Just thought it would be nice to share tips and builds for my favourite mech (who i feel is in need of an armour buff)
ON1-V
ON1-K
ON1-VA
I don't own an M as I don't have the C-Bills, and maybe I'll pick up a Protector in a sale.
The Orion has large hitboxes, so keep that in mind, and your CT juts out a bit so be careful when you torso twist. People generally aim for your CT, because it's big and easy to hit, and your RT, as it's fairly big and easy to hit, but mostly cause your ballistics are stored there.
The Orion is humanoid, so it's generally for brawling. Its hardpoints are very low (but not 'Phract low) so peeking is a little hard. The ON1-M is the only Orion with a CT hardpoint, so this one can be zombied. Orions are generally not XL friendly, so that can limit your speed or firepower.
So there are my tips and builds, feel free to add and criticise.


Orion Builds And Tips
Started by IshyOQGX, Apr 24 2016 02:04 AM
9 replies to this topic
#1
Posted 24 April 2016 - 02:04 AM
#2
Posted 06 June 2016 - 04:04 AM
At this time I am also piloting an Orion. Didnt want to climb into them 'metamechs'...
Anyway, I have 3 Orions. First I bought was the ON1-M, second I bought was the ON1-V I believe and the third was the ON1-K...
I wont post all three my Orions... Though my ON1-V has 2 ac2's...
So, here is my current mech, the Orion K:
* XL300 (pulled it from the Orion M)
* Endosteel
* 2 double heatsinks (both in the engine)
* 2 large pulse lasers in the arms
* 1 ac2 with 2 tons ammo in the right torso
* 2 artemis LRM10 in the left torso with 4 ton LRM ammo
* Beagle Active Probe in the centre torso
* Pretty much maxed armor (7 points of armor not on legs)
-> Also I have 3 modules on my mech; advanced target decay, large pulse laser range and lrm10 range. All level 5 modules.
Firepower rating of this mech is 50. Heat is also good @ 1.23. If need be you could replace a ton of lrm ammo for another heatsink. This would bring the heat to 1.30 something.
This thing performs well, but this isnt suited for brawling but more of a second line firesupport mech. In this role I have gathered a number of kills already, and died alot more... Its not the easiest mech to pilot but when you find that sweetspot where you are in position it can wreck things. Just dont go off on your own or you will die a horrible death...
Perhaps at a later time I am going to post my other 2 orions here aswell...
Anyway, I have 3 Orions. First I bought was the ON1-M, second I bought was the ON1-V I believe and the third was the ON1-K...
I wont post all three my Orions... Though my ON1-V has 2 ac2's...

So, here is my current mech, the Orion K:
* XL300 (pulled it from the Orion M)
* Endosteel
* 2 double heatsinks (both in the engine)
* 2 large pulse lasers in the arms
* 1 ac2 with 2 tons ammo in the right torso
* 2 artemis LRM10 in the left torso with 4 ton LRM ammo
* Beagle Active Probe in the centre torso
* Pretty much maxed armor (7 points of armor not on legs)
-> Also I have 3 modules on my mech; advanced target decay, large pulse laser range and lrm10 range. All level 5 modules.
Firepower rating of this mech is 50. Heat is also good @ 1.23. If need be you could replace a ton of lrm ammo for another heatsink. This would bring the heat to 1.30 something.
This thing performs well, but this isnt suited for brawling but more of a second line firesupport mech. In this role I have gathered a number of kills already, and died alot more... Its not the easiest mech to pilot but when you find that sweetspot where you are in position it can wreck things. Just dont go off on your own or you will die a horrible death...
Perhaps at a later time I am going to post my other 2 orions here aswell...
Edited by 4ries, 06 June 2016 - 04:07 AM.
#3
Posted 27 June 2016 - 07:29 PM
My favorite is a mixed-range ON1-M: Std 260, 3xLL, LB-10X(and a module to capitalize on the high cooldown quirk) with 3 tons ammo, 3xSRM2 with 2 ton ammo, and about 3 external heat sinks. Keep shooting the LB10 until all enemies are out of sight or your finger gets tired- the spread reduction quirk makes it kick at any range short of 600m, and the bonus cooldown quirk really makes it shoot fast. Use the LLAS only at long-ish range or opportunistically, increasing your alpha damage; they run you hot, so watch out. Finally, when the brawl is joined, use the fast-shooting SRM2s and LB10X to DPS the hell out of things and employ the LLAS only to finish components. I love this mech for its flexibility and terrific firepower. Little slow though.
The VA is fun with 4 SRM6 and some medium lasers. I power mine with a STD 340 for a good ~75 kph trundle speed. The cooldown bonus for the missile weapons is brutal.
I still can't find a satisfying build for the ON1-K. The obvious brawler build is too hot and too short-ranged considering the lack of speed. Been thinking of ways to add range, but one ballistic isn't enough to do much with. Thinking LLAS compliment, but can't find the tonnage. Don't wanna go XL if I can help it. Any suggestions?
It really hurts my eyes to see the single Gauss without any other long-range weapons, but maybe you know something I don't. How well does that build work for you? Can you recommend a build for the K which keeps the boom of the AC20 but overcomes some of the range/speed issues with a slow, short range brawler?
The VA is fun with 4 SRM6 and some medium lasers. I power mine with a STD 340 for a good ~75 kph trundle speed. The cooldown bonus for the missile weapons is brutal.
I still can't find a satisfying build for the ON1-K. The obvious brawler build is too hot and too short-ranged considering the lack of speed. Been thinking of ways to add range, but one ballistic isn't enough to do much with. Thinking LLAS compliment, but can't find the tonnage. Don't wanna go XL if I can help it. Any suggestions?
IshyOQGX, on 24 April 2016 - 02:04 AM, said:
It really hurts my eyes to see the single Gauss without any other long-range weapons, but maybe you know something I don't. How well does that build work for you? Can you recommend a build for the K which keeps the boom of the AC20 but overcomes some of the range/speed issues with a slow, short range brawler?
#4
Posted 25 August 2016 - 12:18 AM
Oh, I dont run most of these builds anymore. They didn't work too good.
Th e K now has 4x MPLas, 1x LBX10 and 1x SRM6.
I swapped the VA for a Protector that runs excellently with 3x MLas, 1x Gauss and 2x SRM6A.
Trying to find a good V build is tricky, the dual UAC/5s are awful for me.
Th e K now has 4x MPLas, 1x LBX10 and 1x SRM6.
I swapped the VA for a Protector that runs excellently with 3x MLas, 1x Gauss and 2x SRM6A.
Trying to find a good V build is tricky, the dual UAC/5s are awful for me.
#5
Posted 25 August 2016 - 11:22 AM
Lol... why post them then?
My best performing ones are a short range brawler / medium killer (UAC/20, 2x Med Pulse, 4x SSRM6) and a more traditional brawler (LB10x, 2x Large Pulse, 1 or 2 LRM10s... just to have something to do before the brawl).
My best performing ones are a short range brawler / medium killer (UAC/20, 2x Med Pulse, 4x SSRM6) and a more traditional brawler (LB10x, 2x Large Pulse, 1 or 2 LRM10s... just to have something to do before the brawl).
#7
Posted 02 September 2016 - 03:13 AM
The Protector I posted is meant for brawling. Stick near allied Assaults and Heavies, acting as a fire support. Make sure that you avoid as much damage as possible, and when a few enemies are wounded and you still have backup, alpha them. The build is relatively heat efficient and the weapons generally have the same cooldown with modules. If you are relatively untouched, in a 1v1 against Mediums and Heavies, it's basically entirely in your favor.
Your main weakness is lights, and they will ruin your day unless you can land hits, in which case, no problem. I have destroyed various Assault mechs in a solo brawl, and with plenty of twisting you will prevail.
The mechs that should be avoided unless you have backup are as follows:
Arctic Cheetahs (Goddamn Clan Pulse Lasers)
Jenners (Fast with SRMs, will shoot your unarmored areas and remove your weapons)
Spiders (Even faster and have almost perfect hitboxes, likely to have MGs and shoot you in the back)
Locusts (Absolutely insane speeds make them almost impossible to hit, but if you land an alpha they are basically dead)
Kodiaks (Difficult to take down and their damage is brutal)
King Crabs (These are a nightmare to deal with, AC/40s and Dual Gauss will wreck you in a few seconds)
Cyclops (These are very tanky and have lots of firepower, watch out for them)
Your main weakness is lights, and they will ruin your day unless you can land hits, in which case, no problem. I have destroyed various Assault mechs in a solo brawl, and with plenty of twisting you will prevail.
The mechs that should be avoided unless you have backup are as follows:
Arctic Cheetahs (Goddamn Clan Pulse Lasers)
Jenners (Fast with SRMs, will shoot your unarmored areas and remove your weapons)
Spiders (Even faster and have almost perfect hitboxes, likely to have MGs and shoot you in the back)
Locusts (Absolutely insane speeds make them almost impossible to hit, but if you land an alpha they are basically dead)
Kodiaks (Difficult to take down and their damage is brutal)
King Crabs (These are a nightmare to deal with, AC/40s and Dual Gauss will wreck you in a few seconds)
Cyclops (These are very tanky and have lots of firepower, watch out for them)
#8
Posted 05 September 2016 - 06:04 AM
-VA
I feel the missile quirks are borderline OP
4smr4 with artemis 1 ac10, std engine using ac10 modules.
Might loose to some assault close but they are heaviier,I dont even consider anything less a threat 1v1 unless I am hurt, those missiles with allmost no cooldown will win it and I think It has a 1.4-1.5 cooling so no heat problems either.
-k
The build pretty much writes itself and it works.
4 mlasers, 1 ac20, 2srm 4,std engine
Actually have a better score with this but i like having some range capabilites so mostly playing the -VA
I feel the missile quirks are borderline OP
4smr4 with artemis 1 ac10, std engine using ac10 modules.
Might loose to some assault close but they are heaviier,I dont even consider anything less a threat 1v1 unless I am hurt, those missiles with allmost no cooldown will win it and I think It has a 1.4-1.5 cooling so no heat problems either.
-k
The build pretty much writes itself and it works.
4 mlasers, 1 ac20, 2srm 4,std engine
Actually have a better score with this but i like having some range capabilites so mostly playing the -VA
#10
Posted 05 September 2016 - 11:30 AM
Orions! I like Orions
Running them from the beginning. Using XL on all of them. Not very popular solution, but Orions has a large CT and it's cored way more often, than sides. And the pos side - it gives me more firepower.
I have K, V and VA.
ON1-K
Great supporter. Can assist in all ranges. I'm starting with LRM25 on ~500m while closing in with freandly heavy guys and switch to AC10 with 4 MLs in a close range.
ON1-V
With an AC-5 cooldown module V is a fast shooter
. With additional 2 LLs it deals nice consistant damage. ~500-350m great range for me to use all guns.
ON-1VA
Realy a close range guy. x4 SRM4 with SRM4 cooldown module + AC10 makes it a nice and fast shooting heavy hiter in a close range. With additional x2 LLs for support in a mid range.
Hope it'll be helpfull for anyone.

I have K, V and VA.
ON1-K
Great supporter. Can assist in all ranges. I'm starting with LRM25 on ~500m while closing in with freandly heavy guys and switch to AC10 with 4 MLs in a close range.
ON1-V
With an AC-5 cooldown module V is a fast shooter

ON-1VA
Realy a close range guy. x4 SRM4 with SRM4 cooldown module + AC10 makes it a nice and fast shooting heavy hiter in a close range. With additional x2 LLs for support in a mid range.
Hope it'll be helpfull for anyone.
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