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Best Ballistic Mechs


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#21 Valar13

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Posted 13 December 2015 - 09:53 PM

That's a seriously under-armored Jager. Those arms are gonna pop off if someone looks at them the wrong way, and the torsos aren't going to protect that XL for long with that much armor stripped off. Also, one good hit to the rear torso and it's a one-hit kill for you. And most lights have more leg armor. http://mwo.smurfy-ne...25e7c73a5197c99 <-This will serve you better, though it will run through that ammo pretty quickly, so you'll need to be judicious about firing. Maximum theoretical damage of 750 isn't bad if you keep it on target, and the 8+ DPS will rip people a new one pretty quickly.

Also, you can afford to sacrifice speed on a 'Mech that can sit back and plink from range, so this: http://mwo.smurfy-ne...b5f4dffe57202f7 should give you some staying power with additional ammo.

And one more, for the sake of constant dakka and a little bit of ability to defend yourself up close.

http://mwo.smurfy-ne...919c7a8d98ec736

Just to give you some options.

One more thing - I don't know what "external program" you're using to enhance your view, but be careful about that. Most 3rd party software can and will get you banned under the ToS.

The safer option is to use the advanced zoom and get a mouse with adjustable DPI. Turn it down when you max zoom and up when you're not in max zoom. The resolution of the image shouldn't affect much of your ability to hit the target regardless. You can get a decent mouse (I use it and swear by it) for under 20$. http://www.amazon.co...s/dp/B00F3L19KQ

Edited by Valar13, 13 December 2015 - 10:18 PM.


#22 SPAZZx7

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Posted 13 December 2015 - 11:25 PM

I really do value that input, I agree that the builds I've seen so far, I really do have paper thin armor compared to most mechs. I like the look of the second link, i have not experimented with the ac/2 weapons yet. If only i could mount them in the middle...

While I do not know how accurate my tests have been, as I cant tell how many players I'm fighting that are simply new and in-experienced, or actual veterans that know how to aim for weak points. I have been adjusting my armor values after a damage evaluation every 4 battles, and raising what has been destroyed, and lowering what has not.

While the influence may be due to my reserved playstyle, I have not had a single leg pop since testing has began. And only had a weapon pop once, and that was after doing a tango with a scary assault bot. I believe it is because most people target the main chassy, and this bot has no arms, only shoulder gun mounts, greatly reducing its hit box, and likleyhood to be hit directly.

Normally the engine is the first thing to pop, I am not sure if the engine is separate from center torso the not the armor. The speed, I'm locked with, because I bought the XM without knowing its a permanent upgrade, but I must admit 70 speed I can keep up with mediums and support them, which is really nice.

I have no idea if this is good, because I hear that some people average 1000 damage, but I average between 400-700 most battles as a support role with this bot.

This is a support bot at heart, This is not a primary role front-line combatant. (I follow people around and support them, or snipe and harass)

I have a front line variant that I have I've been developing but it has less dakka, less range, more rounds more armor. Ill upload it in a bit if you want.

Also thanks for the heads up on the mouse, I'll probably pick it up... As a Christmas expense... >_>

Edited by Rikkada, 13 December 2015 - 11:29 PM.


#23 Not A Real RAbbi

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Posted 13 December 2015 - 11:37 PM

^^^ That, too.

So, the XL 295 MIGHT be a little BIG for that mech. It's nice to be able to keep up, sure. If you're a sit-back-and-plink player, though, it's not as important. 265 is about as big an engine rating as you should have in that mech.

That frees up tonnage for ARMOR! Good, too, since your mech NEEDS it badly. Seriously, I usually run lights, and primarily the Arctic Cheetah. Getting behind a Jagermech is fun. When it comes out the dropship already about to pop, like that one, it's like doggone Christmas. Those 5 Clan small pulse lasers are going to wipe that thing out.

Okay, to the upgrades...

Ferro Fibrous armor weighs less, but takes up 14 of your critical slots. If you change your mech's armor from standard to FF, you get 4 more points per ton. The maximum amount you can put on any part of your mech, though, is still the same. ALL mechs get 18 points on their head. Otherwise, the max armor rating for any part is determined by the mech's weight. ALL 65-ton mechs have the same max armor, and the same limits for each part, as all other 65-ton mechs. So, if you have the armor already at max across your whole mech, and have like 0 tons available, then upgrade to FF, you'll suddenly have like 3 tons available, and 14 fewer slots.

Something similar is at work with EndoSteel internal structure. Between the two, ENDO is the better deal. Only light mechs can usually afford to use BOTH. You save a little more weight with ENDO than you do with FF, IIRC. Again, it takes up 14 critical slots but cuts the weight of your mech's internal structure (basically the FRAME of the mech).

Double Heat Sinks are usually the first upgrade, unless you're building a dual-Gauss mech. OR in a LCT-1V Locust with the four MGs. You simply don't NEED DHS (and can save the 1.5 million CB investment) in those builds. Otherwise, you probably want/need DHS.

Front-loading your armor is good. THAT much, though, is suicidal. Depending on how often you encounter backstabbing light mechs, you'd want to stay between 6 and 8 points for the rear of the side torsos, and maybe one point more for the rear of the center torso. If you HAVE to skimp armor in any location on that mech, start with the legs. But don't go under maybe 40 points each AT THE LEAST.

Now, having an XL engine means that the destruction of either side torso will render the mech destroyed for the match. SO, you don't want to put ammo in there, on the off chance that it gets hit critical and explodes (not a problem for Gauss, which is why I mentioned it previously). That's the difference between XL and Standard engines. Standard weighs more for the same rating, but is cheaper and only takes up 6 critical slots. XL weighs a lot less, but is more expensive and takes up 12 critical slots (3 of which are always in each side torso). Since any engine is considered destroyed once it has been destroyed in three critical slots, and you have three for any XL engine in each side torso, and anything in a mech component (leg, arm, head, side torso, center torso) is considered destroyed when that component is destroyed, losing a side torso means death to an Inner Sphere mech with an XL engine.

Clan XLs only take up TEN critical slots, TWO in each side torso, so you can lose ONE side torso in a Clan mech with XL and still go on fighting. Yeah. Clan stuff is THAT good.

Anyhow. Learning curve and all that. Keep it up!

#24 Valar13

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Posted 14 December 2015 - 12:09 AM

View PostRikkada, on 13 December 2015 - 11:25 PM, said:

I really do value that input, I agree that the builds I've seen so far, I really do have paper thin armor compared to most mechs. I like the look of the second link, i have not experimented with the ac/2 weapons yet. If only i could mount them in the middle...

While I do not know how accurate my tests have been, as I cant tell how many players I'm fighting that are simply new and in-experienced, or actual veterans that know how to aim for weak points. I have been adjusting my armor values after a damage evaluation every 4 battles, and raising what has been destroyed, and lowering what has not.

While the influence may be due to my reserved playstyle, I have not had a single leg pop since testing has began. And only had a weapon pop once, and that was after doing a tango with a scary assault bot. I believe it is because most people target the main chassy, and this bot has no arms, only shoulder gun mounts, greatly reducing its hit box, and likleyhood to be hit directly.

Normally the engine is the first thing to pop, I am not sure if the engine is separate from center torso the not the armor. The speed, I'm locked with, because I bought the XM without knowing its a permanent upgrade, but I must admit 70 speed I can keep up with mediums and support them, which is really nice.

I have no idea if this is good, because I hear that some people average 1000 damage, but I average between 400-700 most battles as a support role with this bot.

This is a support bot at heart, This is not a primary role front-line combatant. (I follow people around and support them, or snipe and harass)

I have a front line variant that I have I've been developing but it has less dakka, less range, more rounds more armor. Ill upload it in a bit if you want.

Also thanks for the heads up on the mouse, I'll probably pick it up... As a Christmas expense... >_>

Also, you can change back to a Standard engine still if you want to (though Jagers don't run standards very well since they're not terribly quick to begin with, nor have much weight to spare for one, and are second-line support anyway), all you have to do is remove that engine and open the Engine tab in the mech lab.

The low armor on the arms may not cost you too much currently, but as your skill increases and you move up in tiers, hell, I'm not even an "ace" and I could disarm that completely in one volley with some of my more pinpoint-heavy 'Mechs. The arms have an internal HP of 20. 28 total HP is not enough to resist most mechs' alpha - and one hit with dual gauss will blow the arm.

Edited by Valar13, 14 December 2015 - 12:11 AM.


#25 Leone

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Posted 14 December 2015 - 12:30 AM

Most Jager mechs I see use 4 standard AC5s or three uac5s, and to be fair, the three uacs tend to survive and annoy me more.

That said, I love me my ballistics, and heard mention you might like to try mediums. The hunchback 4G is a decent enough uac 5 mech, as are like, half the shadowhawks. The wolverine has a decent dual AC 5 variant, and as mentioned before, I've seen some decent Enforcers.

Now, with that outta the way, let's talk range. In the classic game, from which all this is modeled, the rating of the AC was the amount of damage it did from firing one volley (As in one of the classic AC20s fired 100 shells a volley with each clip being one 'shot' as the rules went.) The lower damage Autocannons have a better range because their configured for accuracy not firepower, not because of shell size or anything reasonable.

And since they wanted to differentiate lasers an ballistics, the AC's fire one shot shells, but the ranges were kept since they worked in the core balancing mechanic the game was built on.

~Leone

Edited by Leone, 14 December 2015 - 12:31 AM.


#26 SPAZZx7

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Posted 15 December 2015 - 09:10 PM

Rikkada,
Entry 2, Data Log 121515

I have refined the chassy JMS-S I have inherited from the great junkyards, former designation "JM6-S Vulcan" renamed simply... "Vulca Max", Stripped away further has its armor been from its structure, lighter it has become, more munition has been infused within it, capable of sustaining on the scene battle bombardment longer than any previous version, and with good reason... Death has not become this ones greatest enemy, but the overwhelming need to cause chaos, and to strip away the very protection the heretic pilot hides behind. "Vulca Max" Is weak, but he is strong, for through his weakness, he can see the fear that has burrowed beneath his enemies, and through this, he survives.


Further tests conclude that I outmatch all that are around me, who needs armor when you have more firepower!!? More weapons, more range, more dakka! The invincible Vulca Max!!! I must venture forth and seek past into the irradiate zone of level 3. Where only the hardened pilots thrive in this horrid world!

There is word of a prototype variant based on the glorious JMS-S to the east. Little is known of it, Said to be lighter, faster, but with equal firepower? I must find it, I must... Destroy it!!! But to take it captive..? What benefits could it yield? None? Or everything!!? Codename "Rifleman" this mystery could not go unsolved, for the solution could mean damnation for all of us. It must be dealt with, it must be reclaimed... In the name of the high father, this will be investigated!

In other news, I am becoming very worried on my dependence on this new found power, this "Vulca Max" What am i without it? I could not imagine being effective in anything less admirable, its perfect, it is glory... Perfection made manifest, and without me is it equally worthless? What am I in something other? A sham? I cannot play this mech build forever, surely I must branch out, surely... But by what choice? I am millions away from a potential upgrade! I hardly have learned the basics, but can imagine nothing as perfect! What news? How to choose, if to leave it and lose, the strength and to think I was weak, but be strong; What good is my fortune is it grand is it cheap, should I squabble or be prideful in this bountiful feast? In the least, I should go forth in bounty a victor, in the time I will shine as am I in my prime? To resign is unthinkable an act worse than of most heinous crime. Is it time!!? I ask you is it time, is it time!!!?


Posted Image

Edited by Rikkada, 15 December 2015 - 09:46 PM.


#27 InspectorG

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Posted 15 December 2015 - 09:24 PM

View PostxMADCATTERx, on 12 December 2015 - 12:25 PM, said:

JagerMech DD- UAC5 x3. Have fun.


Or the Banshee-E

#28 Unreliable Mercenary

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Posted 16 December 2015 - 05:31 PM

I really like my Marauders for ballistics. This is what I do with my 5M. It has large lasers as well, so I guess it isn't 100% ballistics, but I like having the backup.

http://mwo.smurfy-ne...40e374a31e3e608

Edited by Owen Miller, 16 December 2015 - 05:32 PM.


#29 VitriolicViolet

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Posted 02 June 2018 - 03:34 PM

my favourite mechs for using a ballistic/s weapon are:

Panther 10P 'Plinker'

https://mwo.smurfy-n...3caf4e774879f8c
1x LB/10X, 1x RL10, XL 265, 3 tons ammo. Hits 128 KPH with skilltree. i think it has the potential for greatest cooldown reduction possible on a ballistic (25% cooldown quirk + 12% skilltree) 37% cooldown on any Ballistic weapon
The LB10 on this mech (with skilltree) fires once every 1.4 seconds, which is faster than an AC5. you can swap the rocket launcher nad half a ton of ammo for an AC10 that fires just as fast. i prefer having more ammo though.

Enforcer 4P 'Thumper'

https://mwo.smurfy-n...193abc9c59cfb85
1x AC/20, 4x ML, 3 tons ammo, LFE 285. runs at 92kph
Good mech, i used to have it as a mainstay of my CW decks, hits hard and moves well.

Orion M 'Grinder'

https://mwo.smurfy-n...792c2932e5d9db8
1x LB/10X, 3x MRM10, 3x ML, LFE 340. this Onion gets 32% cooldown on LB10s

Cyclops 10-Z "Photon Mary'

https://mwo.smurfy-n...ee00c5fc4ac39b6
1x AC/20, 6x ML, 2x RL10, LFE 385. This Cyclops isnt special in its ballistic use but its the fastest 90 tonner for its firepower ive seen, 74 kph.

Edited: Note that the Panther is considered one of the worst lights and the 10P the worst Panther

Bonus Build!
Bushwhacker X2 'NatGuard17'

https://mwo.smurfy-n...095e6f8ecd18d45
1x AC/20, 2x MPL, 2x LMG, 2x RL10, 1x RL15.
Great mech, moves a little slower than most whackers (76) but is horrible up close. between armor quirks and its shape (great for rolling damage) and the fact that everyone shoots at the side with all the missile pods means it wins a lot of 1v1s and if it loses the RLs you havent really lost much.
Dont see many AC20 whackers

LOL Necrod the thread without realising

Edited by VitriolicViolet, 02 June 2018 - 03:58 PM.


#30 BTGbullseye

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Posted 03 June 2018 - 08:32 AM

2.5 year necro...

Best for ballistics now are the Annihilator and the MCII-B.

#31 AureliusDean

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Posted 05 June 2018 - 03:32 PM

I have been considering an MCII... I picked up a few mechbays on last week's sale, maybe it is time.

#32 JediPanther

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Posted 06 June 2018 - 08:39 AM

I look for ones with cool down,range or velocity quirks then add on the 15% you get from skill tree. hbk 4G,Cent-D,pnt-10p have some of the best ballistic builds when you max fire power with 55 nodes for all the cd,heat gen,velocity and range.

#33 Agent of Change

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Posted 06 June 2018 - 10:12 AM

In addition to the Annihilator and MCII as mentioned the Nightstar and Bushwhacker are particularly good platforms for devastating RAC builds. Any IS mech 50+ tons that has decent placement of 2 to 3 Ballistic points preferably in the ST's can do a variant of teh RAC build to great effect.

#34 Xeno Phalcon

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Posted 06 June 2018 - 10:24 AM

Wow dat necro tho. But then again anything past page one on this area is probably a necro thread lol.

#35 Eisenhorne

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Posted 06 June 2018 - 11:56 AM

It is an impressive necro... but my recent favorite ballistics mech is the DRG-5N.... that thing is a brutal war machine. 3 UAC2's with the anti-jam quirk just cuts through heavy armor like a chainsaw. So good.

#36 BTGbullseye

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Posted 06 June 2018 - 12:30 PM

Of course there's always the 4x UAC2 Hunchback IIC... ;)





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