Favorite Stk Builds?
#1
Posted 03 February 2016 - 08:30 AM
So far I've got
- Lights: Jenners done, Locusts started
- Meds: Cicadas and Wolverines done
- Hvy: Mads done, Warhamers started
- Aslt: Zeus done, ???
Right, wrong, or indifferent after a bit of browsing and reading I decided I really kinda liked the Stalkers. I've clearly got a history of not exactly picking the comp or top meta type builds, and I'm perfectly fine with it. I so far have enjoyed all my picks, especially Oxide.
SO.... I picked up the STK-5M last night to begin with. Messed around in Smurfy and on the field a bit with equipment and engines I had on hand... started with short ranged loadouts.. first two matches believe it or not barely got a shot off... man am I out of practice in assaults (read: wayyy too much time in lights lately...)
Any exciting, fun, and/or reasonably effective builds folks like to share? So far my greatest inspiration has come from this forum
Thanks in advance!
#2
Posted 03 February 2016 - 09:33 AM
But if stalkers are a must , there is a bunch of nice meta builds and others, with a lot of srms , large lasers , med pulse and such, no dakka though except for the hero.
Edited by Nik Reaper, 03 February 2016 - 09:38 AM.
#3
Posted 03 February 2016 - 10:54 AM
Its got 4 ER LL and 2 SRM 6's with artemis and an AMS system.
#4
Posted 04 February 2016 - 05:23 AM
thanks!
#5
Posted 04 February 2016 - 05:51 AM
This is a quickie/approximate build from memory, note the 10-tube limits on the arm launchers (I don't like LRM-10s much because they are the least tonnage-efficient).
http://mwo.smurfy-ne...4712e2a93e3012c
If you reduce weight elsewhere (the Artemis, for instance), you can replace the CT ML with a LL, ERLL or possibly even LPL for more direct fire/zombie potential.
(Edit: I run it with a LRM-15 Cooldown and MLaser Range module, also, it looks hot but you are generally firing either the LRMs OR the MLs, not both, and they both run well on chain fire if necessary.)
Edited by MadBadger, 04 February 2016 - 05:54 AM.
#6
Posted 04 February 2016 - 06:15 AM
On occasion I try and stick a few lrm5's on a build (like one of my MAD variants) but usually I find I brawl better than lurm and it's tonnage that could go to short range.
Will let you know how it works.
Have you tried swapping some of the lrms for srm to support the MLs once in brawl range?
Or would that end up to watered down to be useful?
Edited by Morggo, 04 February 2016 - 06:17 AM.
#7
Posted 04 February 2016 - 06:28 AM
I'm also not much on LRMing, in fact of something like 80 mechs this one and a Clan WarHawk are the only two with LRMs as a primary system. Mostly because both of them can support a decent LRM punch and a sizeable laser backup (relying on missiles alone would be frustrating for me).
It's just nice sometimes to 'reach out and touch someone', also of course certain maps really like them.
Keep in mind that while Artemis is for tighter grouping, on an LRM mech you need direct Line of Sight to the target for it kick in.
Edited by MadBadger, 04 February 2016 - 06:30 AM.
#9
Posted 04 February 2016 - 08:08 AM
Morggo, on 03 February 2016 - 08:30 AM, said:
So far I've got
- Lights: Jenners done, Locusts started
- Meds: Cicadas and Wolverines done
- Hvy: Mads done, Warhamers started
- Aslt: Zeus done, ???
Right, wrong, or indifferent after a bit of browsing and reading I decided I really kinda liked the Stalkers. I've clearly got a history of not exactly picking the comp or top meta type builds, and I'm perfectly fine with it. I so far have enjoyed all my picks, especially Oxide.
SO.... I picked up the STK-5M last night to begin with. Messed around in Smurfy and on the field a bit with equipment and engines I had on hand... started with short ranged loadouts.. first two matches believe it or not barely got a shot off... man am I out of practice in assaults (read: wayyy too much time in lights lately...)
Any exciting, fun, and/or reasonably effective builds folks like to share? So far my greatest inspiration has come from this forum
Thanks in advance!
STK-5M Deathbarrel
Don't you dare use the MLs unless it's extremely necessary. The original build actually had no lasers in it, and no Endosteel, but if you slap Endo, you can fit lasers, which can help.
You're a bigger version of the splat cat. I will admit I've never piloted this build myself, but I've seen ASRM6 STKs that had fun with it. Provided you can get close enough to vaporize people.
Don't be deceived by the heat efficiency in smurfy, without calculating basics or elites, and if your'e using the SRMs in alpha fire mode only, you have a heat efficiency of 1.08 (54%), which is good enough to get you through most fights. Of course, once you get basics, and elites, you'll have even more heat to play with.
Just remember to chainfire those SRMs when you don't have a 100% guaranteed shot. That way you don't trigger the ghost heat on the 6s which pops up when you fire 5 of them together.
Edited by IraqiWalker, 04 February 2016 - 08:16 AM.
#10
Posted 04 February 2016 - 08:39 AM
For the deathbarrel.... crickey! My only concern would be "only" 600 ammo... sounds like a lot but I could see that burning quick. Technically, that's only.. what... 20 alphas... stretches longer if you LMB/RMB into two groups or chainfire but I guess you still have the MLs to fall back on.. though that also assumes you've lived past the halfway mark
Thanks for the ideas so far guys.
Imma make this ride work!
Looking forward, since I am feeling good I'll keep the chassis as viable now.... I assume everyone would endorse Misery as one of my three to basic... which of the remaining are people liking? The 4N looks like it has potential for a good mix of long and short energy.... though the 5S has.. two AMS? hmmm, usually rely on Radar Derp but..hmmmm
Edited by Morggo, 04 February 2016 - 08:41 AM.
#11
Posted 04 February 2016 - 08:53 AM
Morggo, on 04 February 2016 - 08:39 AM, said:
For the deathbarrel.... crickey! My only concern would be "only" 600 ammo... sounds like a lot but I could see that burning quick. Technically, that's only.. what... 20 alphas... stretches longer if you LMB/RMB into two groups or chainfire but I guess you still have the MLs to fall back on.. though that also assumes you've lived past the halfway mark
Thanks for the ideas so far guys.
Imma make this ride work!
Looking forward, since I am feeling good I'll keep the chassis as viable now.... I assume everyone would endorse Misery as one of my three to basic... which of the remaining are people liking? The 4N looks like it has potential for a good mix of long and short energy.... though the 5S has.. two AMS? hmmm, usually rely on Radar Derp but..hmmmm
In all honesty, you can shove more ammo in there (remember I have an MPL in the CT. If you remove it, that's 2 tons, and 3 slots for ammo.)
#12
Posted 04 February 2016 - 09:39 AM
ERL
ERL
ERL
ERL
10 DHS . Zoom. ERL Cooldown .
810 Optimal range with bonus and module . While people try to hit you with AC5 at that range and miss 70% of their bullets that do less damage
7 kills most damage dealt and 1500 damage on wide map . There are 5 of . Kind of sucks on small maps but it does not suck as much as you would think .
I am about to vomit wait wait . ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
Edited by MadCat02, 04 February 2016 - 09:44 AM.
#13
Posted 04 February 2016 - 06:53 PM
5 x LRM5, 3 x ER LgLasers, 900 ammo.
Runs out about halfway through second wave, but the LgLasers are good for picking off torso's opened up by the constant missile stream.
#14
Posted 04 February 2016 - 08:03 PM
Deadsided 2LPL 1ML 3ASRM6
Basically, hug a wall/corner and peek. Twist/roll that incoming damage. Use discipline till they get close enough then slap their face.
#15
Posted 04 February 2016 - 08:16 PM
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