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[Guide] New Battlemech? Visit the "Consulting Engineer Office"


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#21 Catalina Steiner

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Posted 03 September 2015 - 04:16 AM

View PostNightshade24, on 03 September 2015 - 03:22 AM, said:

(...)
if you want since I own all 4 we can go to a private battle and you can investigate the mauler and I will be willing to do builds that you want on one or two of them for tests and reference as well as give you ideas on how I think the feels with certain weapons on it.

It will be quite a long time since you will use the mauler yourself with C-bills so I think I could help out ^^


Awesome idea! Count me in.
I also like the idea of using other mechs to try out builds (like you did with the Firestarter). Until the mechs are presented at Smurfys, it's a good possibility.

#22 Nightshade24

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Posted 03 September 2015 - 04:25 AM

View PostCatalina Steiner, on 03 September 2015 - 04:16 AM, said:

Awesome idea! Count me in.

Any particular weapon/ play style that peaks your interest for the mauler at the momment? seems like 6 ballistics is along the lines of what interests you at the momment and I am already planning 6AC 2. However 2 LBX 10 4 machine gun would also be interesting with maybe a pair of SRM's and lasers.

#23 Catalina Steiner

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Posted 03 September 2015 - 04:38 AM

Six AC/2 is my dream build (and Mack1 will be glad, that's what he did with his JM6-DD, you remember the "Dakka-Video"?) and 90 tons will be enough to realize that.
Or four LBX 10 if this is possible... I love these shotgun monsters.
(damn, all hardpoints in the side torsi)

And for sure, I'm interested if the Mauler will be an interesting LRM boat. We'll see...

Edited by Catalina Steiner, 03 September 2015 - 04:40 AM.


#24 Nightshade24

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Posted 03 September 2015 - 06:08 AM

View PostCatalina Steiner, on 03 September 2015 - 04:38 AM, said:

Six AC/2 is my dream build (and Mack1 will be glad, that's what he did with his JM6-DD, you remember the "Dakka-Video"?) and 90 tons will be enough to realize that.
Or four LBX 10 if this is possible... I love these shotgun monsters.
(damn, all hardpoints in the side torsi)

And for sure, I'm interested if the Mauler will be an interesting LRM boat. We'll see...


I love you.

Okay, that out of the way- Mack1 was my most fave MW: O lets player ever and the saddest day in MW: O was not when my family like unit died- not when the unit was on the death bed and all the creative content they done and events went away and I felt like I joined to late. Not when clans are oddly ballanced and not when I learned the hunchback 4N , Victor 9a, etc is not gonna be added soon. or lastly the fact the kodiak only has 1 build.

The saddest day was when Mack1 went from what I knew and love him- to a rant bout about barely relevant topics- this was okay up until most of it was just sarcastic playing MW: O and ranting- you can tell that he doesn't enjoy the game as much any more. You can tlel by how he talks, plays, and rarely he does the MW videos that he doesn't enjoy it and is done...

I remember the dakka video quite well- I watched it many times and actually watched it earlier this week. I will remember those days... sigh... I wish there is someone else kinda like him to watch... theb33f and fantastic tuesday mainly go along the lines of funny content and not serious... kinda... Side strafe doesn't give me the feel and also I have mixed feelings to war thunder which he uploads more often so seeing that in my subscription box doesn't make me feel to well. If you know somebody I wouldn't mind a link... or if you have a youtube channel I would kind of like it see it.


Anyway, 6 AC 2 was my plan- was more inspiration along the lines of alex height from Mechwarrior 4 where his 'hero' mauler had 6 x UAC 2 (IS ones) so I just dumbed it down for MW: O.so this will be one of the first builds I will try as it will benefit both of us :D

And for 4 x LBX 10... this is still possible, remember the atlas can put 2 in 1st... you can put 4 with 4 tons of ammo... however you can lower the arm armour and maybe do some other ticks to squeeze more ammo in- maybe 2-3 more tons at best unless a engine downgrade is required- well this may make it as slow as a direwolf with a build the direwolf can do but with UAC 10's and er medium lasers.

LRM boat mauler? I can easily see 4 x LRM 15 or 4 x LRM 20. (assuming the 2nd launchers can do 20 tubes) making it the lightest IS mech to reliably do 4 x LRM 20. the only other mech that can do this without tube count ruining it is the.... -thinks hard-.... actually no... clans can do it on any mech that can hold it as no matter how little tubes clans have- it's only visuals, it doesn't imapct the max salvo at all due to stream. (this mean 6 x LRM 15 is a fun JM6-DD equivalent of clan LRM boat)

I want to do duel LRM 15 or 20 on my maulers so far as a stock+ standard but the idea of having multiple missiles also tickles my interest.

#25 Nightshade24

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Posted 03 September 2015 - 06:22 AM

also on the topic of Atlas + LRM's... I am very very experienced with LRM's and many different play styles of mechs in this game (which reminds me "Skirmisher" also applies to most heavy mechs- it kinda means at least on TT a mech around about 70+ (faster then a typical brawler of the same weight class typically which in MW: O may vary between XL and non, clan or not, thus these definitions all have fuzy lines), skirmisher is alone the lines of good at all ranges and decent speed but will not beat a specialised mech, for eg a range fight between a skirmisher and a LRM boat/ Sniper or a close quarters fight with a juggernaut or brawler will not end good but it's main strength is the ability to easily abuse the weakness of said mechs- for eg sniper and LRM boats weakness is close range fight so a skirmisher will try to close the distance, while the opposite occurs with a brawler where they try to bring the fight where the brawler can't do much. I think Sarna has a list of roles for mech as well as a description)

I can say that LRM's can be used on an Atlas but NOT as an LRM boat but instead as a support weapon to help make it do something at range- which is very useful on a atlas or king crab (like stock) as you know those times you are slow and lumbering to the battlefield and can't do anything? well with a single LRM 15, 20, or a pair of 10's, or trio+ of LRM 5's can help you help the team a little bit and get damage (and juicy kill assists) on mechs outside of 270 meters. On an atlas running a single LRM 20 may work but it is split up in 2 '10' salvos due to 10 being the max cap for missiles. This does mean the S and DDC are in a unique possition as they can do 3 x LRM 5, 2 x LRM 10, or 4 x LRM 5 to do the "back up LRM" work or the DDC does a single LRM 20 and some SRM 4's. All depends on the exact build but it can be worth while to do it... I do not know how much validility it is but I got a king crab game recently with a stock+ like load out with some lasers, duel AC 20, and a LRM 15 which got me over 800 damage... I got the screenshot but not sure if it's worth the upload atm.

However overall I think LRM's being used like this is quite nice and this is where the LRM 20 shines in MW: O as just a sheer 1 missile high volley count as exact damage isn't your main focus as you are not an LRM support mech- you are only doing it to support yourself as you close in on the range... it also prevents people getting to comfy outside of 300 meters and does make mechs panic hearing betty say "lrm's incoming"

#26 Sarlic

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Posted 03 September 2015 - 06:54 AM

It's not about the thing you should take it or not. Fact still remains other mechs can do the same job on less tonnage. However that does not mean that the Atlas is bad at it. Not at all. But it's a 100 ton. The LRM 10/15/20 is fairly decent choice. The 20 is only worth with Artemis in my opinion. The 15 is the sweet spot due lesser time in volleys compared with the 20.

The LRM5 is just a waste on a S. Good for supressing enemies but a Kintaro or a Hunchback can do the same. Hell even a Maddog or a Awesome can do it better with a faster pace between volleys.

The Atlas LRM mount is fairly high and i do recommend if you mix and match a LRM 10 or 15 is not bad. If you know what you are doing. I like the K with a 15 or a 20. It only has one missile slot.

LRMs is good for racking in damage and or supressing. I use mainly the 15 or the 20 on my poormans K to supress. For other variants: it's still a waste of a 100 ton potential firepower and armor which you don't put to use because you either lay back or move with the team on the third or fourth line with a full LRM5 stacked S or a LRM10/15 D-DC with a few backup weapons.

However opinions may disagree, but in my experiences and what i have seen so far i do not recommend putting LRM all in on a Atlas with being the Kurita a exception.

I rather go multi-role then go all in.

Edited by Sarlic, 03 September 2015 - 07:02 AM.


#27 Dawnstealer

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Posted 03 September 2015 - 06:59 AM

Zeus runs best with a STD 320. Handy since it comes stock.

#28 Night Thastus

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Posted 03 September 2015 - 12:43 PM

Sorry it took me a bit to respond!

I like your Atlas suggestion, the one with the 360 STD + 2 LPL + 3x SRM-6. Hadn't thought about forgetting the AC completely

I think I'll tweak it like this:

http://mwo.smurfy-ne...aa7783bff480f29

I know, no artemis. But I think it won't matter if I've closed range enough to make use of the SRMs anyway.

I could also run:

http://mwo.smurfy-ne...f1ff0a3ee92f777

I'd get a little more range and speed at the trade-off for lower damage.

If I cut the legs, I could also get the best of both worlds, Artemis, and range.

http://mwo.smurfy-ne...d03cb5f73478614

Gotta say, it's really challenging to get the tonnage and slots to work out right. Namely because going from the STD350 - 355 and the 355-360 are both 2-ton upgrades. I either end up having to shave the legs, or run MPL's/Mediums in the CT to get the tonnage right. Same with the artemis. If I gain artemis and lose a heatsink, I've lost 2 tons. Since all these transactions are 2 tons, it makes it hard to get it right.

The only transactions that dont just change 2 tons around is changing a large laser for 2 medium (-3 tons) or for 2 mpls (-1 ton).

Thus, if I don't want to strip my legs to hell, I'm gonna have to use either MPL's or Mediums in the CT.

Edit: If I'm all about sustained DPS, I could strip the engine to a 350 and go with this version of my first suggestion: (But it would be even lower range)

http://mwo.smurfy-ne...e48be90349bbf6b

What I would really LOVE to compliment those SRM-6's are 3 Large Lasers, but without stripping the legs like 0.75 tons each, I can't get it to work right.

Edited by Night Thastus, 03 September 2015 - 01:00 PM.


#29 Sarlic

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Posted 03 September 2015 - 01:15 PM

It's kinda too extreme for my taste. But if it plays out for you, why not.

#30 Nightshade24

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Posted 03 September 2015 - 03:42 PM

View PostSarlic, on 03 September 2015 - 06:54 AM, said:

It's not about the thing you should take it or not. Fact still remains other mechs can do the same job on less tonnage. However that does not mean that the Atlas is bad at it. Not at all. But it's a 100 ton. The LRM 10/15/20 is fairly decent choice. The 20 is only worth with Artemis in my opinion. The 15 is the sweet spot due lesser time in volleys compared with the 20.

The LRM5 is just a waste on a S. Good for supressing enemies but a Kintaro or a Hunchback can do the same. Hell even a Maddog or a Awesome can do it better with a faster pace between volleys.

The Atlas LRM mount is fairly high and i do recommend if you mix and match a LRM 10 or 15 is not bad. If you know what you are doing. I like the K with a 15 or a 20. It only has one missile slot.

LRMs is good for racking in damage and or supressing. I use mainly the 15 or the 20 on my poormans K to supress. For other variants: it's still a waste of a 100 ton potential firepower and armor which you don't put to use because you either lay back or move with the team on the third or fourth line with a full LRM5 stacked S or a LRM10/15 D-DC with a few backup weapons.

However opinions may disagree, but in my experiences and what i have seen so far i do not recommend putting LRM all in on a Atlas with being the Kurita a exception.

I rather go multi-role then go all in.

Well my point goes slightly over your head but either way...

yes, 4 x LRM 5 on a 100 ton assault mech can be matched by 5 x LRM 5 kintaro or 2 x LRM 10 hunchback or better.
BUT d oes the hunchback in the same time carry an AC 20 or due LBX 20, as well as 4 Medium lasers and 100 points of armour in the CT+?
Or (using king crab example) does the kintaro able to carry a large laser or a few medium pulse lasers, twin AC 20, as well as those LRM's?

as I said- the atlas is NOT an LRM boat, it uses it for support. I didn't say put a Standard 400 on your boars head and run a single LRM 20 on a 100 tonner.

#31 STEF_

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Posted 03 September 2015 - 11:30 PM

Can I help with the 1G?
It's my better Battlemaster, reading the statistic (w/l= 4.83 k/d=4.82 dmg/match=536.61), thanks to its quirks and high energy hardpoints.
classic assault
http://mwo.smurfy-ne...115c12d48194062

False assaul/true heavy:
http://mwo.smurfy-ne...500ab86db1164e3

The low arm hardpoint are very situational, and I found I used that weapons so too few times that they are wasted tons, for my tastes, due to my combat style.
Meanwhile the hardpoints on torsi are divine.
Tip: put the medium lasers and then the couple of LPL, so you can have the lpl quite above your cockpit.
This G1 is the hill peek god.
And it's always fresh, despite it's a laserboat.
Enemy can barely see you, and even though they manage to see you, your main body is totally covered still.
In every map there are a lot of good points in which this tactic works awesome.
Mainly where there are ramps. Even better if you choose high points on the map, so you can snipe 360° around, and your enemies cannot see your body.
Another good thing is that the mech is so high and hardpoints so high, that your can shoot at enemies even in plain, even if there are teamates between you and the enemy.
Modules: ML range ...even more range!
LPL cooldown: so you can syncronize them with the ml.
Seismic (always, and above all with the xl version)


o/

#32 Catalina Steiner

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Posted 06 September 2015 - 11:00 PM

I thought about your build at the weekend. I did not like it when I read your post first. The weaponry isn't bad... for a heavy mech.
But I read your post carefully and it sounds like a very "strict" and "solid" build. You mentioned enough advantages of this build to convince me. I never tried it but it seems to be fun.

I also remember one of my Grasshoppers with only six medium laser. Sounds like a troll build (my Sparky has the same weaponry with 55 tons!) but it's really a good mech. The quirks, the modules and of course a very big engine makes it a very fast and dangerous heavy mech with an alpha strike of 30 with a good heat management and a fast cooldown.

With this in mind I can understand this Battlemaster build a lot better. Thanks for the suggestion, I will add it to the index.

Edited by Catalina Steiner, 06 September 2015 - 11:01 PM.


#33 STEF_

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Posted 07 September 2015 - 01:48 AM

View PostCatalina Steiner, on 06 September 2015 - 11:00 PM, said:

I thought about your build at the weekend. I did not like it when I read your post first. The weaponry isn't bad... for a heavy mech.
But I read your post carefully and it sounds like a very "strict" and "solid" build. You mentioned enough advantages of this build to convince me. I never tried it but it seems to be fun.

I also remember one of my Grasshoppers with only six medium laser. Sounds like a troll build (my Sparky has the same weaponry with 55 tons!) but it's really a good mech. The quirks, the modules and of course a very big engine makes it a very fast and dangerous heavy mech with an alpha strike of 30 with a good heat management and a fast cooldown.

With this in mind I can understand this Battlemaster build a lot better. Thanks for the suggestion, I will add it to the index.

Yep, it seems underpowered, but the thing that really matters is it has full real high dps because it never overheats and, above all, super high hardpoints.

The combination of high hardpoints and easy-mode laser boat (point and click, instant convergence pinpoint dmg) is the true key in MWO. It is kinda sad, but untill PGI doesn't solve this issue....

For instance this build: http://mwo.smurfy-ne...668fe51befc291f

is not so fresh like the G1, but it doesn't matter because your have a little more range, you can stay very covered (hill peek or for meat shields).
Those 2 sls are there only to put the 4LPL as higher as possible. You can avoid the ghost heat with a little work: 2lpl+2lpl with the correct timing, and you can hit the esact same hitbox on enemy mech.

It is boring (from a BT TT point of view, I would like to have a lot of different weapons in a mech), but effective: k/d ratio= 3.58 with 493.14 dmg/match.

#34 Nightshade24

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Posted 08 September 2015 - 09:24 PM

Just now I finished 1 game and 1 testing ground in each mauler. I will soon make a thread on the topic of my first impressions as well as PM you more details but here is what I got on a certain matter....

6 AC 2 is definitely worth it for the linesman! first game with it was cut early and died with 650 damage. Not bad for a mech with no basics at all. I am running a stock engine but I think I may cut my ammo down a bit as well as maybe switch to the biggest XL engine for a nice 64.3 kph with speed tweak. I got LRM'ed to death so maybe AMS as well can do. This was on tourmaline desert as well.

#35 Jack Shayu Walker

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Posted 09 September 2015 - 12:28 AM

I got a build for ya!

NVA-Prime

She's my main mech, and she's a beast. I recommend firing the ERs and Pulses as a single firing group.

Edit: Add the arm and hand actuators, smurfy always seems to pull them off.

Edited by Jack Shayu Walker, 09 September 2015 - 12:30 AM.


#36 Jack Shayu Walker

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Posted 09 September 2015 - 12:31 AM

View PostNightshade24, on 08 September 2015 - 09:24 PM, said:

Just now I finished 1 game and 1 testing ground in each mauler. I will soon make a thread on the topic of my first impressions as well as PM you more details but here is what I got on a certain matter....

6 AC 2 is definitely worth it for the linesman! first game with it was cut early and died with 650 damage. Not bad for a mech with no basics at all. I am running a stock engine but I think I may cut my ammo down a bit as well as maybe switch to the biggest XL engine for a nice 64.3 kph with speed tweak. I got LRM'ed to death so maybe AMS as well can do. This was on tourmaline desert as well.

You tried 6x AC5?

#37 Nightshade24

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Posted 09 September 2015 - 01:15 AM

View PostJack Shayu Walker, on 09 September 2015 - 12:31 AM, said:

You tried 6x AC5?

no ^^;

Quick trIp to smurfy shows it's possible... but it's more akin to the 4 UAC 20 direwolf, this is really fun I would imagine up until it kills 1 mech and hurts another and is out of ammo.

#38 Catalina Steiner

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Posted 09 September 2015 - 01:52 AM

@Nightshade and Walker: Do not see this a thread for posting your builds, it's for requests only. Everyone has favourite builds and we have plenty of threads for this.

@Walker: thanks for your Nova build. If a customer is asking for a Nova build soon, feel free to help him out.

@Nightshade: in the case of the Mauler I like a (short) discussion, the Mauler is new and everyone is curious about it. But the main focus is on customer requests. Nonetheless thanks for your posts.

I saw lots of Maulers yesterday and to be honest, I cannot remember another mech that wasn't that strong on his first day (because most of them were trying to earn their basic and elite skills). This is a good sign for having a strong new assault on the IS side.

#39 Nightshade24

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Posted 09 September 2015 - 03:46 AM

I only left the comment here as it was a continue follow up of the earlier statement and 1 thing that is bad on a forum is an unfinished follow up that dissapeared of that side of outreach and is somewhere deep in clan space or in the periphery. Hence why I kept it brief and said I will make a follow up on a thread which directs people here reading "wow I want to know more of this discussion" instead of leaving it a dead end- sorry for any derailment.

#40 Jack Shayu Walker

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Posted 09 September 2015 - 06:01 AM

View PostNightshade24, on 09 September 2015 - 01:15 AM, said:

no ^^;

Quick trIp to smurfy shows it's possible... but it's more akin to the 4 UAC 20 direwolf, this is really fun I would imagine up until it kills 1 mech and hurts another and is out of ammo.


You can kill 3 actually :P , cheat arm armor, bring STD250 and store 7 tons of ammo in your CT head and legs. Ammo is tight yes, you get 35 clicks, but that's a potential of 1050 dmg, long range frontloaded pinpoint, high fire rate.





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