Warhawk Champion Build
#41
Posted 05 February 2016 - 01:55 AM
#43
Posted 05 February 2016 - 04:05 AM
4xC-LRM15, 3x C-MPL, 2x-C-ERML. Just tried this out yesterday. Group the four LRMs into two groups of two to avoid ghost heat. Another group for each laser type. By the time they close with me they're usually fairly beat up and the lasers are fairly effective. Anything within 400-500 meters or so can't see anything with the constant barrage of missiles and melts pretty quickly between the LRMs and lasers. Plays well as an aggressive missile boat that doesn't just hang back and lets you use some of that assault armor to soak damage for the team.
Edited by Last Sight, 05 February 2016 - 04:11 AM.
#44
Posted 05 February 2016 - 04:13 AM
http://mwo.smurfy-ne...11439f45e509ea6
#45
Posted 05 February 2016 - 04:27 AM
2xUAC-10, 3xSRM4 brawler (I know, how original). Very powerful when used properly, but does suffer from the usual warhawk durability deficiency. UAC ammo is left-side biased as most people tend to go for the right side torso first.
Edited by habu86, 05 February 2016 - 04:27 AM.
#46
Posted 05 February 2016 - 05:43 AM
http://mwo.smurfy-ne...e114dfdfb6a67a4
#49
Posted 05 February 2016 - 07:14 AM
#50
Posted 05 February 2016 - 08:13 AM
http://mwo.smurfy-ne...ab620be0cc9896a
WHK-B 4*10 lrm+art 4 spl + tag
http://mwo.smurfy-ne...6fa25972661043c
WHK-C 2 lpl + 2 er ppc + ams
http://mwo.smurfy-ne...eb5a2c342c230f3
Edited by MasterYoooda, 05 February 2016 - 08:30 AM.
#51
Posted 05 February 2016 - 09:48 AM
The Great Unwashed, on 05 February 2016 - 07:14 AM, said:
YES!!! That would turn what is a capable but tricky platform into a beast and solve a lot of the problems associated with running warhawks in MWO. Unfortunately, it's gotta be built on existing omnipods
#52
Posted 05 February 2016 - 10:04 AM
#53
Posted 05 February 2016 - 12:38 PM
My favorite brawling build for the Warhawk. Because who doesn't want to run an AtlasHawk? Perfect for secondary pushing with heavier assaults. Hold firing the cERLLAS while brawling except for killshots. Very heat manageable that way. Does not require any Omnipod switching. Adds Artemis.
(2) cERLLAS
(1) cUAC/20
(3) cSRM6 + Artemis
(3) tons cUAC/20 ammo
(3) tons cSRM + Artemis ammo
max armor values except for (50) in each leg and (16) in the head
lower arm actuator is used
-----------------
WHK-PRIME
My favorite assault-class LRMer. Requires two Omnipod switches - the right arm and torso from WHK-PRIME to WHK-B Omnipods. Excellent pressure/suppression mech with enough secondary firepower to give people pause at charging it. Perfect for LRMing from about 400m out, which allows killshots with the cERLLAS and cERMLAS. Fairly heat efficient if you don't go crazy with link firing all the lasers at once. Enough ammunition to fulfill the position of a dedicated LRMer. Active Probes are a must if you are going to invest the tonnage into LRMing these days.
(3) cLRM-15
(2) cERLLAS
(3) cERMLAS
(1) Clan Active Prove
(8) tons cLRM ammo (1440 missiles)
max armor values except for (68) in each leg
lower arm actuator is used
#54
Posted 05 February 2016 - 02:02 PM
not for the faint of heart
http://mwo.smurfy-ne...a6fcc4cbb9e078f
#55
Posted 05 February 2016 - 03:35 PM
http://mwo.smurfy-ne...1c78045d91d979d
Lore adherent and effective plus a lesson in heatmanagement. What else would anyone want?
Edit says: Armordistribution isn't given, these are totals and should be kitted according to taste, otherwise no more than 16/20/16 (left/ center/ right rear) should suffice for new players showing the wrong end of their mech from time to time...
Edited by Lucur, 05 February 2016 - 03:40 PM.
#56
Posted 05 February 2016 - 03:51 PM
I really like the german names of the mechs.
http://mwo.smurfy-ne...d911ecdda2810dc
Dual UAC10 with 5 tons ammo + Dual ER Large Laser
Pew Pew for sniping and Dakka for close range fights
#57
Posted 05 February 2016 - 06:54 PM
http://mwo.smurfy-ne...2109c4436a0e280
huge damage at any range, srms in case you get in a brawl.
#58
Posted 05 February 2016 - 06:56 PM
http://mwo.smurfy-ne...d765bd5d650ea4b
I looked at the differences between the erppcs and lasers, and found that the only real advantages to the erppcs was a bit of range and splash damage, whereas the lasers are easier to hit at long range, did more damage, and generated less heat, so I switched my erppcs out for large pulse lasers.
This is what I use in the game and it works very well for me.
Edited by Sp3kt0r, 05 February 2016 - 07:05 PM.
#59
Posted 05 February 2016 - 07:03 PM
http://mwo.smurfy-ne...a61094506f78870
Longer range, more damage, less heat efficient and worse close up[/color]
Edited by Sp3kt0r, 05 February 2016 - 07:03 PM.
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users