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


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#41 DrnkJawa

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Posted 09 September 2015 - 06:04 AM

(REQUEST)

Hey if you are doing a CEO can i ask for a suggestion on what medium mech to use? i gues for getting used to ballistics. Im pure HunchBack pilot who mainly uses a 4j so not to emberass myself in CQC(and the way it now works makes a very viable mech to fill in a slot that used to be taken by D-DC missile boats).

Edited by Catalina Steiner, 09 September 2015 - 11:39 PM.
Edited for a title


#42 Nightshade24

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Posted 09 September 2015 - 08:09 PM

View PostJack Shayu Walker, on 09 September 2015 - 06:01 AM, said:


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.

I was assuming the person didn't aim the best. Much like how the stock mad dog C can dish out lots of damage with duel gauss.

#43 Catalina Steiner

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Posted 10 September 2015 - 12:37 AM

ANSWER TO DRNKJAWA (HUNCHBACK)

There are only two variants of the Hunchback (without the hero mech) that own ballistic hardpoints. So I will focus on them, the HBK-G and the HBK-H.


I. First checking some facts:

1. The weapon quirks

Hunchback 4G:
Ballistic Range: +12.5%
Ballistic Cooldown: +12.5%
Ballistic Velocity: +12.5%
AC/20 Range: +12.5%
AC/20 Cooldown: +12.5%
AC/20 Velocity: +12.5%
Energy Heat Generation: -15%
Energy Range: +15%
If you are carrying an AC/20, this means: Range +25%, Cooldown +25% and Velocity +25%!

Hunchback 4H:
Ballistic Range: +10%
Ballistic Cooldown: +10%
AC/10 Range: +10%
AC/10 Cooldown:+10%
Energy Cooldown: +10%
Energy Heat Generation: -10%
Medium Laser Cooldown: +10%
Medium Laser Heat Generation: -10%
If you are carrying an AC/10, this means: Range +20% and Cooldown +20%.


2. Engine
The biggest engine for both variants is a size of 275.
The side torso isn't small and the hunch is a big target. A XL engine is not the best suggestion here. If you know how to peek, torso twist and go back to cover again and you plan to mount very heavy weaponry, you can think of a XL engine.
But a standard 275 engine isn't that heavy, even some lights can carry a bigger one. The Hunchback is a flanker, skirmisher and brawler... a standard engine is fitting well in this build.


3. Hardpoints
The 4G provides three ballistic hardpoints (and three energy, no missiles) and the 4H only provides one (and five energy, no missiles).


4. Upgrades
Both variants should be upgraded to Endo-steel structure and double heat sinks.



II. Watching your needs

Reading your request makes me think of a fast skirmisher and flanker. Correct me if I was wrong with that.



III. My suggestions

I suggest to buy the HBK-4G. The AC/20 quirks are very tempting. Together with two backup medium laser and this kind of quirks it's nearly a mid range skirmisher. And for sure a devastating close range flanker. I abdicated a third medium laser for the reason to mount AMS.

HBK-4G

An AC/20 seems to be the best choice for a ballistic Hunchie. You have three quirks of 25% and you can even increase them with AC/20 modules! You can increase the range for 35% (module +10% on rank 5) and the cooldown for 37% (module +12% on rank 5) altogether!!! This is too tempting not to do that. Even without the modules it's still a great buff.

If you want to change this build for your needs, you might think of removing one of four tons of AC/20 ammo and put in one more medium laser or choose a bigger engine (standard 235 instead of standard 225).

***

If you like AC/10 more, I would suggest the HBK-4H. One AC/10 and five medium laser combined with AMS and a standard 245 engine. I also needed ferro-fibrous armor to have some tonnage left for the fifth medium laser.
If you put in the two AC/10 modules, you have 30% more range (quirks 20% plus module 10%) and 32% cooldown (quirks 20% plus module 12%). Do not forget the special medium laser quirks for the HBK-4H. They are also great and you can also increase them with the modules.

HBK-4H

You should have very good reasons not to choose an AC/20 for the HBK-4G or not to choose an AC/10 for the HBK-4H. Those ballistic weapons have a nice buff and makes them a good choice for your medium flanker/skirmisher/brawler.

Edited by Catalina Steiner, 10 September 2015 - 03:34 AM.


#44 STEF_

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Posted 10 September 2015 - 04:53 AM

View PostCatalina Steiner, on 10 September 2015 - 12:37 AM, said:

always good stuff from Cata


This is how I built my Huncie 4G.

Basically the 250st engine already has 10dhs, and you can spare enough tons and 3 spaces upgrading the engine and armour to FF.

Cata' s 4G upgraded: http://mwo.smurfy-ne...fdf3cfc222ba7ba
Only 1,5 tons needed for the 250 engine---> ams+ammo.

So: http://mwo.smurfy-ne...eb65bc4b9abd1b9

Going 89.1 kph is better to get the range, and also you can have enough speed to cover from enemy lrm. Even better with radar depr.
But mine has 1ml more, too

http://mwo.smurfy-ne...cbc62fedcd9b8fe

Modules: seismic/radar depr/ac20 cool./cool9x9

#45 Night Thastus

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Posted 10 September 2015 - 02:38 PM

[Request]: Hellbringer

Hello again!

Now I'm looking at a Clan 'Mech I've owned for some time; The Hellbringer.

I personally have used this 'Mech very, very little and I can't really understand why. It LOOKS great, and it has some nice perks, but I just don't find myself using it much.

So, I was looking for a build to run in it. So far, I've tried the following:

http://mwo.smurfy-ne...c182a7b1a9ba7f2

I liked this build to some extent, but it was boring as hell. Effective, but not interesting enough to make me want to use it.

Secondly:

http://mwo.smurfy-ne...54fe6759aab0174

While this had decent weaponry, it was a tad hot, and just ended up being a worse version of my Timberwolf or Cauldron Born that do it far better.

Finally:

http://mwo.smurfy-ne...4f722dd083aa472

This one was tons of fun because of the decent high-mounted UAC/20, but I'm not sure why I stopped using it. Perhaps I ran into again, the fact that my Timberwolf did it better. Cauldron born didn't though, arms were too far apart.

EDIT: Also considering this. No idea if it'll be fun.

http://mwo.smurfy-ne...0c279f70fdf1ccb

EDIT: I've already tried Gauss + 4 ER Mediums. Not bad, but again, something my Timberwolf + Cauldron born do far better.

Note: I'm perfectly fine running hot as **** if needed, or cool and laid back. I'll trust your judgement. I'm also fine with running without ECM if it's worth it.

Edited by Night Thastus, 10 September 2015 - 02:47 PM.


#46 DrnkJawa

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Posted 11 September 2015 - 02:08 AM

Thanks Cata, ill try to wrap my head around what i like and dislike in that builld(only way to find out is to do it). By the way any idea if the reward mechs will be any good?

#47 Catalina Steiner

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Posted 11 September 2015 - 03:37 AM

REPLY TO NIGHT THASTUS (HELLBRINGER)

This is the most difficult request until now and that's not because it's a Clan Mech. You really tried a lot and I guess, this request is more about a fitting role than another build.

Nonetheless this reply should also answer on how to build Clan mechs because the choice of the best omnipods is also interesting. And that's not only true for one variant but all.
Certainly you can watch every variant of its own, buying the best omnipods for every variant but I don't call that economic. And it leads to boring builds, you are in danger to have three similar builds at the end of the construction phase.

What comes first? Build or role?
In the case of an economic use of hardpoints it's the build. It would be interesting how you build your other two Hellbringers (if there are other ones) but that's going too far here. Building one mech means work enough right now. But you see what's my point of this discussion?

As for me, I try to seperate the omnipods from the mech when I own all three variants. Certainly I'm only talking about the omnipods of both arms and side torsi (the ones that are carrying hardpoints).
I'm not sure if you read the former posts but I like to have a "straight" variant if I own a mech. I don't like generalists on the variant level but specialists.
But I want to stay as generalist on the chassis level. Building three similar mechs is very boring and unfortunately even possible with the Clan omnipods.

So, its being a generalist on the chassis level and being a specialist on the variant level.
That means, I like to strip the omnipods from a mech too when starting the building phase.



I. The choice of omnipods

I watched my own builds and it's obvious that I build three different mechs just with the omnipods that came with those mechs. Only two variants own both the left side torso, I gave them both ECM because... they can. My third Hellbringer is an LRM supporter, it doesn't need ECM and it's also a good choice if you need variety in your mastering process.

In case of my own Hellbringer, I tried to accumulate the energy hardpoints.
That's also the easiest way to have three different builds at the end: accumulating the energy, the ballistic and the missile hardpoints. It's not useful for every Clan chassis but for the Hellbringer.

I kept both side torsi from the prime variant and added the left arm of the "A-variant" and the
right arm of the "B-variant".
Certainly there is a right arm with another energy hardpoint, it's even the prime variant but I needed the arm for my LRM mech. And five energy hardpoints are enough for a hot mech like the Hellbringer. And it's nice to have them on one side for an easier aim when peeking.

Here is the result again:
head.................................................................prime
left torso...........................................................prime
right torso.........................................................prime
left arm....................................................alt. config. a
right arm..................................................alt. config. b
left leg.............................................................prime
right leg............................................................prime



II. Hardpoints

With this combination of omnipods we got the following hardpoints:
5 energy, 3 ballistic, 1 missile and 1 ECM
I want to use all energy hardpoints and no missile hardpoints.
I don't wanted a pure laserboat (because of heat issues), so I choose to add an UAC/10 to the laser. And I'm using the ECM for sure.



III. The build

I call this build "ECM brawler". I can provide ECM for my team and it's a nice alpha strike. That's not what others call "meta" but I want to give you builds that are also fun to play.

HBR-PRIME
My build is just for the sake of completeness, my alpha strike isn't that high but I like the UAC/10 in combination with the medium laser, I also like the similar range. That's the only weakness of your higher alpha ballistic/energy builds, the different range of both weapon systems.

Your second and third build (with the prime omnipods only) is similar to my idea how to build the Hellbringer-Prime.
As I see it, you already tried out a lot and that's why it's so hard to give you a good advice.
So we need to have a fourth point of discussion and now it's the role.



IV. The role of your mech

Your first build is a laser boat. I agree, it's a boring one. There are some chassis with medium laser only builds but the Hellbringer isn't that chassis. You expect more from it, quite rightly.

Your second and third build, as I mentioned is a mixed weaponry brawler and the fourth is the same but with missiles instead of ballistics.

You have the following options:

1) Accept the variety on the level of chassis and not variant. In this case even a pure laser boat like your first build would be okay. I guess your second and third build are even better and that is also true for my suggestion above.
If you own two other different Hellbringers, mastering them won't be that hard if you have the choice of different variants.

2) Search for a completely different role.
I did this while using metamechs.com. You can find different builds here: clan-master-guides/hellbringer.

You can use sniper builds with four ER large laser for example. You can build a LRM boat. You can build a maximum laser vomit meta mech with 55 firepower. You can build a Wub version with six medium pulse laser (that's sound even more funny than six medium laser I guess *chuckles*).

I guess the Hellbringer is a great supporter. He isn't the MVP of the team but with ECM support and an firepower of around 50 it's the perfect flanker/skirmisher. It's fast like a medium mech. I agree that there is a problem with the skirmisher role: the builds are nearly boring. But when focussing on playing the role, the build isn't that important anymore. Choose a good compromise of meta and what you really like and have fun.

Edited by Catalina Steiner, 11 September 2015 - 04:30 AM.


#48 Night Thastus

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Posted 15 September 2015 - 06:40 AM

Thanks Catalina!

Sorry to betray you, but I ended up going with another build, one I've run on the Executioner and loved.

I know it seems insane, but trust me when I say this 'Mech does incredibly well in the right hands. One of my friends in a CW match pulled a clutch victory with us there. It was intense.

http://mwo.smurfy-ne...7776ec406c61e98

Other than that, I just run the "Metamechs" build. I don't like it, but I'll run it if I need to.

http://mwo.smurfy-ne...8287dcd03b2afda

#49 DrnkJawa

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Posted 24 September 2015 - 11:35 AM

(Another Request)



Hey Catalina, could you help me improve my new toy(kinda new to assaults since i mostly drove 50tonners)

ZEU-6S is my current pride and joy, was thinking of swapping arms and using an lrm15 to soften up distanced targets then laser them to death like a real baddie.

Anyways currently the alpha strike is nice on it and can introduce itself in a Lobo kind of way(which makes me giggle like a little girl).

Edited by DrnkJawa, 24 September 2015 - 11:40 AM.


#50 Catalina Steiner

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Posted 24 September 2015 - 02:19 PM

ANSWER TO DRNKJAWA (ZEUS)

The ZEU-6S is the only variant I don't own, because of the few missile hardpoints. Nonetheless I thought about a nice build for this mech because the 5S was released later and I did not know if I want to wait. But I did.
Yes, this variant seems to be perfect for your idea. As I mentioned before, I thought about a good build for it and let's try it now.


I. First checking some facts:

1. The weapon quirks

AC/5 Range: +10%
Ballistic Range: +10%
Ballistic Cooldown: +12,5%
Missile Range: +12,5%


2. Engine
The biggest engine size is 390.
Tahribator called the Zeus "the toughest nut to crack in this game". It's a very "tanky" mech. It's the perfect brawler with a standard engine (CT looks small, ST are bigger).


3. Hardpoints
The 6S provides four energy hardpoints, two ballistic hardpoints and one missile hardpoint.


4. Upgrades
The 6S should be upgraded to Endo-steel structure and double heat sinks. Additional to that I would suggest to upgrade to ferro-fibrous armor, but only in this special case. Why? Please read below.



II. Watching your needs

You want a laser brawler with LRM support.



III. Build

My suggested build contains a standard 320 engine, same like the stock mech. I added three large pulse laser and a LRM15 launcher. These weapons are very heavy, so we can also add ferro-fibrous armor. This is very rare for an assault. In this case we can free more weight for one more heat sink.
I also put one large pulse laser in the CT for the reason of losing the left side torso.

ZEU-6S

Edited by Catalina Steiner, 24 September 2015 - 02:20 PM.


#51 DrnkJawa

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Posted 24 September 2015 - 11:11 PM

View PostCatalina Steiner, on 24 September 2015 - 02:19 PM, said:

ANSWER TO DRNKJAWA (ZEUS)

The ZEU-6S is the only variant I don't own, because of the few missile hardpoints. Nonetheless I thought about a nice build for this mech because the 5S was released later and I did not know if I want to wait. But I did.
Yes, this variant seems to be perfect for your idea. As I mentioned before, I thought about a good build for it and let's try it now.


I. First checking some facts:

1. The weapon quirks

AC/5 Range: +10%
Ballistic Range: +10%
Ballistic Cooldown: +12,5%
Missile Range: +12,5%


2. Engine
The biggest engine size is 390.
Tahribator called the Zeus "the toughest nut to crack in this game". It's a very "tanky" mech. It's the perfect brawler with a standard engine (CT looks small, ST are bigger).


3. Hardpoints
The 6S provides four energy hardpoints, two ballistic hardpoints and one missile hardpoint.


4. Upgrades
The 6S should be upgraded to Endo-steel structure and double heat sinks. Additional to that I would suggest to upgrade to ferro-fibrous armor, but only in this special case. Why? Please read below.



II. Watching your needs

You want a laser brawler with LRM support.



III. Build

My suggested build contains a standard 320 engine, same like the stock mech. I added three large pulse laser and a LRM15 launcher. These weapons are very heavy, so we can also add ferro-fibrous armor. This is very rare for an assault. In this case we can free more weight for one more heat sink.
I also put one large pulse laser in the CT for the reason of losing the left side torso.

ZEU-6S

Nice build, not much different from what i would use but overall tankyness is great. Think a 3rd Lyran guard will add +10 armor?

Thanks Catallina, will come to you when i have problems with Lyran mechs.

#52 DrnkJawa

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Posted 25 September 2015 - 03:43 AM

By the way this thread needs its own theme

#53 Night Thastus

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Posted 07 October 2015 - 10:27 AM

[REQUEST]: Zeus - ZEU-9S2 (Loyalty Variant)

Hey there again!

This is a new 'Mech that I've really never played before. It's the loyalty Zeus.

I've never touched one, so I'm a tad stuck on what I'd like.

CONSTRAINTS:

1: The Zeus, as I understand it, is a very durable 'Mech. I think I'd like to take a STD engine for it, even if it is XL-viable.

2: I'd like it to go at least 65 km/hr. Any slower than that, and I might as well be in a 100-tonner with more weapons. (Unless you can make a solid case/build for it being slower)

3: I'm not using lurms. Sorry, I just haven't gone to the dark side yet. Not enough cookies.

That's about it. What do you think?

Here is the stock load-out:

http://mwo.smurfy-ne...0c5dc59753d185f

Note: It doesn't have any major quirks one way or the other, or even any specialized ones, sadly.

Edited by Night Thastus, 07 October 2015 - 03:29 PM.


#54 Catalina Steiner

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Posted 08 October 2015 - 07:14 PM

[REQUEST]: Zeus - ZEU-9S2 (Loyalty Variant)

I read all wishes you had and I found a build that might be interesting for you.

ZEU-9S2(L)

Standard 320 engine that runs at least 65 kph. No LRM's (and that's hard for me to build with these nice hardpoints) and two other weapon systems that have the same range (450m, 900m maximum). One AC/10 and two Large Laser allow you to fight from a mid range distance first.

I added three SRM2 for close range combat situations and because I had tonnage left. But they are optional. Feel free to remove them and add more ammo (not needed for me) or heat sinks instead.

The quirks also support this kind of build. Missile, energy and ballistic quirks but all general.

#55 Night Thastus

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Posted 08 October 2015 - 08:33 PM

Very nice Catalina!

Can't think I'd have any tweaks for that one at all.

I'm finding that AC/10's are in a real great spot right now for IS ballistics. Good ratio of tonnage/damage/heat/cooldown.

I've got shortrange (SRM's) midrange (AC/10) and longrange (LL)

Very nice mix!

EDIT: And it turns out I already own a STD 320! How nice!

However...

If I were to make an LRM-build...what would it be? c:

EDIT 2: I did actually make a small change. I found that the build ran hot as balls, so I just knocked the engine down a little. It's much slower than I want, but I'll get around it.

http://mwo.smurfy-ne...2b1684e2e1954e1

EDIT 3: With my build I managed to pull 3 kills 675 damage last match. Definentally liking it. Tanky, high-mounted lasers, and the srm's make it brawly. Even with my build, it's still hot as balls, but I'll get used to it.

Edited by Night Thastus, 08 October 2015 - 09:07 PM.


#56 Catalina Steiner

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Posted 09 October 2015 - 03:34 PM

Thanks a lot for the feedback! :)


As for the LRM Zeus... I did not build it yet but it should look similar like one of my other mechs:

Zeus ZEU-6T
Zeus ZEU-5S


#57 Chados

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Posted 09 October 2015 - 08:08 PM

I've got to agree about the AC/10. I have an AC/10 + 2xLPL combo on my Victor Dragon Slayer and it is probably my best overall 'mech. It is the only one I've ever notched more than three kills in a match with: Four, and five assists, with me being third from the last to go down in a 12-11 game.

The ZEU-9S2L is killing me. I just can't find a build I like. I think Catalina is right about the ZEU in general needing a STD engine, the XL320 it comes with makes it very fragile. But it is the lack of jets and the left handed ballistics/E hardpoints that are really getting me, it is the reverse of the Victor and I just cant get used to it.

#58 Catalina Steiner

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Posted 26 February 2016 - 05:44 AM

I found a request in a Facebook group. Someone wants to drive a Highlander IIC with LRM's and asked for advice because of ammo issues.

Quote

Captains out there do I potentially have enough ammo? I am currently at 22 tons of ammo for 4 LRM-20's. I could dump my small laser for another half ton. I am unwilling to drop my Probe or Tag for it though.


I asked for more information about the mech and the current build. It's a HGN-IIC-B.
Spoiler


First some thoughts about the mech as it is right now.

Biggest engine is installed, XL325. I would also suggest that.
AMS is installed. I would remove AMS because a LRM mech is the reason why others need to install it. LRM mechs don't need it by themselves, in my opinion.
The backup weapons are insufficient. The mech only has two energy hardpoints and they should be used as backup weaponry.
The mech is indeed heavy enough to add Artemis, as another member of the Facebook group already mentioned. The TAG shows that the user wants to use the LRM's on sight, so Artemis is the better choice and there is a chance to carry backup weapons when things are getting hot and heavy.


About the launchers
I figured out that there is a limit. Not every build is useful and "more LRM tubes" don't mean "more damage" or "more kills". There is a critical mass and in my opinion it's 40-45 tubes. It's the best mixture of damage, heat, cooldown and also ammunition issues. And it allows to carry backup weapons that are badly needed in so much fights. Two LRM20 launchers or three LRM15 launchers are the maximum limit for me.

I prefer Artemis for LRM15 and LRM20 launchers because the spread is annoying without it. I use LRM10 and LRM5 without Artemis because it's a waste of tonnage. It's better to use the fast cooldown to launch more missiles than wasting one ton for Artemis (for each launcher!).


About the ammunition
When I'm using three/four LRM5's or two/three LRM10's I usually need eight tons of ammo.
When I'm using three LRM15's or two LRM20's I usually need nine/ten tons of ammo.
You really need to calculate the possible salvo launches.
Using nine tons of ammo for LRM40 means 40,5 salvos! This is a lot and usually you don't have the chance to launch so much missiles.
I can imagine that the owner of the current build doesn't agree with me here and this brings me to the next topic: economic use of LRM ammunition: you only need this much ammo if you want to fire ALL the time, on every single lock, even if it disappears immediately. And so much ammo is only needed if you don't use chain fire which would be necessary if you want to use the LRM to suppress the enemy on every single lock instead of doing real damage.

As for me it was the better way to learn using the ammo in an economical way. It frees tonnage for other weapons and equipment that might save your life in other match situations. Throw out some tons of ammunition and add Large Pulse Lasers. With four energy hardpoints I would have suggested four Medium Pulse Lasers, these are the perfect backup weapons to intimidate any cheeky attacker.


About chain fire
My last topic is the chain fire. I know those tales about "ineffective chain fire" but I have made totally different experiences. Chain fire is the best way to spare ammo, use it in the most suppressing way and do great damage nonetheless. Especially with the playstyle of the mech we are talking about, chain fire is totally needed (the number of tons show that the player wants to fire all the time) and this is possible with chain fire. This means less launchers, less ammunition and more possibilities to add other necessary weapons and equipment.


About LRM assaults in general
The community doesn't like them because they say it's a waste of tonnage. I agree for many chassis and variants but that's not true for this one. Also having in mind the countless numbers of cowardly Gauss Dire Wolfs that are hiding until the whole team is dead, it shows that it's about the pilot, not the mech.

The Highlander is highly capable of carrying LRM's and use it in a very devastating way. But... it's slow. And it's not agile. And LRM mechs should be fast and agile. So it's absolutely necessary to use the biggest XL engine, to use Jump Jets if possible and to do everything to increase speed and agility. You need a lot of map awareness, you need "speed tweak" as soon as possible. If you use it as LRM boat, it needs to be played smart.


I made a build and I broke my own rules here by installing 3xLRM20+Artemis. It's a compromise and I did it because of the obscene amount of free tonnage.
I started with two LRM20's, ten tons of ammunition, two LPL's and Clan Active Probe and there was soooo much tonnage left. I even added four more heat sinks because the tonnage of added ammo became totally insane. I added Jump Jets too. I added another ton of ammo and then it was done. I also changed the rear ammo for CT and ST because LRM boats are often attacked from behind and too less rear ammo is your immediate end.

HGN-IIC-B

I hope my thoughts were useful for you. It was for sure useful for me, I cannot wait to lay my hands on this mech soon. Posted Image

Edited by Catalina Steiner, 26 February 2016 - 06:15 AM.


#59 Dekallis

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Posted 05 April 2016 - 08:46 AM

Ok here's one for you, I'm working on a Maddog(MDD-Prime) which I intend to configure for long range fire support, hell the reason I bought one was to add a long range support mech to my arsenal as otherwise I only have facehugging brawlers and ankle biters.

I stripped out pretty much all of the stock equippment the large pulses were replaced by ERPPC's for superior range fighting and because I genuinely feel lasers draw far too much attention to your mech when fired...especially when you're a somewhat soft target compared to most heavies. I'm going to slot a range module for the PPCs in there as well to make long range direct fire more effective(ideally I'd be poking from 800-1200 with ppcs)

The lrm 20's were replaced with LRM5's equipped with artemis for faster lock times I have 5 tons of LRM ammo feeding these tubes, and with the Mad dog's quirks for 20% cdr and 20% missile velocity I'm not sure if I should module for more range or push more cdr on the lrms. I know anything with less than 1k missiles probably doesn't qualify as a traditional missile boat but that's not what I was going for to begin with I'm aiming for synergy between the lrms and the ppcs. If I can see it I can probably shoot it, and if I can shoot it I can lrm it, was the thought process there.

Since lrms don't have drop off at range and PPC's retain most of their damage out till about 1100-1200 meters I figured it'd be effective. Originally I had tag on here as well for even faster locks, and negating ecm's but because tag tops out at 750m range I wasn't getting as much use out of it when I played from long range and ended up finding myself wading into effective laser ranges a little too often. Problem is I had virtually no close in defense, so I wound up slotting some small pulse lasers for emergency cqc since ppc's generate too much heat to depend upon in close quarters and I later realized PPC's negate ecm temporarily on hit anyway so the tag was partially redundant So I put on a pair of small pulse lasers for the time being, hardly adequate protection but better than nothing, I had also considered simply running more heatsinks to make the PPC heat more bearable. Clan LRM's don't have minimum range but trying to get a kill in CQC with them is definitely no walk in the park I've done it once or twice but....that was more luck and desperation than anything.

The mech is also equipped with 3 Heatsinks and an Active probe, for sensor range and negating ecm's that get too close. All my torso armor has been maxed out and slightly frontloaded,only slightly because I find it common some light will rush around the battlefield to try and get to me and they always try to hit the back first.

I'm also currently using Advanced zoom for making those 1k meter ppc shots easier. getting kills at that range is really a pain for me without it but i've considered switching to target decay(so my lrms will be more consistent with locks that don't break instantly), or seismic sensor (for early warning of incoming light rush.)


I've been thinking about this build alot...as if that wasn't obvious by now and I've reached the point where I realized I need a outside opinion to really start refining it. It's performance so far has been modest, 1-2 kills if any at all usually puts out 4-500 damage if it doesn't get rushed down.

#60 Catalina Steiner

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Posted 06 April 2016 - 07:31 AM

I read your post more than once and I did it very carefully.

First of all I assume you are using the pre-existing omnipods, all Prime-Omnipods. This gives you four energy
hardpoints, two missile hardpoints and one AMS hardpoint.

I tried to rebuilt your mech with the information you gave me.

First build: MDD-PRIME
I added DHS for free tonnage. I guess that's what you did. And by the way, I did not consider the armor.

Second build: MDD-PRIME
Again I did not consider the armor but I needed to lower the leg armor to free one ton for the Active Probe.

I want to rebuild your mech first to have values for firepower, heat efficiency and to be sure you did not install another omnipod.


You will receive my answer soon. I want to get some additional advice from a true Clan warrior before I answer you, even if I love the Mad Dog as well.

Edited by Catalina Steiner, 06 April 2016 - 07:32 AM.






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