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Resistance 1 Champion 'mech Variant Build - Enforcer 4R


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#101 Kavish Erdrick

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Posted 17 June 2015 - 05:11 PM

http://mwo.smurfy-ne...e530fbb9e2a3725

AC10 w/ 3 tons of ammo
5 Med Lasers

3 Double Heat Sinks

XL 255 Engine w/3 JJ's for maneuverability

Agile, good heat management, and a solid punch for when you get close up to your opponents.

#102 Varvar86

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Posted 17 June 2015 - 11:49 PM

http://mwo.smurfy-ne...58da46dd0c26b0c

XL255 + 3JJ
2 LPL
3 ML
6 DHS
Endo
Max armor

No ballistic. Fast centurion-alike flanker

Edited by Varvar86, 17 June 2015 - 11:52 PM.


#103 William McCall

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Posted 18 June 2015 - 04:51 AM

ENF-4R

The mobile Attilery

Reactor: 255 xl
Jumpjets: 4
Armor: Standart
Structure: Endo
Heatsinks Double

1 Gauscannon with 2 Tonns Ammunition
3 Medium Lasers for the Infight

A Mech for long Range. A Gaus with 2 Tonns of Ammunition. Every Shot must be a Hit. 3 Medlaser for the Infight. 4 Jumpjets to reach every Hill you want. For every Mechpilot who is a Champion.

Armorplates reduced while his Fightposition is long range with the Gaus. Its a Sniper Mech.

Edited by William McCall, 18 June 2015 - 04:53 AM.


#104 Czar Marcus

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Posted 18 June 2015 - 07:25 AM

http://mwo.smurfy-ne...48a725ad069d292


ENF-4R

I've always been fond of brawling builds that can close quickly and pack a lot of sustained punch.

With that mindset I present my take on the ENF-4R

STD-250
Double Heat sinks
1x LB 10-X AC
3x MED-LASER
2x SM-LASER

2x LB 10-X AC Ammo

Moves at 89 kph and doesn't require additional heat sinks
Plenty of structure space left for ferro and endo which would allow for a lot of interesting builds without having to sacrifice critical spots for an XL.Also has close to max armor.

#105 Roadkill

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Posted 18 June 2015 - 08:51 AM

ENF-4R

AC/10 with 3 tons of ammo
5 ML
255XL engine for 82.6/90.9 kph speed
320 armor
38% heat efficient per Smurfy

A fast striker or medium range brawler. This Mech should stay moving as much as possible and use its speed to avoid direct conflict whenever possible. It's a great hit-and-run Mech with a solid alpha and decent range. You can't stand back and snipe with it, but you shouldn't have to given its speed. Be patient and pick your battles.

I run 3 triggers:

1: 5 ML
2: AC/20
3: 3 arm ML for shooting down UAVs

#106 Seth-K

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Posted 18 June 2015 - 11:59 AM

Hello Mechwarriors of the Inner Sphere

Here is my Enforcer 4R (C)

XL230 : Speed 74.5 kph - 82.0 kph

AC/10 with 2 tons of ammo (Ballistics and AC/10 Quirks)
2 Large Lasers (Energy Weapons and Large Laser Quirks)
1 Medium Laser (Energy Quirks)
2 JumpJets
Max sustained DPS : 3.24
Firepower : 33

I use to pilot my ENF-4R with this configuration, it is nice because if you lose one arm the other is still operationnal and you can continue to fight against clanners ... :)

Here is "Le Dvergar"
http://mwo.smurfy-ne...bd3ea69f8da9e08

#107 Tytalyalak

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Posted 18 June 2015 - 12:15 PM

AC 10
5 ML
STD 250
4 JJ
ENDO
FF

http://mwo.smurfy-ne...0c95b95a9e4be5d

#108 Vortex9000

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Posted 18 June 2015 - 12:26 PM

ENF-4R 5x MPL 1x AMS

#109 Chuckstaa

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Posted 18 June 2015 - 01:55 PM

Enforcer 4R

http://mwo.smurfy-ne...2db490894cfa61d

LBX10
5 ML
4JJ
ENDO

Thunder on the right, Lightning on the left

Edited by Chuckstaa, 18 June 2015 - 01:57 PM.


#110 JaegerDjinn

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Posted 18 June 2015 - 02:12 PM

View PostTesunie, on 16 June 2015 - 02:49 PM, said:


We can't place masc on it, thus it would become an invalid build anyway. This means it wouldn't be able to be created as a viable champion build. I believe it invalidates the entry.

PS: I was just in Smurfy and in game, you can't place masc on an Enforcer in either case. So, how did you manage to get it in there on your smurfy listing? The gear doesn't even show up as an option for me. (As it shouldn't right now.)

If had watched the posts on executioner with mask it showed IS masc stats, so something has too be able too carry it, why not this mech. But if i read it correctly mask will be able too go in any mech in the allowed weight class for the mask unit.

#111 DarkReaver1986

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Posted 18 June 2015 - 02:16 PM

http://mwo.smurfy-ne...a8b2525ab1adba0

this would be mine...

i know its just the standart one:

255XL
Endosteel
336 Armor
14 Doubleheatsinks
AC10 with 30 rounds
5 medium Laser
3 Jumpjets

I personaly like it when every slot of my machine is used.

Weapon Groups are as followed:
1 AC10
2 Arm Med Lasers
3 Torso Med Lasers

#112 Sjorpha

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Posted 18 June 2015 - 02:20 PM

View PostTesunie, on 16 June 2015 - 02:40 PM, said:

Probably wont make it very far, by I've done very well in my own build of the Enforcer 4R.

Though a little light on the ammo department, it packs a bit of a punch with twin Large Lasers backed with an AC10. The goal is to shoot the AC10 at closer targets as your mech cools off from using the Large Lasers.

Powered by it's XL255 engine, and having the added agility of 3 Jump Jets added in, this mech can not only move, but can get to where it may need to go at any given time. Use it to snipe, brawl, or just do a bit of short range scouting. This build has been able to do it all.

(Edit: Changed to XL255 instead of XL250. Remnant from engines I just happened to have on hand. Altered for the Champion build concept.)


With one less JJ you can add ferro, full armour and upgrade the engine to xl260.

I suggest the asymmetric LL boat: http://mwo.smurfy-ne...6981fef1bd76c26

#113 Deathlike

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Posted 18 June 2015 - 02:31 PM

ENF-4R

Armor values are not what I actually use (I use less back armor), but it should be friendly enough for the new player

I've used this particular build in CW, though it may not necessarily be the most comp (or comp approved build).

Enforcer-4R is arguably the best alpha dishing IS medium of the 50-ton bunch, so it's not hard to give it the most bang for the buck.

Arms are used for shielding (generally trying to distribute the Gauss arm and the 3 Med Laser arm) and focusing on the arm side that hasn't been blown up in conjunction with the 2 Med Lasers in the Left Torso.

#114 Mr Hunter

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Posted 18 June 2015 - 02:39 PM

ENF-4R(C) "Give me MASC"

This is my submission for the champ build. As far as the fact that it has masc I don't see why it should not. MASC is a bit of equipment that, from what I can gather, can be put on any mech in the lore. Correct me if I'm wrong.

#115 Armond del sol

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Posted 18 June 2015 - 02:55 PM

ENF-4R
Why not do something different than the other of the Enforcers. I like this build.

Edited by Armond del sol, 18 June 2015 - 02:57 PM.


#116 xengk

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Posted 19 June 2015 - 02:39 AM

This is my escort Enforcer ENF-4R

3x SL
2x ML
1x AC10 w 3t
1x AMS w 1t
STD 200
3x JJ
12 DHS
ES Upgrade
DHS Upgrade

This is build as an escort for Assault and Heavy, so you don't need a high top speed or big XL engine. The humble STD 200 lets it keep up with most Assault and some Heavy.

AC10 with 45 shot will be your main gun, adding some pinpoint damage to the built, best use on weaken or exposed component your Assault or Heavy buddy have open up.
Dual ML and triple SL for upclose engagement that bound to happen, the energy quirks make these laser cool and fast firing. 12 DHS keeps the mech running cool even on Terra Therma, just don't alpha while standing in lava.

A single AMS give you some missile protection, stack with other AMS your escort(s) are carrying to stop Clan LRM dead.

#117 jarien13

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Posted 19 June 2015 - 05:46 AM

Based upon the so far posted builds (yes, I examined them all), many people are:

1) Not following the OP rules (just realized that Idid not follow all the rules: only 1 build and post per player... oops. I'll fix that shortly once I pick which build I want to stick to). and instead of liking a build, they post the exact same thing with 2 points difference in the armor. This means "likes" will be spread out over 12 posts of essentially the same build, instead of all being on one, meaning your favorite is less likely to be "the one."

2) Trying to put in their pet or meta build, ignoring the fact that this machine will primarily need to be kitted for a new player that cannot modify it (let alone swap AMS for more AC10 ammo, or install modules of any kind, nor does speed tweak or any other pilot skill-tree unlock remotely matter).


These Champions need to be designed based on them as newbie "friendly" TRIAL 'mechs, not your pet mech build that if you owned it you can do anything to. Any build that requires modules to function should be discarded immediately; save it for when you own the thing yourself.

New players need Trial mechs they can have fun in, are simple enough to learn some basic piloting and gunnery skills, and can survive as long as possible.

With that said (TL;DR):

SuperStock Modified ENF-4R

11 DHS (8 engine, 3 external)
Endo-steel
(stock weapons, + 3 SLas, +2 ton AC10 ammo)
-RA- AC10 w/ 3 tons ammo
-LA- LLas, 2SLas
-LT- 2SLas
drop 2JJ and move remaining 2 JJ to CT.
One weapon group for AC10, one for LLas, one for all SLas.

Edited by jarien13, 19 June 2015 - 06:50 AM.


#118 Darlith

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Posted 19 June 2015 - 10:27 AM

This is a slightly modified version of my favorite 4R build, my own uses an XL250 because I'm too cheap to buy an XL255, and I run less leg armor and more shield arm armor. But then I got to thinking how often people shoot for the legs and didn't want a newer player left with that.

http://mwo.smurfy-ne...9c93db425176d81

2LPL in the left torso, 3ML in the left arm, XL255 and 4JJs. Gives nice mobility and can do a reasonable number of alphas even on hot maps, though it is best used mobile.

#119 DevilCrayon

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Posted 19 June 2015 - 11:17 AM

http://mwo.smurfy-ne...0b42643b3328223

Laserforcer!

#120 Dawnstealer

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Posted 22 June 2015 - 08:24 AM

Mah babby:

ENF-4R

Great support mech, tough, survivable: 5 MPLs, AMS, BAP, Max speed with a standard engine.





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