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#41 Bishop Steiner

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Posted 09 May 2016 - 01:57 PM

View PostMorggo, on 09 May 2016 - 01:54 PM, said:

Very true, but I also get where Gag is going with it... the 2R and Tempest energy points outnumber missile 2 to 1, and the 5S is about 1 for 1. Which, as many point out above the archer makes a better E mech build than missile in many cases (again, abomination but sadly true)

this I can't deny. Just puckers my sphincter thinking about missile and ac packing Warhammers, and PewPew packing Archers.

It's so bassackward.

#42 XxXAbsolutZeroXxX

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Posted 09 May 2016 - 02:24 PM

I would try something like this. Posted Image

http://mwo.smurfy-ne...fa29ac4da0eb235

68 kph with tweak
-SRM4 x 1
-SRM2 x 4
-SRM6 x 4
**Enough ammo for 33 alphas.

Then a tempest build.

http://mwo.smurfy-ne...c1cffc470d2d179

-ERLL x 2
-Med Laser x 4
-LRM15 x 2

And

http://mwo.smurfy-ne...2af67cecbe4f733
-LRM5 x 5
-ER LL x 3
-max xl engine

#43 Legend Death

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Posted 09 May 2016 - 03:33 PM

I'm sorry but builds that do not use all slots, all tonnes and fill the mech properly are just not right.

#44 XxXAbsolutZeroXxX

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Posted 09 May 2016 - 05:50 PM

View PostMobilSkill, on 09 May 2016 - 03:33 PM, said:

I'm sorry but builds that do not use all slots, all tonnes and fill the mech properly are just not right.


That ^ could explain why you're having trouble finding effective builds.

Empty spaces, periods of silence between notes of music / whitespace can be an art all their own.

I remember seeing you in game a few times, you're a good team player.

#45 Legend Death

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Posted 09 May 2016 - 10:11 PM

yeah you are crazy, here's what im running...

http://mwo.smurfy-ne...510952428f3c90b
and
http://mwo.smurfy-ne...810c3dad55f8401

Whitespace is a showing of a lack of creativity and testing.

When i design a mech I usually spend some serious time thinking about it, I try to use the best of it ability, by maxinging it slots tonnes and giving it a combat role so it has a place on the field.

These are my personal builds I do not usually share my builds with others unless asked because I have seen people use them and claim them on other forums before, and that is not all too terrible but a little annoying.

Anyhow, even with my designs I find the mech to be a wanna be weak version of other heavy counterparts hands down. So I feel it is out of my hands.

Those are the lrm builds obviously, and im not posting the srm builds and they were more combat effective but still not good enough because the hitboxes and XL 325. just gotta remember to pop them bay doors every match.

#46 El Bandito

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Posted 09 May 2016 - 10:46 PM

Never liked to mix two LRM5s with a LRM10. The way GH calculates heat from the biggest launcher means you gain 14 heat per alpha, almost twice as much heat if you fire the weapons 1 by 1.
Of course, the difference in CD means it won't matter that much beyond the first alpha, but still, wasted heat.

Edited by El Bandito, 09 May 2016 - 10:49 PM.


#47 Wintersdark

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Posted 09 May 2016 - 10:56 PM

Bishop Steiner, on 09 May 2016 - 01:22 PM, said:


For the tonnage of the LRM20, one can mount 5 LRM5, which, with cooldown is all but a continuous stream of missiles.
laying out 7.7 DPS to an LRM20s 3.64. And in a much smaller radius, so that the damage dealt is actually Effective.


And that lrm20 will never actually do 3.64dps, because many missiles miss due to that spread.

Quote

Yes, it's hotter and takes more hardpoints.... and is absolutely worth it.


Only a little bit hotter too. The lrm10 is the same DPH 2.5, going to 3.0 for the 15 and 3.33 for the 20.

But because the overall heat gen is so low and manageable, chaining 6xLRM5 it's easy to be heat neutral.

#48 XxXAbsolutZeroXxX

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Posted 10 May 2016 - 03:13 AM

View PostMobilSkill, on 09 May 2016 - 10:11 PM, said:

yeah you are crazy, here's what im running...

http://mwo.smurfy-ne...510952428f3c90b
and
http://mwo.smurfy-ne...810c3dad55f8401

Whitespace is a showing of a lack of creativity and testing.

When i design a mech I usually spend some serious time thinking about it, I try to use the best of it ability, by maxinging it slots tonnes and giving it a combat role so it has a place on the field.

These are my personal builds I do not usually share my builds with others unless asked because I have seen people use them and claim them on other forums before, and that is not all too terrible but a little annoying.

Anyhow, even with my designs I find the mech to be a wanna be weak version of other heavy counterparts hands down. So I feel it is out of my hands.

Those are the lrm builds obviously, and im not posting the srm builds and they were more combat effective but still not good enough because the hitboxes and XL 325. just gotta remember to pop them bay doors every match.


You definitely put more time into your builds than I do. Posted Image

Compare the tempest build you posted to the one I posted above.

Link: http://mwo.smurfy-ne...c1cffc470d2d179

At long to med range you have 2 x LRM10's and 1 x LRM5.

At long to med range I have 2 x LRM15 and 2 ER LL's.

I have you outgunned by a decent margin there.

At medium laser range you have 2 MPL's and 2 ML's. Mixing MPL's and ML's negates the low burn time of MPL's if you're alphaing them together and need to wait for the ML's to finish anywayz.

I have 4 ML's which is only 2 points less damage. But inside 180 m where LRM's were useless I would still have you outgunned with those two 2 ER LL's. On a cursory breakdown I would have you outgunned at all ranges. The only advantages you might have is in terms of lower heat generation and sustained DPS.

While your build might seem more optimised due to it utilizing a greater number of slots it might sacrifice some functionality to achieve it.

Edited by I Zeratul I, 10 May 2016 - 03:19 AM.


#49 Legend Death

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Posted 10 May 2016 - 04:46 AM

factor heat more into it, you will be burning up. and your engines are not as good. that cooling efficiency you have on the tempest build is basically like unusable so you know Posted Image

22% cooling vs < 37%
3.4dps sustain vs < 4.6dps

hard engages my build is a lot better, if you can manage to keep the engages to poke and fair cooldown time between and no hard engages your could do better.

After missiles are gone, hard engages occur to finish matches off quite often.

and 2 15's are not really better than 2 10's and a 5. tons to damage ratio wise.

Edited by MobilSkill, 10 May 2016 - 04:58 AM.


#50 Mechwarrior Buddah

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Posted 10 May 2016 - 05:22 AM

I wanna get Archer stickers onto my Archer

Posted Image


Posted Image

#51 CDLord HHGD

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Posted 10 May 2016 - 06:57 AM

View PostMechwarrior Buddah, on 10 May 2016 - 05:22 AM, said:

I wanna get Archer stickers onto my Archer

Posted Image


Posted Image

My 2R(S) is named "Duchess". Fits right in next to my Tempest. :D

#52 Major Rikkard

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Posted 10 May 2016 - 01:27 PM

View PostMobilSkill, on 09 May 2016 - 10:11 PM, said:

yeah you are crazy, here's what im running...

http://mwo.smurfy-ne...510952428f3c90b
and
http://mwo.smurfy-ne...810c3dad55f8401


Oh wow I really like that tempest build! I will have to give her a good testing tonight to see if she's as good as she looks on paper.

#53 Moira

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Posted 11 July 2016 - 02:15 AM

Hello there.

I bought the Archer basic kit, just for fun last Wednesday for fun Lurming. (Cough my own Squad is called LURM). I was hoping for certain IS model to replace my own MDD-Prime that has that is pure 6xLRM5 vomit and some lasers(changes daily). Since Catapults lack energy slots to be equal LRM vomit. Yup you I understand that these support lurm-boats are really hated, but do I care since LRM's are handy to strip out armor so your pals with UAC's/LBX's teddy bears can finish the job easier.

First things first. Archers run Hot and really hot compared to MDD's with equal setups so constant LRM5 vomit doesnt work so I started to meddle around with bigger launchers and ended up after 5 days of trial and error that 2x LRM15+LRM5's or 3x LRM15's +lasers get most 'bang from the buck'. Chain firing LRM5's or LRM15's and when you have LOS then just drop em all at once and close the "ears" down. And here we get to part that I dont like.

When you have your ears "up" (missile doors open) this mech is really vulnerable to get blown up in seconds due (not entirely sure that does LBX's do extra damage then). And the hit boxes are a mess and I knew this while buying these, but that can be handled with positioning and radar deprivation. I found out that best survival tricks are simple, hug your assaults and ask for help (via voice) if getting peppered.

After though Archers are damn fun if you enjoy support role and are moreless IS version of the MDD line, just not as good ones but better in certain areas and I mean 3x LRM15's that setup indeed does rip arses up. You need alot to make these work. Missile CDR module(s), Target Decay and Radar Depri are truely needed.

#54 Revis Volek

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Posted 11 July 2016 - 06:12 AM

View PostSader325, on 08 May 2016 - 11:28 PM, said:


Would you fit ER Small lasers and LRMs on the same mech?


Don't do it.




Why not?


So your saying just bring all IS LRMS? So that you can give the opponent the option to close under 180m and just rip you a new one? If you have the tonnage and have enough ammo why not have some backup weapons?

Sure you cant shoot the same things with the same weapons at the same time so by the definition of the game AKA ALPHA WARRIOR ONLINE yea they dont really fit in but when a light rushes a LRM boat and get ER SMALLs shoved up his nose he changes his attitude and usually runs off for easier targets.

View PostWintersdark, on 09 May 2016 - 01:10 AM, said:

15's do more actual damage than 20's, just saying. In 100% of cases, you're more effective mounting 15's. 5's or 10's too, if you have the hardpoints.

20's cycle too slow and spread too much - they spread so much some missiles even miss against motionless Atlases. That spread and thus misses plus increased cycle time results in less actual damage than firing a 15, despite using much more ammo.

Thus, even at a 1:1 trade, 15's are more effective than 20's.




Biggest one i rock are 15's as well and only on one mech anymore Cat-A1 with 2 LRM15 w. art, there is no reason for 20's they really arent good.


I agree with Winter, i find IS LRMS work best at about 300-500 meters or right behind your deathball and that is also a great place for a ER Small/Small Laser mech to shine.

Edited by Revis Volek, 11 July 2016 - 06:12 AM.






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