First Clan Champion 'Mech Build Competition
#181
Posted 18 June 2015 - 09:40 AM
#182
Posted 18 June 2015 - 09:42 AM
RustyBolts, on 18 June 2015 - 09:29 AM, said:
I suppose I can only speak for myself, and to let others speak for themselves.
We are being given the opportunity to improve the enjoyment of the game for not just ourselves, but other people that are new to the game, and are unfamiliar with Mechwarrior Online (weaponry, utilities, teamwork, etc), as this is a Champion Mech, and typically Champion Mech's are used as Trial (Free) Mech's. We can purchase a Champion Mech if we so choose as well which is great for farming XP to convert to GXP with MC.
Edited by m, 18 June 2015 - 09:49 AM.
#183
Posted 18 June 2015 - 09:42 AM
This is my personal build. It has gauss and ppc cooldown 5 with enhanced zoom
#185
Posted 18 June 2015 - 09:51 AM
I wanted to build something versatile that could also overcome minor terrain obstacles using jump jets.
TBR-V (Versatile)
RIGHT TORSO
TBR-PRIME
C-GAUSS RIFLE
C-LRM 5
RIGHT ARM
TBR-S
C-ER MED LASER
C-ER MED LASER
LEFT TORSO
TBR-A
C-ER LRG LASER
C-ER LRG LASER
C-GAUSS AMMO
C-LRM AMMO 1/2
LEFT ARM
TBR-C
C-ER MED LASER
C-ER MED LASER
CENTER
TBR-S
HEAD
TBR-S
#186
Posted 18 June 2015 - 10:09 AM
#187
Posted 18 June 2015 - 10:14 AM
TBR-S - Champion SRMs and Lasers
Almost full armor, with 35 and 34 in the legs.
4x SRM4 w/Artemis
5x JJ class III
3x ER-MLs
1x ER-LL
8x Double Heat Sinks (5/5 in the engine, 3 in the arms)
5x tons of ammo for SRM4 w/Artemis
It's a stray away from the lean towards lasers with four SRM 4s to deal most of the brawling damage up close. It has reasonable heating/cooling efficiency when firing either the missiles or the lasers with an 18.04/DPS alpha for an excessive amount of burst damage.
This takes advantage of the quirks most efficiently by not using any ballistics. It gives a Clan mech plenty of killing and brawling power that isn't centered on massive amounts of lasers. The lasers are pinpoint damage to finish off a mech once the missiles have cored locations.
TBR-S LEFT ARM
ARM MOVEMENT RATE (YAW): 5.00 % ARM MOVEMENT RATE (PITCH): 5.00 % LASER DURATION: 3.00 % ENERGY COOLDOWN: -3.00 %
TBR-S LEFT TORSO
JUMP JET CAPACITY: 2.00 TORSO TURN RATE (YAW): -3.00 % MISSILE COOLDOWN: -2.50 %
TBR-S CENTER TORSO
JUMP JET CAPACITY: 1.00
TBR-S RIGHT TORSO
JUMP JET CAPACITY: 2.00 TORSO TURN RATE (YAW): -5.00 % ]MISSILE COOLDOWN: -2.50 % LASER DURATION: 3.00 % ENERGY COOLDOWN: -3.00 %
TBR-S RIGHT ARM
LASER DURATION: 6.00 % ENERGY COOLDOWN: -6.00 %
Edited by Harpazo, 18 June 2015 - 11:03 AM.
#188
Posted 18 June 2015 - 10:21 AM
2x C-ULTRA AC/5
4x C-ER MED LAS
TBR-C-GUNSLINGER
Very fun build to use for those who love their DAKKA. Enough ammo to allow sprayin' N' prayin', 4 C-ER MED LAS in case you do run out and a few jump jets to keep you mobile death machine! Combination of targeting computer and ultra ac/5 cooldown and range modules amkes this build an absolute dakka blast!
#189
Posted 18 June 2015 - 10:22 AM
TBR-S For the Jumpjets, Two UAC-5s with 2.5t of ammo for solid shaken baby syndroming and 4 ER Meds with 2 Dbl HS for the inevitable ammo problem, Run this one myself, its a solid brawler that can still touch someone abit farther out for last minute assists. Works well for me, just remember the UACs are your primary and you're good to go, tickle-touch everyone in the face as hard and fast as possible.
(Lower Arm Actuators Optional, I personally use them, some people might not. )
Edited by Solathon, 18 June 2015 - 10:23 AM.
#190
Posted 18 June 2015 - 10:46 AM
#191
Posted 18 June 2015 - 11:09 AM
It just doesn't seem like a Mad Cat without those big missile boxes on the shoulders. With this, you've got the ability to provide a decent amount of long-range pain to the enemy, and when the tubes run dry move in for the kill. Months of tinkering, and I end up with a variation of the original.
Just be mindful to not try running the LRMS and the pulse lasers at the same time. For weapon grouping, I put left-side lasers on 1, right side on 2, and LRMs on 4, which I have mapped to be the "E" button. Lock target with "R", and I've got less than an inch of travel to send him some care packages, labeled 'Express Delivery, No Signature required."
Edited by The Shredder, 18 June 2015 - 11:09 AM.
#192
Posted 18 June 2015 - 11:10 AM
http://mwo.smurfy-ne...b34eb936153cca3
4xMPL
3xSRM6+Art
3xMG
TC1
2xJJ
Used the same build before, but without Artemis and +2DHS, but current version works better for me.
Firepower 68, in first ~10seconds steams at 19.71DPS, after alert just use MGs and SRMs for sustained (even at Terra Therma) 11.40DPS.
#193
Posted 18 June 2015 - 11:12 AM
- 4 x ER Medium Lasers
- 2 x ER Small Lasers
- 4 x SRM-4
- 3 tons of SRM ammo (good for 18.75 full alphas)
- 23 Dual Heat Sinks (32% heat efficiency x 6.56 max sustained DPS)
- 4 jump jets (20.48 meters altitude)
- Full Armor
Its really not important.
You could slap components selected at random on a timberwolf and still demolish everyone and everything you came across. Its moreso problem mechs that need good builds to perform.
Edited by I Zeratul I, 18 June 2015 - 11:40 AM.
#194
Posted 18 June 2015 - 11:12 AM
My personal Timberwolf D build that I love and run very often. It has solid close range stopping power with the SRM 20 (it can handle the extra heat if fired together or can be split for 10/10 firing to avoid that). The ER Small allows for poking at closer ranges and gives you something to fight with if you get stripped. (can be traded in for a medium at the expense of armor, the CAP, or a DHS), the LPLs provide the bulk of your ranged and accurate firepower, and are kept plenty cool, the CAP provides some boosted sensors and passive ECM countering ability. It's a solid build that I like very much, and short of needing to split the missile triggers I think it's fairly new player friendly.
#195
Posted 18 June 2015 - 11:18 AM
It's getting hot, but with chainfire you can handle it. Well, 5 meds at once to finish them of is worth it!
2 UAC 5, 4,5 Tons of Ammo, 5 ER-Meds, 2 JJs, TC MKI (or 1 DS instead but I prefer critting).
The Meds are put in 2 groups:
- 5 at once (for peeking and final blow)
- 5 in chainfire (for hot maps and high heatlevel)
http://mwo.smurfy-ne...05dcba75a46a9a8
Edited by Geweihheimer, 18 June 2015 - 11:20 AM.
#196
Posted 18 June 2015 - 11:30 AM
http://mwo.smurfy-ne...7c3d97c05b4c997
Only way to run a timby in my opinion. Laservomit is boring, and newbs are going to be rushing in a lot anyways, why not give them something to use while they are there?
#198
Posted 18 June 2015 - 11:50 AM
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