Burst Damage Builds
#1
Posted 30 January 2016 - 10:32 PM
It started off with a brawler Mad Dog with 3 small lasers, 4 srm4s, and a UAC 20, pumping out 87 damage per burst. It was doing good but I felt there must be better out there.
So I went to the Timber Wolf, straped in a 3 small lasers, 4 SRM6s, and a UAC20, had a much stronger SRM punch and considerably more armor with no drawbacks, I could put out 103 damage in under a single second. Excessively high damage ensued.
But I wanted more.... I needed more. I decided to forgo speed, and loaded on more armor, but more importantly more firepower. I created a monster.
Here it is.
140 damage per burst, it can pump out a stream of UAC10 shells while cooling off, devastate anyone up close, and take a decent beating. All that damage and ample amounts of ammo and adequate cooling if not used in full bursts at all times. All this power and I don't even touch ghost heat.
Does anyone out there have a reasonably serviceable build on any mech that gets damage values this high without using LRMs?
#2
Posted 30 January 2016 - 10:46 PM
Have fun with some skilled light pilots eating your lunch while you do the Whale Samba to try to take them out.
Edited by Piney, 30 January 2016 - 10:49 PM.
#3
Posted 30 January 2016 - 10:50 PM
Piney, on 30 January 2016 - 10:46 PM, said:
Have fun with some skilled light pilots eating your lunch while you do the Whale Samba to try to take them out.
Thats the issue with any Dire Wolf, I'll have a chance if I have some teammates around and get some lucky shots in at least.
#4
Posted 30 January 2016 - 10:55 PM
#5
Posted 30 January 2016 - 10:58 PM
#7
Posted 30 January 2016 - 11:10 PM
I am not a fan of a build this is useful only if the team is going to win.
I do realize that theory is not bad and can help guide the real world too.
#8
Posted 30 January 2016 - 11:13 PM
11 C-ERPPC. That's 165 damage, of which 110 of it is pinpoint.
#9
Posted 30 January 2016 - 11:16 PM
Dakota1000, on 30 January 2016 - 11:05 PM, said:
Saying that you did it and then not sharing the build, that's just mean.
http://mwo.smurfy-ne...abc39affc48228c
you have to fire the er small lasers 0.5 seconds apart, but thats not a big deal
#10
Posted 30 January 2016 - 11:21 PM
You can stuff more kaboom into a KGC, but you have to run an XL to do it and once you get past about 110 damage most of your good options break ghost heat. Here's 120, but it'd almost certainly shut down on the first alpha because of ghost heat on the 20s. You could probably shave a little more armor off the arms because nobody ever shoots at KGC arms, maybe add a heat sink or something.
Disclaimer: the only one of those I've tried was the Atlas. They're all light on ammo, but the chances of going through all of it at those ranges in a 'Mech that can only alpha once before it has to cool off... yeah. It was funny for the first shot, but I'm terrible with assaults so that's the only shot the bad guys let me have. I don't use that config anymore (I did it to prove a point after someone claimed it was impossible to do a 100-point alpha on an IS 'Mech); I switched it out for a much less insane AC20/4xSRM4/4xML setup.
#11
Posted 30 January 2016 - 11:25 PM
Quote
11 C-ERPPC. That's 165 damage, of which 110 of it is pinpoint.
Yeah but you have 0 armor. And you shut down forever after firing one time.
The direwolf build I posted above can do 160 burst, with close to full armor, and doesnt shut down
Edited by Khobai, 30 January 2016 - 11:32 PM.
#12
Posted 30 January 2016 - 11:34 PM
Mech Jager, on 30 January 2016 - 11:10 PM, said:
I am not a fan of a build this is useful only if the team is going to win.
I do realize that theory is not bad and can help guide the real world too.
The build is essentially a quad UAC10 dire wolf with half the firepower, it still has the nearly 600m dual UAC10 tapping for longer ranges, but works best when the teams finally collide and it gets to bring the majority of its firepower up.
It can fire its full 140 damage then still keep firing by alternating the UAC10s and UAC20 without overheating. If the UACs jam then it has the SRMs to put out a little extra damage to help. If it is running cool then it can pump out the damage from the SPLs. Its sort of like a brawler, but relies heavily on always having overwhelming firepower rather than twisting and mobility.
Even as in a Dire Wolf most people don't expect this level of burst damage, usually the most people see is about 80 from a double tapping 4x UAC10 build.
Khobai, on 30 January 2016 - 11:16 PM, said:
http://mwo.smurfy-ne...abc39affc48228c
you have to fire the er small lasers 0.5 seconds apart, but thats not a big deal
Ah, I tried out a loadout with 12 small pulses backing up quad UAC 5s before, found that it ran far too hot though, and I prefered the heavier punch of the autocannons over lasers.
#13
Posted 30 January 2016 - 11:37 PM
It works on the Executioner because its fast. But the Direwolf is too slow to pull off small pulse lasers.
#14
Posted 30 January 2016 - 11:40 PM
Khobai, on 30 January 2016 - 11:37 PM, said:
It works on the Executioner because its fast. But the Direwolf is too slow to pull off small pulse lasers.
Yeah, the quad UAC5s worked out well enough, but the heat of firing off all those didn't justify the damage they did for me, especially on hotter maps. Also without the screenshake of the larger ACs I found that it just didn't have the same effect on enemies trying to come at me. Then add in the need to avoid ghost heat and its looking even worse. It worked out decently, but it definitely wasn't the best and was much more niche than just putting on 2 extra UAC5s.
#15
Posted 31 January 2016 - 01:06 AM
On the IS side we have the Atlas.
#16
Posted 31 January 2016 - 01:21 AM
#17
Posted 31 January 2016 - 01:35 AM
LordNothing, on 31 January 2016 - 01:21 AM, said:
Its also much much lower damage done in a single second. I was asking for builds that are reasonable able to keep firing, don't hit ghost heat, and pump out high damage. The build in my OP puts its 140 points of damage out in a second while having no ghost heat and having weapons to use at longer ranges and weapons it can use while cooling.
Triple UAC20 leaves me at close range firing streams of shells for about 3 seconds to put out that damage if nothing jams and I wait only 0.5 seconds between each click. Not to mention the heat even if I managed to not trigger ghost heat.
#18
Posted 31 January 2016 - 03:34 AM
Edited by LordNothing, 31 January 2016 - 03:41 AM.
#19
Posted 31 January 2016 - 03:37 AM
LordNothing, on 31 January 2016 - 03:34 AM, said:
That sounds like a pretty expensive shot. I've never used coolshots though, so I didn't really think about using them here.
#20
Posted 31 January 2016 - 07:50 AM
Also try 5 CLRM20 on a summoner with no armour. It's hilarious
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