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Official Royal Kungsarme Mechs : Builds And Dropdeck Composition


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#181 nehebkau

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Posted 30 April 2016 - 10:55 AM

SCOUTING MISSION MECH SUGGESTIONS:

Guys,
I have been playing lots of scout matches and have settled on two mechs that really seem to make scouting easy. The first mech is the blackjack 1-x. I name this the best choice since its speed and tank-i-ness are great. The trick with this build is to twist and to make sure you get the flamers on the streak-boats as fast as you can. Once you get a few seconds of flamers on them you smpl them to death. your modules are your choice, but radar dep and SMPL range are a must.
The second is the standard Griffon 2N that I have been using. Although its slower than the 1-x it is still plenty fast and once a mech is shut-down with the flamers you can blow them apart pretty quick from close range with the SRMs. Your left arm is supposed to take the first hit as you close the distance and is meant to be lost. Just remember to watch the heat from the flamers or you may leave yourself short of heat to fire the SRM6s. Because of the heat this generates I would suggest carrying a cool-shot in case things get bad.


You will notice that they both have XL engines -- that means you really have to be aware of twisting. When you are using the flamers don't hold them on one part of the enemy mech but keep twisting -- you want the heat from the flamers not point-specific damage. Both of these mechs are very xl engine friendly if you just remember to keep moving.

While I like some of our light mechs, like the oxide and firestarter, they are best if kept to only 1 in a drop. You can't beat the extra armor in scouting when the final melee happens.

EDIT:
This CN9-D has been rocking it as well in case you don't have the other mechs

Edited by nehebkau, 30 April 2016 - 11:17 AM.


#182 DaemonWulfe

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Posted 30 April 2016 - 12:47 PM

Griffon 2N has been my go-to for scouting. Run two and streak crows can suck it. I've had a lot of fun running the 2x2N, 1x2D2, Oxide deck. Flamers have been awesome too. So awesome, the clans are starting to use them as well.

I've been enjoying how intense some of these 4v4 matches are.

#183 Tarogato

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Posted 30 April 2016 - 03:22 PM

View Postnehebkau, on 30 April 2016 - 10:55 AM, said:

...



Protip: don't split your ammo into half-tonnes, it just makes it more likely to receive a critical hit. Also, I'm not convinced that 2.5 tonnes is enough for 4v4.


This is how I run mine, if you're interested in a faster version that is more capable of hunting down Cheetah's and the like: http://mwo.smurfy-ne...325131793c6343b

#184 Bud Crue

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Posted 30 April 2016 - 03:49 PM

View Postnehebkau, on 30 April 2016 - 10:55 AM, said:

SCOUTING MISSION MECH SUGGESTIONS:

Guys,
I have been playing lots of scout matches and have settled on two mechs that really seem to make scouting easy. The first mech is the blackjack 1-x. I name this the best choice since its speed and tank-i-ness are great. The trick with this build is to twist and to make sure you get the flamers on the streak-boats as fast as you can. Once you get a few seconds of flamers on them you smpl them to death. your modules are your choice, but radar dep and SMPL range are a must.


Neb,

How big of a factor has the AMS been? Make or break vs the Streakcrows or just a bit of an stamina benefit? I ask as I run a similar build with no AMS, with the extra tonnage going to a std 280 (6spl, 2 flammers). Speed is still decent (108kph), and the std has been more of a factor in keeping me alive than I expected. I will give your build a try in any case (when I can play again), but I would be interested on what you think of the cost/benefit of the AMS w/ XL vs std engine and no AMS given the Streakcrow context.

#185 Windscape

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Posted 30 April 2016 - 05:52 PM

cicada 3M? ive had good matches in that. I run mine with 3ml and 1 uac5 and ecm. the ecm helps when there is a streakcrow buzzing around, and the dakka dakka UAC5 is useful and fun. In fact, there was a srm crow (no streaks) with flamers that tried to shut me down, and he did once, but i quickly refrained from using the ml and used only dakka and i got that crow down.

my build here:CDA-3M

#186 Sabertooth1966

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Posted 30 April 2016 - 06:38 PM

I was running a scout group tonight with 2 centurions, 9al and 9ac, a firestarter and usually a griffin on outpost. That combo seemed to work fairly well. We won most of our matches.

#187 nehebkau

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Posted 30 April 2016 - 07:01 PM

View PostBud Crue, on 30 April 2016 - 03:49 PM, said:


Neb,

How big of a factor has the AMS been? Make or break vs the Streakcrows or just a bit of an stamina benefit? I ask as I run a similar build with no AMS, with the extra tonnage going to a std 280 (6spl, 2 flammers). Speed is still decent (108kph), and the std has been more of a factor in keeping me alive than I expected. I will give your build a try in any case (when I can play again), but I would be interested on what you think of the cost/benefit of the AMS w/ XL vs std engine and no AMS given the Streakcrow context.


It doesn't usually help me, but often helps people near me.

#188 MischiefSC

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Posted 04 May 2016 - 03:23 PM

http://mwo.smurfy-ne...70198e8e8e4b939
I'll put this build against the 1N Griffin all day any day.

Highest DPS on a medium that's sustainable. Out ranges and out DPS any of the common Clan builds while maintaining viable speed. With the insane 25% cooldown quirks and beefy structure quirks plus slimmer profile than the Griffin it's just been an all around better performer. With the longer reach on the 5s it's also superior for downing running opponents.

We run 3 of those plus a MPL Crab for precision work, we call it Shawk and Claw. If you're a decent shot with ACs (especially with the velocity boost they get) it's a stone cold killer. even just with 2 of you you can focus 1 scrow down every 3 seconds and it's cool enough to run through 4 Scrows that way back to back to back before you need to take a couple seconds to cool.

Effective solo, bordering on clownshoes in groups. Also excellent in waves on hot maps - at only 60% the width of a Mauler but 88% of the DPS you can make Shawk firing lines on Sulfurous and Vitric that will demolish Mauler and Atlas pushes with 55 tonners. You can easily stock 2 or 3 vs 1 Mauler in the same space (high mounts go over the arms of teammates, srms and ACs centrally located on frame) for 32 or 48 DPS that's very cool running will kill most assaults before they're into their second shot.

Try it. Like most the Stormtrooper deck it's got a slightly higher skill floor to use (need to be solid with AC5s, the SRM2s are like an SRM MG with insane refire speed) but I'd place its performance in scouting and most Invasion situations above the Griffin or BJ.

#189 Drake McCall

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Posted 06 May 2016 - 11:07 AM

With the lower drop deck tonnage...here is my opinion on your Stormtrooper deck...

3 Black nights
1 Commando

Max tonnage and it semi-conforms to the basic idea.....
With Std engines the BK is a tanky mech, I'm just not sure on which COM variant would be the best...prolly the Hero. I usually run a LCT for my last drop but a COM would max the tonnage and the fun.

#190 Virlutris

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Posted 06 May 2016 - 11:28 AM

View PostMischiefSC, on 04 May 2016 - 03:23 PM, said:

http://mwo.smurfy-ne...70198e8e8e4b939
I'll put this build against the 1N Griffin all day any day.

Highest DPS on a medium that's sustainable. Out ranges and out DPS any of the common Clan builds while maintaining viable speed. With the insane 25% cooldown quirks and beefy structure quirks plus slimmer profile than the Griffin it's just been an all around better performer. With the longer reach on the 5s it's also superior for downing running opponents.

We run 3 of those plus a MPL Crab for precision work, we call it Shawk and Claw. If you're a decent shot with ACs (especially with the velocity boost they get) it's a stone cold killer. even just with 2 of you you can focus 1 scrow down every 3 seconds and it's cool enough to run through 4 Scrows that way back to back to back before you need to take a couple seconds to cool.

Effective solo, bordering on clownshoes in groups. Also excellent in waves on hot maps - at only 60% the width of a Mauler but 88% of the DPS you can make Shawk firing lines on Sulfurous and Vitric that will demolish Mauler and Atlas pushes with 55 tonners. You can easily stock 2 or 3 vs 1 Mauler in the same space (high mounts go over the arms of teammates, srms and ACs centrally located on frame) for 32 or 48 DPS that's very cool running will kill most assaults before they're into their second shot.

Try it. Like most the Stormtrooper deck it's got a slightly higher skill floor to use (need to be solid with AC5s, the SRM2s are like an SRM MG with insane refire speed) but I'd place its performance in scouting and most Invasion situations above the Griffin or BJ.


Generally speaking, I've been finding the Shadowhawks to be capable substitutes for the QKD-4H when I'm dropping in general CW/FP matches and I want some dakka for a hot map.

I'll still run the GHR-5H and the blue-laser Quickdraws anyway, but I'm situational with my use of the StormBrawler.

I wasn't a fan of the chassis before, but I'm coming to appreciate them for what they can bring.

#191 BigBaka

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Posted 07 May 2016 - 06:14 PM

Maybe its time to rework the advance deck @ Dane. The warhammer is out for Cbills now and mine r outperforming Blacknights and Hoppers by a large chunk Posted Image

#192 Jarl Dane

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Posted 07 May 2016 - 07:17 PM

There's actually been a bit of a meta shift in CW. We're still feeling it out.

#193 ggodo

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Posted 18 May 2016 - 12:51 PM

Any news here? I'm intrigued by the standardized builds for Scouting, since that's something I could get into more easily than a whole drop deck. Over the next few months I'm going to have more time to play, and want to know what I should be targeting to roll with The Republic. I'll still be merc-ing to get that mechbay, but I'd love to be able to blend into the team when I play.

#194 Sjorpha

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Posted 20 May 2016 - 07:10 AM

Yeah, it's time to evaluate if Quickdraws are still a good staple for the deck.

Warhammers needs to be talked about, for example.

#195 halbrecht

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Posted 21 May 2016 - 10:11 AM

Hey, quick question - what is your take on Warhammer? I've recently mastered them and they seem to be really solid for CW, especially 6d while being super affordable too.

#196 Windscape

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Posted 23 May 2016 - 09:50 AM

what do you guys think for the 5xsrm6 kintaro for scouting?

View Posthalbrecht, on 21 May 2016 - 10:11 AM, said:

Hey, quick question - what is your take on Warhammer? I've recently mastered them and they seem to be really solid for CW, especially 6d while being super affordable too.


ive been seeing a lot of people switch from the black night to the warhammer. I think its very versatile and will be the new meta mech. But thats just my opinion!

oh, and i finished my stormtrooper deck. WIll make a screenshot soon. The QDK 5K kicks arse IMO

#197 nehebkau

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Posted 24 May 2016 - 08:48 AM

View PostWindscape, on 23 May 2016 - 09:50 AM, said:

what do you guys think for the 5xsrm6 kintaro for scouting?


KTO torso and CT just attract all shots. I have tried it and w/0 Artemis it is too hit and miss for the heat. I have had better luck with the 5 SRM4+A but again, it just gets blown to ashes quickly.

Edited by nehebkau, 24 May 2016 - 08:48 AM.


#198 goatreich

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Posted 26 May 2016 - 01:20 AM

I tried every Kintaro version I could think of. All got blown away, especially in the ST. Now I run a dual AC5 3X SRM2 shadowhawk with interesting results. But in scouting the team is very important... Right mech and wrong team and you will lose.

#199 ggodo

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Posted 26 May 2016 - 12:49 PM

Well, I know not to get into the Kintaro for my scouting medium. Anyone have any suggestions?

#200 Bud Crue

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Posted 27 May 2016 - 10:23 AM

View Postggodo, on 26 May 2016 - 12:49 PM, said:

Well, I know not to get into the Kintaro for my scouting medium. Anyone have any suggestions?


Most scout matches seem to end up as a brawl regardless of which mode you take when pugging. My preference here is an Oxide for either mode. Occasionally I take a Spider 5K (single LPL and max engine with a couple of JJ, gives many enemy players the fidgets as the thing is so hard to hit)

If I am playing with a group however, that's different. If the goal is to just get as many data nodes as possible (and or try to sneak to the drop ship) then I take a Spider 5D. But anything fast and tough/hard to hit works. If we are looking to brawl on either mode (but especially on protect) my best results have been in a Griffin 2N with 4 A+srm6 and 2 Flamers or 2ML (many prefer the 3M rather then the 2N for this). Have had some good matches/fights in Crabs boating mpls and AMS as well as Black Jack 1X. Many of my team mates swear by Centurions and Enforcers running at about 100kph with AC/20 and MLs (or SRM 4s).





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