PaeuxP22

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Posted 03 June 2015 - 09:58 PM

I'm torn on this mech. On the one hand you have those armour buffs which are begging for a big std engine and a load of med lasers to get right in there up close.

On the other hand it's a tall mech and has a load of very high mounted weapons plus jumpjets and you get get 4ERLL right up in the shoulders with a max XL engine which would make it a very effective peek and shoot with a bit of poptarting thrown in. Which like it or not is a very popular tactic in Pug and early stages of cw

#9 CygnusX7

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Posted 04 June 2015 - 06:27 AM

Ultra hot but not meant to be Alpha'd.
GHR-5P

#10 Tapdancing Kerensky

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Posted 04 June 2015 - 01:09 PM

As far as grasshoppers go, I think this one is the best simply due to hardpoint placement.

If I was quirk chasing I might stick to the 5N or 5H.

It's still a big walking billboard fire magnet of course, but it can still be fun to drive.

#11 Malus Darkwood

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Posted 05 June 2015 - 01:37 AM

View PostDancingShade, on 04 June 2015 - 01:09 PM, said:

As far as grasshoppers go, I think this one is the best simply due to hardpoint placement.

If I was quirk chasing I might stick to the 5N or 5H.

It's still a big walking billboard fire magnet of course, but it can still be fun to drive.


Totally agree, and yes, it is sad, that the 5P has no heat-management quirks.

#12 WrathOfDeadguy

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Posted 05 June 2015 - 05:07 PM

In response to OP's build, it could also help to relocate the CT ERLL to the 3rd hardpoint on one of the sides, like so. Hardpoint 3 is the mid-chest mount; you'll have to expose less of your 'Mech when peeking as opposed to the CT hardpoint which is just above the waist.

#13 Grendel408

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Posted 19 June 2015 - 05:19 PM

Regarding the 5P... I'm not personally one for only having torso mounted weapons so it requires a slightly different playstyle to what I normally rely on. That being said... this thing can be a beast of a Heavy Mech: XL300, 1 LPL (CT), 6 MPL (3x each ST), 1 MPL (head), AMS (1/ton ammo), 3x JJs, and DHS... and stuffed to the gills with heatsinks.

While it tends to run hot depending on map conditions and battle conditions, the rate of fire being allowed with this loadout is very nice so far from my perspective. I won't try and claim this or that in regards of DPS, math, etc... I've hated math since the alphabet decided to get involved LOL! But... if you have the hardware available and like pulse lasers, give it a shot. The quirks for the variant allow for greater flexibility in weapon selection vs most Mechs that are quirk specific to which weapon for the Mech is best used.

Edited by Grendel408, 19 June 2015 - 05:20 PM.






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