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Mad, Arc, Whm Builds Advice Needed


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#1 Connor Davion

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Posted 19 March 2016 - 06:58 PM

Hi Everyone,

This will be a pretty long post so thanks for taking a look.

Looking to buy one of the $20 dollar packs and would like some feed back on my build ideas. I am primarily interested in either the Archer, Marauder, or Warhammer (in no particular order). I tend to get into brawling, but have fun running LRMs on occasions (I am open pretty much anything though).

Any way here goes (these are my 1st attempt at posting any builds so they might all stink).

Thanks for looking

Warhammer

WHM-6D
300 STD Engine
Ferro Armor
Endo Internals
DHS (+5 added)
2 LPL
4 MPL
2 SL
AMS (1T Ammo)
430 Armor rating
Firepower 52

WHM-6R
300 STD Engine
Ferro Armor
Endo Internals
DHS (+2 added)
6 ML
2 Ultra AC 5 (3T ammo)
AMS (1T Ammo)
416 Armor Rating
Firepower 40

WHM-7S
300 STD Engine
Std Armor
Endo Internals
DHS (+7 added)
2 ER LL
4 ML
2 SRM 4 (2T Ammo)
AMS (1T Ammo)
416 Armor Rating
Firespower 55.2

Marauder

MAD-3R
310 STD Engine
Ferro Armor
Endo Internals
DHS (+3 added)
LB10X AC (3T Ammo)
2 ER LL
2 ML
AMS (1T Ammo)
Armor Rating 462
Firepower 38

MAD-5D
345 XL Engine
Std Armor
Endo Internals
DHS (+7 added)
2 ER PPC
3 ML
LRM 15 (2T ammo)
AMS (1T ammo)
1 JJ Class III
Armor Rating 448
Firepower 50

MAD-5M
300 STD Engine
Ferro Armor
Endo Internals
DHS (+1 added)
4 MPL
2 Ultra AC 5 (3T Ammo)
AMS (1T Ammo)
2 JJ Class III
Armor rating 448
Firepower 34

Archer

ARC-5W
285 STD Engine
Std Armor
Std Internals
DHS (+3 added)
9 LRM 5 (8T Ammo)
AMS (1T Ammo)
2 Case
Armor Rating 416
Firepower 35

ARC-5S
340 XL Engine
Std Armor
Endo Internals
DHS (+4 added)
2 ER LL
2 LRM 15 (3T Ammo)
AMS (1T Ammo)
432 Armor Rating
Firepower 48

Arc-2R
300 STD Engine
Ferro Armor
Endo Internals
DHS (+2 added)
2 LRM 20 (4T ammo)
4 ML
AMS (1T Ammo)
412 Armor Rating
Firepower 60

#2 Audacious Aubergine

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Posted 20 March 2016 - 12:15 AM

I've not had experience with the Warhammer, but I'm slowly working through Archers at the moment and have loved my Marauders, which I'll attempt to talk about now.
First and foremost, try to avoid taking an XL on a Marauder, especially if it's built for brawling - the side torsos are just too vulnerable, and even losing 75% of your firepower from a right torso loss is still better off than exploding to death.
Current builds with Marauders are:
MAD-5M
MAD-3R
MAD-5D

Note that the -5D is carrying an XL despite my recommendation - this one is designed to be a long range missile spammer and PPC sniper, so if it's in range of those laser pointers on the arms then it's pretty much gone **** up anyway. Adjust armour and engine sizes to your own comfort, but as usual try to stay with the death blob and you should be ok.
The -3R and the Bounty Hunter as so far my favourites, though I haven't linked a build for BH since you're only looking at the base $20 pack

Edited by FreebirthToad18999, 20 March 2016 - 12:15 AM.


#3 Luminis

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Posted 20 March 2016 - 03:16 AM

I can't quite comment on the Archer and Rifleman. The consensus from those I've seen it play on Stream and such is that they're sub-par at best and downright horrible at worst - that at least goes for the Archer, from what I've heard. The Rifleman also has the Jägermech as a substitute should you really want a 'Mech like that and you won't need to take the risk of spending cash on something that might be a less well known quantity. I do, however, own, play and enjoy both the MAD and WHM. At least some variants.

When picking between the two, I'd like to first point out that the WHM does very well with XL engines. It's ability to spread damage over all three torso sections is astonishing (especially if you're not used to how well some humanoid 'Mechs do it) - and because of how good it is at damage spreading, it's relatively easy to shift damage away from the STs once everything's stripped of armour. The result is a 'Mech that does lend itself very well to running XL engines on everything that is not a dedicated brawler.

The Marauder, I feel, is somewhat of the opposite. It makes it easy to shift damage away from the CT with a little bit of twisting, but there's a good chance your side torso will go quickly. As long as your're mindful of your position and don't get flanked or something, that can be used to a certain extend as numerous builds will focus on deadsiting (not running weapons in the left side torso or arm), so that's a lot of armour and structure to chew through. There is a downside to that, however: Aiming for the right torso is a relatively easy way to disarm a Marauder. The Marauder is the one 'Mech that I got entirely disarmed in most often.

Either way, onto builds. I don't run every MAD variant (mostly because I didn't see the point of building a brawling MAD-5D as I had the Bounty Hunter for that and running LRMs for the missile quirks seemed meh), but here's what I got:

MAD-5M
You could always run UAC5s, but I prefer to use the additional tonnage for more ammo and a bit of armour. The jam chance is a gamble I've lost on too often. Couple that with the increased weight and I really didn't feel like it was a great trade-off. However, there's obviously a case to be made for the double tapping and the increase in DPS it brings and I sometimes find myself missing the additional oomph. The ammo is plenty, I suppose, so dropping a ton for another Jump Jet might be an option should feel lacking in terms of mobility. You could also swap the LLas for ER-LLas and might try to swap in another DHS or something, but I generally feel the regular LLas is absolutely sufficient for PUGs, The low mounted arm mounts are bothersome however, since a decent chunk of your weaponry is actually mounted fairly low.

MAD-3R
Probably my favourite variant. It does highlight one flaw of the chassis pretty well: Having all the ballistic mounts in the right torso really does limit the usefulness of having that many ballistic hard points. To compare it to the WHM, having one ballistic hard point per side torso feels considerably more worthwhile then three of them in the right torso. It still pushes considerable DPS, even at range, so there's that. On the other hand, you've got nothing but a little backup weaponry in your arms, so not being able to use those to the fullest isn't a big deal. Keep in mind that one of the AC5s is relatively low mounted though, especially when peaking. The build can do without Ferro Fibrous by the way, you'll just lose the engine heat sink and some armour on the left arm and legs. Not a big sacrifice to safe yourself some C-Bill if you're on a budget or plan to switch builds now and then.

WHM-6R
Probably my favourite 'Mech at the moment. The weapons are sufficiently high mounted, shifting some armour around and dropping some armour allows to add another DHS to one arm until its got its double efficiencies (should you feel its too hot), or just shifting armour from the arms to the legs (then again, I've only ever been legged in it once despite running so little armour on the legs - and it probably saved me from losing a ST that time Posted Image). Either way, it's not exactly a meta 'Mech with its focus on the AC10s, but it suits me incredibly well and to me, it feels like it does suit PUG ranges and gameplay. It also highlights two things the WHM has over the MAD: The ability to drop armour from the arms as it doesn't have to run its backup weaponry in those and how much you can get out of ballistic hardpoints that aren't limited to a single ST.

WHM-6D
This on the other hand is pretty meta. Laser vomit, yay. But it does it well, it doesn't run too hot and it allows for some flexibility should you wish to fiddle with it, like dropping the DHS and stripping the left arm for a bigger engine or dropping armour and maybe a DHS for another MLas - I personally would not as I like its heat management at the moment, especially compared to most other laser vomitters I've played of late, but it does offer the option.

WHM-7S
My only STD engine WHM. I'll be honest, I can't say too much about it; it's a pretty simple A-SRM + MLas brawler build but I'm generally not too great at brawling so my results with it weren't the best. STD engined WHMs are tough as nails to take down, though, but you need to be on top of your twisting game, imho, to protect the CT.

Between the two chassis, I'd ultimately go with the Warhammer. It has better build variety overall and I, personally, get on much better with how its weapon mounts are spread out. They're both perfectly capable chassis to pick up, though.

Edited by Luminis, 20 March 2016 - 03:18 AM.


#4 Connor Davion

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Posted 20 March 2016 - 04:47 AM

Thanks to both of you for such detailed responses and wonderful build ideas. One thing I think I have effectively cut it down to between the Marauder and Warhammer. Both of which have a lot of nostalgia for me as well (both from TT and from their anime origins).

The MAR-3R with the Trips AC5 is intriguing and I noticed both of you have a version so it must be effective.

The WHM-7S brawler you have listed is similar to the build I run on my TBR-S (although with Clan tech I am going 80+KPH and have JJs). I love brawling just takes ALOT of patience to work in close and not get caught in the open. Seems to be feast or famine. You can get caught in the open and decimated before closing and score really low or you sneak into the scrum and pull out 3 or 4 kills and 400-700 damage.

I am also not a big laser vomit builder, but the WHM-6D does sorta call for it doesn't it?

The race has narrowed but is still on.

Edited by Connor Davion, 20 March 2016 - 04:47 AM.


#5 charov

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Posted 20 March 2016 - 05:27 AM

Archer thread: http://mwomercs.com/...s-at-the-ready/

You'll find some ideas there.

#6 Luminis

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Posted 20 March 2016 - 06:11 AM

View PostConnor Davion, on 20 March 2016 - 04:47 AM, said:

I am also not a big laser vomit builder, but the WHM-6D does sorta call for it doesn't it?

Well, mostly. It can only field energy weapons, doesn't have the quirks to make PPCs worthwhile (they're hardly useful on the 6R that's got decisively better quirks), so that basically leaves you with lasers... You could go for a wubsity build with a load of medium pulses, for example, but I suppose you can't really avoid lasers with it. Nine medium pulses (gotta avoid alpha striking, though) are kinda lulzy, but not anywhere near as capable as regular laser vomit.

#7 Steel Raven

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Posted 20 March 2016 - 10:15 AM

View PostLuminis, on 20 March 2016 - 03:16 AM, said:

WHM-6R
Probably my favourite 'Mech at the moment. The weapons are sufficiently high mounted, shifting some armour around and dropping some armour allows to add another DHS to one arm until its got its double efficiencies (should you feel its too hot), or just shifting armour from the arms to the legs (then again, I've only ever been legged in it once despite running so little armour on the legs - and it probably saved me from losing a ST that time Posted Image). Either way, it's not exactly a meta 'Mech with its focus on the AC10s, but it suits me incredibly well and to me, it feels like it does suit PUG ranges and gameplay. It also highlights two things the WHM has over the MAD: The ability to drop armour from the arms as it doesn't have to run its backup weaponry in those and how much you can get out of ballistic hardpoints that aren't limited to a single ST.

Think I may have seen you use this build on a pug drop. While I have a IS XL allergy (I sneeze and my mech explodes) I may give this a shot. Piloting a similar build with a STD 300 4 Medium Lasers and 2X ER PPC but needless to say, it run hot. One can always swap the PPCs for Large Pulse Lasers but it seems like a wast of the PPC quirks.

View PostLuminis, on 20 March 2016 - 03:16 AM, said:

WHM-6D
This on the other hand is pretty meta. Laser vomit, yay. But it does it well, it doesn't run too hot and it allows for some flexibility should you wish to fiddle with it, like dropping the DHS and stripping the left arm for a bigger engine or dropping armour and maybe a DHS for another MLas - I personally would not as I like its heat management at the moment, especially compared to most other laser vomitters I've played of late, but it does offer the option.

Rock a similar build only with a STD 300 (because zombie) carries 2X LPL with 6 Medium lasers (my 75 ton Mad does a better job with 3X LPLs) It runs hot but it's my most effective Wammy to date. Got close to 900 Damage a couple of times.

View PostLuminis, on 20 March 2016 - 03:16 AM, said:

WHM-7S
My only STD engine WHM. I'll be honest, I can't say too much about it; it's a pretty simple A-SRM + MLas brawler build but I'm generally not too great at brawling so my results with it weren't the best. STD engined WHMs are tough as nails to take down, though, but you need to be on top of your twisting game, imho, to protect the CT.


Allot of people love the WHM S.R.M. it's just seems like a common sense build but I have the same problem with. I ended up making a 3X Large Laser, 3X Med laser build with full armor and (you guessed it) a STD 300. While it looks lackluster, does at least 500 Damage per pug drop.

#8 Luminis

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Posted 20 March 2016 - 02:03 PM

View PostSteel Raven, on 20 March 2016 - 10:15 AM, said:

Think I may have seen you use this build on a pug drop. While I have a IS XL allergy (I sneeze and my mech explodes) I may give this a shot. Piloting a similar build with a STD 300 4 Medium Lasers and 2X ER PPC but needless to say, it run hot. One can always swap the PPCs for Large Pulse Lasers but it seems like a wast of the PPC quirks.

Yeah, might have been me - the 6R doesn't seem all that popular, at least when compared to the 6D...

Regarding the PPCs, I tried running them on the 6R, but the weapon system in and of itself seems to be pretty mediocre even with some substantial quirks. Even something that has as many buffs for the PPC as the Blackjack-3 has a hard time using them effectively - even with a total of 30% heat reduction, you're going to fry yourself with ERPPCs, which leaves the ballistics as the only unique appeal of the 6R...


Rock a similar build only with a STD 300 (because zombie) carries 2X LPL with 6 Medium lasers (my 75 ton Mad does a better job with 3X LPLs) It runs hot but it's my most effective Wammy to date. Got close to 900 Damage a couple of times.

View PostSteel Raven, on 20 March 2016 - 10:15 AM, said:

Allot of people love the WHM S.R.M. it's just seems like a common sense build but I have the same problem with.

I have a lot of respect for people who to consistently well in brawlers. I'm just not one of them... In the case of the WHM, I got so used to piloting it with the larger XL engines at 80+ kph post Speed Tweak that it feels a little off when I'm in something with a smaller STD engine, too. When I was still leveling it to be able to master the other variants, I would resort to running five LLas at times because I got too frustrated to brawl :D

#9 Felix von Buelow

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Posted 20 March 2016 - 04:18 PM

View PostConnor Davion, on 20 March 2016 - 04:47 AM, said:

Thanks to both of you for such detailed responses and wonderful build ideas. One thing I think I have effectively cut it down to between the Marauder and Warhammer. Both of which have a lot of nostalgia for me as well (both from TT and from their anime origins).

The MAR-3R with the Trips AC5 is intriguing and I noticed both of you have a version so it must be effective.

The WHM-7S brawler you have listed is similar to the build I run on my TBR-S (although with Clan tech I am going 80+KPH and have JJs). I love brawling just takes ALOT of patience to work in close and not get caught in the open. Seems to be feast or famine. You can get caught in the open and decimated before closing and score really low or you sneak into the scrum and pull out 3 or 4 kills and 400-700 damage.

I am also not a big laser vomit builder, but the WHM-6D does sorta call for it doesn't it?

The race has narrowed but is still on.


Maybe just a small annotation to make it easier: buy the WHM now for your 20 bucks and wait until the 19th. That's the day the MAD will be released for C-Bills.

#10 Orion Leftwind

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Posted 21 March 2016 - 09:21 AM

MAD-3R

The high torso ballistic mounts make the 3R an excellent hill humper. I generally run with an xl320 (I don't actually own a 325), but I'm contemplating dishing out the c-bills to get the 325. With 60 shots per AC5 you can take some early pot shots to keep enemy heads down, but you have to be careful. Having both PPCs on 1 side allows for around the corner poking. Medium laser is strictly a back up weapon and could easily be dropped for more ammo/another heat sink/AMS.





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