Grid Iron Build Help
#1
Posted 24 February 2015 - 01:46 PM
The hunchback is one of my second favorite mechs, and I've been running my founders 4g for quite some time. However, I ended up picking up a grid iron due to the mc I recently got. Seeing that it replaced a useless ballistic slot on the 4g with a missile in the left torso... I thought this mech would be perfect for me.
I dropped the gauss rifle, srms, pulse lasers, and XL engine.
I then replaced them with an AC10, LRM10, medium lasers, and standard 200 engine respectfully.
It's working fairly well at the moment, and it works almost identically towards my Orion, which runs an AC10, lrm 15, x4 medium lasers, and an srm 4. I support allies from all ranges, while maintaining max armor, and a relatively high amount of speed.
Though I lose the quirks for the medium pulses, I still have the general extra range, and cooldown. I also get a healthy 25% general ballistic cooldown, which works extremely well with the ac10.
Liken this build so far, and thanks to the armor perks and standard engine, I'm surviving some rough encounters.
Anyone have any suggestions for the grid iron, or what I might change? Also, what builds do you guys run, or have have great success with?
#2
Posted 24 February 2015 - 02:21 PM
I run a Grid Iron on a IS account with this.
Make use of a mech and it's quirks, always!!!
But... that is for a medium range sniper... if you like the way you run that build, keep it that way.
#3
Posted 24 February 2015 - 02:30 PM
Scout Derek, on 24 February 2015 - 02:21 PM, said:
I run a Grid Iron on a IS account with this.
Make use of a mech and it's quirks, always!!!
But... that is for a medium range sniper... if you like the way you run that build, keep it that way.
True, the Gauss quirks are rediculous, but the grid iron also has very good generic quirks as well. I don't like gauss rifles to much as they explode, weigh a crap ton, and require time to charge, which negates some of that cool down bonus it gets. I'll probably seem like a heretic for stripping it off though.
#4
Posted 24 February 2015 - 02:32 PM
#5
Posted 24 February 2015 - 02:36 PM
Capnflintlock, on 24 February 2015 - 02:30 PM, said:
and require time to charge, which negates some of that cool down bonus it gets.
If you Don't like a 2.1 second delay compared to a 6 second delay... that's odd, considering that you can put out around 300-600 damage in 2:00 of firing that thing non-stop along with the 3 Medium lasers...
#6
Posted 24 February 2015 - 02:45 PM
Dual Ultra AC/5's
2 Medium Lasers
1 Small Laser
4 Tons Of Ultra Ammo
2 DHS
STD Engine 200
The Build Eats up Heavies and below A LOT. Though watch that ammo counter. If you don't like the Mediums drop them form Small Lasers and put in another ton of ammo.
#7
Posted 24 February 2015 - 02:53 PM
It's made to go into a fight directly after 2-3 mechs are down on either side. The Cooldown and Module Cooldown keeps the Shotgun shooting at a good rate, and a Cooldown for the SRM 6 and Med Pulse Lasers keep it going too. a total of about 2:00 in non-stop brawling you're just about out of ammo and can pat yourself on the back for killing them
#8
Posted 24 February 2015 - 03:01 PM
Dual AC/5's
3 Medium Lasers
1 SRM 6
XL Engine 200
1 Ton SRM ammo
5 Tons AC/5 ammo
2 DHS
Cooldown Modules for all weapons, keep this mech at Medium range for AC/5s... and for brawling when needed bring in the SRM 6 and 3 Medium Lasers...
#9
Posted 24 February 2015 - 09:40 PM
#10
Posted 24 February 2015 - 09:51 PM
#11
Posted 25 February 2015 - 07:57 AM
You can change out the med pulse for a ml and up the armour. The Grid Iron shouldn't really be used for anything but a gauss platform due to the insane quirks. Just make sure to protect that right side, because everyone will shoot you there first.
#12
Posted 25 February 2015 - 08:43 AM
Honk the Wondergoose, on 25 February 2015 - 07:57 AM, said:
You can change out the med pulse for a ml and up the armour. The Grid Iron shouldn't really be used for anything but a gauss platform due to the insane quirks. Just make sure to protect that right side, because everyone will shoot you there first.
Put the gauss back on...... what have I done...... This .... this is utter destruction. 7 kills and 540 dmg my first game
#13
Posted 28 February 2015 - 01:26 PM
#14
Posted 28 February 2015 - 01:43 PM
Capnflintlock, on 25 February 2015 - 08:43 AM, said:
Put the gauss back on...... what have I done...... This .... this is utter destruction. 7 kills and 540 dmg my first game
Indeed.
If you wanted to run any other ballistic in there outside the Grid Iron, may I recommend the hunchback 4G.
#15
Posted 24 June 2015 - 08:07 PM
Capnflintlock, on 24 February 2015 - 01:46 PM, said:
I have found three builds that perform pretty well at fire-support duties. All three of these XL 250 engine.
LB10X 3xMPL ASRM4 -- close-support build, so stay with the group and wait for a target to be engaged, then drop your 36 alpha (w/ crit bonus) repeatedly... targets don't last long. You can torso-twist in between dumps and use the arms to shield your side torso pretty well.
2xAC5 2xML LRM5 -- stay back at 400m and provide suppressing fire on any target that sticks its head up. The 25% cooldown on the mech and the additional cooldown on the AC5 module lets you keep up a constant stream. not as much DPS as a 4x crab or anything, but it is enough to pin down the enemy, and it rattles their cabins so they have a hard time shooting back at you. The biggest negative to this build is you have to maintain face time with the target.
Gauss 3xML LRM5 -- Stand in the rear and provide sniper support, and try not to get shot because the Gauss explosion will kill you 90% of the time.
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