Tetetule, on 15 February 2016 - 07:18 AM, said:
Well,finally i decided to pick an assault,i thought on stalker and i cant thought better. Last game i did 878 damage killing a king crab with brute force and solo and an atlas with same brute force,also another enemy king crab (a friend on other side,but i didnt noticed) was dead if his teammates doesnt help her,but one only hit of my missiles and was dead. Conclusion: stalker 5m with 4 smrs 6 is a CLOSE RANGE BEAST to take care.
My build on stalker:
http://mwo.smurfy-ne...1b9eb6c027acb14
Believe me,that amount of ammo is needed since every shot consumes a lot of ammo ( i mean alphas )
Edit: Kyynele are u sure to put those srms ammo to center torso????
I cant talk more messages per day,so i edit.
Yeah. Put the ammo in CT before you do arms. And honestly, you'll usually want to limit your ammo-consuming weapons to what you can carry with 7 tons of ammo or less (1-H, 2-CT, 2-LL, 2-RL). Ammo in the arms on IS mechs? It's begging for trouble. Now, FOUR SRM-6s with SEVEN tons of ammo? That's plenty. With an XL engine, you're not going to usually live long enough to use all that anyhow. SIX tons is probably sufficient, with a seventh ammo ton for that AMS. Actually, take a look at
THIS. It's a little different...
So, first thing you might notice, is that it's a LOT less heat-efficient than your build. That's okay. If you're going to do much damage outside of Tier 5, you'll need to ride the heat curve like a champion surfer. Second thing, it's got a STANDARD engine. Still slow, but decent for a Stalker with a STD 300. Third? Artemis on the SRM-6s. Just do it. If you're going to brawl, you may as well brawl right. Fourth thing? LAZORZ! Five medium lasers give you some range beyond 270 meters, and an option. MIND YOU, there's a CT energy weapon hard point and you NEVER EVER EVER let a CT or H E hard point go unused. QUITE LITERALLY, someone could carve off BOTH side torso components from this mech, and you can cruise around at almost 60 km/h with that last single ML still doing damage. Seen it. IT DOES HAPPEN. You'll also note the considerably reduced ammo. And the positioning of that ammo is a little different. There's a half-ton of AMS ammo in the head. More, you shall not need most likely. Stay near teammates until you're within brawling range, and know where the nearest LRM cover is. Mostly, that AMS is going to mitigate damage from incoming SRMs in the brawl, and MIGHT buy you a few seconds more (which could mean the difference for you, of course). There are five tons of ASRM ammo (2-LL, 2-RL, 1-CT). That should last you a while in a brawl. Would be better to have SIX tons (removing the AMS and its ammo, you could put a sixth ton of ASRM ammo in the head). But we'll live. That's 500 missiles, at just over 2 damage each, for a potential of around 1,000 damage or so. Make sure you're shooting within your range, and that your aim is true, and you have the potential on missiles alone to earn a solid 600 damage per match. Add in the MLs for 25 points of laser alpha every few seconds. And DO NOT alpha strike the mech; alternate firing the lasers and SRMs, each letting go while the other is cooling down. And load up on CooLShot consumables. The Beagle Active Probe wasn't doing much good on a mech with all dumb-fire missiles, and with no weapons that can even scratch paint at over 796 meters (the current unaided sensor max range), so it's gone. Great for LRMs, practically a REQUIREMENT for Streak SRMs, the active probes are pretty useless for SRMs with/without Artemis IV. If you had some kind of sniper setup, then it MIGHT be worth it to take the probe (though the Advanced Sensor Range module would be just as valuable, and arguably the better choice).
Seriously, bro. If you're building a 85-ton mech with nothing but SRMs, you're NOT going to live long enough to use 10 tons of ammo in four SRM-6s. Maybe in Tier 5 (dude, it's downright SCARY there sometimes), but even THEN someone will eventually notice you. Have you considered how long it would take to dump all those missiles? A big scary target like a Stalker, hucking SRMs at everyone, isn't going to last long once someone finally realizes it's there. All that ammo is just begging to experience an ammo explosion, which will rip the mech apart with that XL engine. So go STD for the brawler, keep the ammo reasonable and in a safe place, and back up the SRMs with some non-ammo-consuming laser weapons. You'll live longer, do more damage, and so on.
Though really, with the slow speed and limited twist of the STK chassis, I'd rather not brawl in it. You can do worse, sure. But you can do better, and the STK is (IMHO) better suited to the fire-support assault mech roles.