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Archer Tempest Build


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#1 Drunken Skull

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Posted 28 July 2016 - 08:01 AM

Quite a few people have asked me what my Archer Tempest build is whilst in a match. I have always tried to reply with the limited time I have before the fight begins, but many details are left out as there simply isn't time to type them all out as I'm trying to tactically manouver my mech whilst trying not to get fragged in the back by enemy light mechs...

Here is the build in full detail;

TEMPEST

Left Arm: 2xMPLSR

Left Torso: Guardian ECM, C.A.S.E, LRM10, 3xLRM AMMO

Centre Torso: 300XL Engine with 2xDouble Heat Sinks, LRM10

Head: Command Console

Right Torso: BAP, C.A.S.E, LRM10, 3xLRM AMMO

Right Arm: 2xMPLSR

Modules, etc: Advanced Zoom, LRM10 Cooldown 5, LRM10 Range 5, Adv Target Decay,
Coolshot 6, Cool Shot 9x9, Endo Steel Internal Structure, Double Heat Sinks

All leftover tonnage is used in adding extra armor as the pilot see's fit.

Role and Tactics: Anti-Missile/Electronics Warfare/Missile Platform.

Primary role is to escort other units and shield them when they come under LRM fire with the ECM.
Limited Scouting and Deep-Striking/Flanking is also possible in some situations.

Set LRM to chain fire mode. Fire LRM selectively at sure locks only and NEVER manually open the missile bay doors prior to combat in order to ensure safety of the XL engine and ammunition stored there.

If ECM is detected, gaining Missile lock is possible at closer ranges with the BAP. Lock failure due to Enemy ECM can be overcome by switching ECM to Counter mode, although this will drop the ECM shield, so do this with caution.

Using LRM in combination with the MPLSR should be avoided as this can lead to rapid overheat. In emergency though, this can be done with judicial use of the coolant flush 6 and 9x9.

Edited by Drunken Skull, 28 July 2016 - 12:07 PM.


#2 SilentWolff

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Posted 28 July 2016 - 08:04 AM

I prefer 5 mediums, a tag, 2 LRM15 with Artemis and ECM

#3 Bohxim

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Posted 28 July 2016 - 08:08 AM

Would recommend the lrm ammo be in the legs and head, while removing the command console for other things. Mostly cos ammo explosions are a thing and command console isn't really worth that 3 tonnes for a little faster target info

#4 Drunken Skull

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Posted 28 July 2016 - 08:43 AM

Problem with ammo in legs is thats where people expect it to be these days Posted Image Sometimes being a traditionalist has it's merits.

As for the command console, I spent several days testing with and without it, and the end result was a synnergy between the BAP, the CC, and the Decay and Zoom Modules, basically it allows the longest time on target by acuiring it quickly and keeping it for as long as possible, which adds up to more LRM's on the target. Posted Image This could be exploited further by using adv target info gathering module, but I'd rather have the highest quality zoom in possible.

Edited by Drunken Skull, 28 July 2016 - 08:53 AM.


#5 Escef

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Posted 28 July 2016 - 08:49 AM

Range modules are generally a bad choice for missiles. The travel time for LRMs at over 1000 meters gives the target a LOT of time to break lock, kill the spotter, or find cover. (With SRMs, the spread at almost 300 meters is bordering on absurd.)

Also, Smurfy Mechlab is your friend.

#6 SilentWolff

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Posted 28 July 2016 - 09:02 AM

Yep, cool down mod for missles, range mod for laser vomit.

Edited by ImyerHuckleberry, 28 July 2016 - 09:02 AM.


#7 TercieI

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Posted 28 July 2016 - 09:05 AM

LRMs lose.

#8 Drunken Skull

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Posted 28 July 2016 - 09:06 AM

I performed several days of in-depth testing with a range of different weapons and modules. I found I tended to have considerable difficulty fighting Clan Mechs without the extra 100 metres range given to my LRM10 by the module. Madcats would tend to sit out at 1100 metres and be a considerable pain in the a##. This module fixes that problem quite nicely. :D

#9 Felbombling

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Posted 28 July 2016 - 09:10 AM

I'd dump the LRM range module and the Command Console. I'd also make those LRM 10s LRM 5s w/Artemis FCS instead. The 5s concentrate their damage better than the 10s do. That should give you plenty of tonnage to upgrade the energy weapons, if you wish... or boost the engine size for more speed.

#10 SilentWolff

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Posted 28 July 2016 - 09:12 AM

View PostTercieI, on 28 July 2016 - 09:05 AM, said:



Yeah laser vomit is fun, but it's not ideal on the Archer for numerous reasons, one being the huge torsos. And yes LRM's are bad, but it's the challenge that's half the fun. ;)

#11 Drunken Skull

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Posted 28 July 2016 - 09:30 AM

My old mech was a Catapult, I have had more than my share of fun with the LRM5, however with only three launcher hardpoints it isn't quite offensive enough, and the match would be well and truely over before I'd fired them all. The 3x10 is a perfect balance between DPS and heat for the chassis weight, and I find the 6 tonnes will last through 4/5ths of a match, leaving the mop up to the MPLSR.

As stated the CC and other modules are all a part of what makes the LRM10's so successful, and I have managed to move from Tier 5 to Tier 3 in a very short time using this exact build. Average damage output is between 550 to 900 per match, usualy regardless of a win or lose situation for the team (that is usually allways a = or a ^ tier rating).

Using any energy weapons greater than 4xmplsr would necessitate a total change in the mechs role, as there is not enough space to accomodate the considerable size of the missile system as well as the considerable size of the Dual Heat sinks required to cool a more massive energy based weapons system. I did try this configuration and found it was quite fun 2xLPLSR 4xMPLSR. However average damage output drops 200 to 300 with the lack of the LRM's.

#12 TercieI

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Posted 28 July 2016 - 09:58 AM

View PostImyerHuckleberry, on 28 July 2016 - 09:12 AM, said:


Yeah laser vomit is fun, but it's not ideal on the Archer for numerous reasons, one being the huge torsos. And yes LRM's are bad, but it's the challenge that's half the fun. ;)


For PUGs, where ECM matters, I've had great success with that Tempest build.

#13 Positive Mental Attitude

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Posted 28 July 2016 - 10:24 AM

I know every time time i see a lermist lerming away, I gotta go and ask him, "Hey man where did you manage to shove all those rockets, theres no way youre skilled enough to fit over 1k rockets in your back torso. Lo and behold at the end of the match theyve done over well over 75 damage, pushing 80 even, and I feel the need to ask... no beg... for that sick lerm build. Thank you for bringing this work of art to us and all the other lermologist

#14 Burke IV

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Posted 28 July 2016 - 10:51 AM

Show us the build in smurfys then http://mwo.smurfy-net.de/mechlab

#15 TercieI

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Posted 28 July 2016 - 11:24 AM

View PostBurke IV, on 28 July 2016 - 10:51 AM, said:

Show us the build in smurfys then http://mwo.smurfy-net.de/mechlab


I have to assume we're being trolled.

There are many, many things wrong with this build, but I'll point out two: the CASE does nothing and the BAP does not counter ECM when you have ECM installed (which is what OP implied it was for).

Edited by TercieI, 28 July 2016 - 11:26 AM.


#16 Drunken Skull

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Posted 28 July 2016 - 11:29 AM

TEMPEST

The CASE stops the ammo going bang and taking out the engine. Traditionally in Btech CASE only stopped the damage from spreading to other sections and you'd lose the entire section, however as it stands in MWO at the moment it can prevent anything non-ammo related from being damaged. I have had several ammo explosions that did not result in the loss of the XL engine thanks to CASE. Posted Image

@ Terciel, I was not aware of that limitation regarding BAP and ECM, in any case I'd prefer to have that piece of equipment as it's benefits are quite noticeable in all other respects.

Edited by Drunken Skull, 28 July 2016 - 11:52 AM.


#17 TercieI

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Posted 28 July 2016 - 11:44 AM

View PostDrunken Skull, on 28 July 2016 - 11:29 AM, said:

TEMPEST

The CASE stops the ammo going bang and taking out the engine. Traditionally in Btech CASE only stopped the damage from spreading to other sections and you'd lose the entire section, however as it stands in MWO at the moment it can prevent anything non-ammo related from being damaged. I have had several ammo explosions that did not result in the loss of the XL engine thanks to CASE. Posted Image


No, that's not what CASE does. All it does is stop transferring damage to the next section. I'm not sure what you think you've experienced, but it's not that. CASE does nothing to help in an XL ST.

#18 Brain Cancer

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Posted 28 July 2016 - 11:44 AM

Wow. So much wasted here on the OP.

First, Command consoles are three tons of wasted space. (The Beagle at least gets your sensor range out further, meaning you won't lose tracking if a target passes 800m). Ditch the command console.

CASE doesn't stop XL kills. Remove it. Nor do your missile doors really protect your internals- the extra half-second you waste on firing generally makes up for it by being that much longer for eating return fire. I love LRM dueling with Archers that don't get their ears up.

Swap to two ALRM10s + ALRM 5. 25 Artemis > 30 non. Give yourself a little more ammo and you can squeeze another heat sink in and push the engine up a mite to a 310 so you're moving at 77kph once elited.

Quote

The CASE stops the ammo going bang and taking out the engine.


Incorrect- you had an ammo explosion for a section without enough ammo left in it to finish the section off. CASE doesn't prevent damage at all.

At one point, I remember being down to a whopping five rounds of LRM ammo and getting an ammo explosion. You'd have survived those explosions you mentioned with or without CASE.

Edited by Brain Cancer, 28 July 2016 - 11:49 AM.


#19 Escef

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Posted 28 July 2016 - 11:54 AM

View PostDrunken Skull, on 28 July 2016 - 09:06 AM, said:

I performed several days of in-depth testing with a range of different weapons and modules. I found I tended to have considerable difficulty fighting Clan Mechs without the extra 100 metres range given to my LRM10 by the module. Madcats would tend to sit out at 1100 metres and be a considerable pain in the a##. This module fixes that problem quite nicely. Posted Image


By all rights, you should be within 5 or 6 hundred meters (2-5 is the sweet spot) to minimize missile flight time and thus improve your relevancy. Not always the right move for every battlefield situation, but it's a good general rule.

#20 Brain Cancer

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Posted 28 July 2016 - 12:11 PM

Quote

By all rights, you should be within 5 or 6 hundred meters (2-5 is the sweet spot) to minimize missile flight time and thus improve your relevancy. Not always the right move for every battlefield situation, but it's a good general rule.


You can, if you want to go that extra step, swap from quad MPL to dual LL. Gives you a decent medium range energy load that you can actually use at the ranges you want to engage in anyway- plus it does at least reach out a bit past that for reduced damage. I would use this myself.

http://mwo.smurfy-ne...4fb00f89ecf78a9





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