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The Huntsman: A Love Guide By Pariah Devalis And Stefka Kerensky


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#21 Prototelis

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Posted 31 October 2016 - 11:38 AM

Huntsman PA is a freaking BEAST.

edit: Build is 4 streak 6 with 5 tons of ammo, three small pulse, and as many heatsinks as it would fit. I'm also running the streak 6 cooldown module, the streak 6 range module, the small pulse laser cooldown module and a Radar derp module.
Posted Image

Edited by Prototelis, 31 October 2016 - 11:41 AM.


#22 Tamagoci

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Posted 31 October 2016 - 12:09 PM

I don't name mechs often, they must really impress me; yesterday my mech stable got their Brutus. 2LPL, 2ML and 4MGs with 2tons of ammo. And the trick I believe is in those 4 MGs. Alas Ace of Spades eluded me again.
Posted Image

#23 Prototelis

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Posted 01 November 2016 - 10:24 AM

That is EPIC.

#24 Pariah Devalis

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Posted 02 November 2016 - 08:55 AM

I wish I did not love the twin UAC10 twin ERSLas build so much. It is dominating my youtube channel, now. XD Still, played multiple games last night, and the lowest damage it spit out was 555 damage on a loss. Hovers around a 450 match score, often over 500, but sometimes below. As an experiment, I am going to try and pilot only that mech this month - at least for mediums, so that this "season" of stats reflects specifically that variant.

As of now, with 12 matches recorded since the first of this month: 4.50 W/L, 4.33 K/D, and 446 Average Match Score. Sample size is a little small, still. Once I get to around 30 games played, I'd consider it fairly reliable.

Edited by Pariah Devalis, 02 November 2016 - 08:55 AM.


#25 Pariah Devalis

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Posted 09 November 2016 - 09:54 PM

Arbitrator Mk. II Weapons Testing

Ditched the arm SRMs for something with a bit more precision. Beefed up the alpha with making the torso ASRM4 into ASRM6 instead. Freed up the tonnage for 15 DHS and a targeting computer, plus enough ammo to last in 4v4 Scouting missions.

Build:
http://mwo.smurfy-ne...f08abdfc52d28ac


Edited by Pariah Devalis, 09 November 2016 - 09:55 PM.


#26 Pariah Devalis

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Posted 29 June 2017 - 06:42 PM

Updated Pakhet which I use to extremely good effect in games:

Posted ImagePosted Image

Build:

http://mwo.smurfy-ne...07dfb18dbf5a6b9

Skill Tree:

https://kitlaan.gitl...ensor%20Systems


Designed for scouting. Capable of 12 mans.

Edited by Pariah Devalis, 29 June 2017 - 07:59 PM.


#27 Prototelis

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Posted 29 June 2017 - 06:53 PM

I do this one for funsies, also because the HMN-A is hardpoint starved and I don't mind chopping it up.

Humina

Humina humina humina

View PostPariah Devalis, on 29 June 2017 - 06:42 PM, said:



That is saucey... but I can't give up that turn rate on Pakhet. 40% turn rate with skill tree. THOU SHALT NOT CIRCLE ME.

Edited by Prototelis, 29 June 2017 - 06:56 PM.


#28 Pariah Devalis

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Posted 29 June 2017 - 07:30 PM

View PostPrototelis, on 29 June 2017 - 06:53 PM, said:

I do this one for funsies, also because the HMN-A is hardpoint starved and I don't mind chopping it up.

Humina

Humina humina humina


That is saucey... but I can't give up that turn rate on Pakhet. 40% turn rate with skill tree. THOU SHALT NOT CIRCLE ME.


Hey, feel free to flavor your skill tree options individually. This thing just absolutely crushes things, though. :3 It was designed to scout, but if you're in a game with teammates willing to be aggressive, you can turn an assault mech into your bi... uh... ... excess ammo storage unit? Posted Image

Also, I should add:

Posted Image

Edited by Pariah Devalis, 29 June 2017 - 07:43 PM.


#29 Koops

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Posted 02 July 2017 - 08:00 PM

Granted, I am not a terribly good player. Been at it for years but until recently I never really buckled down to try and get better...lately I have.

I tried a bunch of different configurations on this little man because it seems to favor versatility. Lots of them fun, none that really fit my playstyle. Settled on 2 LBX 5's, 6 small lasers, and haven't looked back. Maxed out survival tree, went maybe 15 points into weapons tree for some cool down's and a bit of range. Honestly, it would function just as well without them. I'm going to dump a bunch into operations for the heat containment and cool runs and I'm going to guess that will make the monster difference.

Its just a good build and a good mech. You keep em rattling with the lbx 5's and pinpoint with the small lasers and yes, it wrecks. It seems to be one of those mechs that you just cannot ignore if it is peppering you, you have to deal with it. I am enjoying the hell out of it now.

#30 Pariah Devalis

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Posted 09 July 2017 - 08:41 AM

Even before the MPlas changes, it was solid. Now it's a dream. As to why the odd selection of arm omnipods? I just like the look of the single laser being integrated into the arm, as opposed to strapped to the side of the arm. As long as the arm can take a single E hardpoint, it's good enough.

Overall, this is a very punchy mech that brings a fair bit of utility to the fight, as well. 4x high mounted MPLas help with poke, and the arm MPlas let you swat UAV from the sky, if your arm pitch allows it. Passive ECM countering, and an anti-missile system help the mech function as a bodyguard, or help its sustain in the front to mid lines of a fight.

The only change I would make to this mech, come newtech, would be downgrading the AP into an LAP. This would let me load a full ton of AMS ammo onto it. Hell no to LAMS. The last thing an energy boat requires is another source of heat!

http://mwo.smurfy-ne...d01685e5aedb160

Skill Tree similar to:

https://kitlaan.gitl...066c1&s=Agility
Spoiler



Edit: Updated with skill tree.

Edited by Pariah Devalis, 09 July 2017 - 09:32 AM.


#31 Gibson Ibanez

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Posted 13 July 2017 - 08:21 AM

View PostPariah Devalis, on 09 July 2017 - 08:41 AM, said:

Even before the MPlas changes, it was solid. Now it's a dream. As to why the odd selection of arm omnipods? I just like the look of the single laser being integrated into the arm, as opposed to strapped to the side of the arm. As long as the arm can take a single E hardpoint, it's good enough.

Overall, this is a very punchy mech that brings a fair bit of utility to the fight, as well. 4x high mounted MPLas help with poke, and the arm MPlas let you swat UAV from the sky, if your arm pitch allows it. Passive ECM countering, and an anti-missile system help the mech function as a bodyguard, or help its sustain in the front to mid lines of a fight.

The only change I would make to this mech, come newtech, would be downgrading the AP into an LAP. This would let me load a full ton of AMS ammo onto it. Hell no to LAMS. The last thing an energy boat requires is another source of heat!

http://mwo.smurfy-ne...d01685e5aedb160

Skill Tree similar to:

https://kitlaan.gitl...066c1&s=Agility
Spoiler



Edit: Updated with skill tree.


Hey Pariah. I was in a match with you a little while back and told you I was saving for a Huntsman. Finally got the Prime and I am going to borrow this build. Thank you guys for this thread.

#32 Pariah Devalis

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Posted 14 July 2017 - 06:47 AM

View PostGibson Ibanez, on 13 July 2017 - 08:21 AM, said:

Hey Pariah. I was in a match with you a little while back and told you I was saving for a Huntsman. Finally got the Prime and I am going to borrow this build. Thank you guys for this thread.


Absolutely my pleasure!

#33 Pariah Devalis

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Posted 19 July 2017 - 06:22 AM

Minor update the MPlas build:
http://mwo.smurfy-ne...0dec50ca0f7d780

Just exchanged the Active Probe for a Light Active Probe in order to double the AMS ammo from 0.5 tons to a full ton. With the further heat reduction, this thing runs stupidly cold for a Clan laser boat.

Edited by Pariah Devalis, 19 July 2017 - 06:23 AM.


#34 Pariah Devalis

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Posted 28 July 2017 - 06:17 AM

Update to the twin UAC-10 Huntsman configuration post Skill Tree:

Build
http://mwo.smurfy-ne...a30393d818e6834

Tree
https://kitlaan.gitl...ensor%20Systems

You'll note I took torso twist speed over anchor turn, as the idea of this platform is to stand off a bit. Armor rolling with the torso is more important than being able to turn in place faster.

Some footage after the first Huntsman dies early in the video:


Additional Edit:

Been loving a Super-Man Drop Deck in CW. A 90-ton mech of choice, in my case an SNV, and three Huntsmen. Every mech is bringing pain. Every mech is effective. Huntsmen are mini-heavies, anyways, so it helped to pick up the slack in the reduced drop deck tonnage, while still having room for a 90-ton mech of your choice.

SNV being that mech also happens to be pretty lore appropriate for me, given I am Nova Cat pilot.

Edited by Pariah Devalis, 28 July 2017 - 06:20 AM.


#35 STEF_

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Posted 28 July 2017 - 07:28 PM

THE ULTIMATE CIVIL WAR HUNTMAN

(warning, posting with much beer inside me)

PREMISE
Since:
1) We got new weaponry
2) Pariah told me to update my hunts builds (like saying they are older than u, old fart)
3) with civil war, we entered the PPFLD era
4) my secret love is that troll build, 2erppc+gauss hunt
5) pgi decided to nerf 2erppc+gauss anyway

I theoricrafted this ultimate 51 dmg HUNT!

http://mwo.smurfy-ne...d0904ad6ec9a6ba

Does anyone notice yet that gauss + HLL have similar cooldown?

About skill-tree, I decided to put every heat and range node available, and a lot of operational nodes.
Smurfy says 53% cooldown eff. BUT, this build has high heat spikes.
With all heat, coolrun and heat cont. nodes, I manage to alpha 3-4 times without overheating (depending on maps)

Then half movement nodes, no armor nodes (u peek, alpha and hide, cover has "infinite armor" :P )

I don't put any pic, because skill tree is about personal tastes.


o/

#36 Pariah Devalis

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Posted 29 July 2017 - 07:41 AM

Another NewTech design, focusing around ATMs:

http://mwo.smurfy-ne...3ad9797dd8ec991

Twin ATM6 per arm, 5 tons of ammo, means you have 22.5 salvos with the 20% ammo boost quirks from the tree. A quartet of ERSLas give you a reliable 20 damage salvo at 200 meters, which helps to cover up your minimum range issues. No ghost heat means you can launch all four launchers at once, allowing for a little extra AMS penetration.

Integrated an Active Probe, as well, in order to help with ECM jam-spam.

A skill tree such as the following would work well on it:

https://kitlaan.gitl...ensor%20Systems

10% range boost means your ATM range brackets move to: 120-297, 347-550, and 600-who cares about ER ammo anyways?

Edited by Pariah Devalis, 29 July 2017 - 07:46 AM.


#37 J0anna

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Posted 29 July 2017 - 01:05 PM

View PostPariah Devalis, on 29 July 2017 - 07:41 AM, said:

Another NewTech design, focusing around ATMs:

http://mwo.smurfy-ne...3ad9797dd8ec991

Twin ATM6 per arm, 5 tons of ammo, means you have 22.5 salvos with the 20% ammo boost quirks from the tree. A quartet of ERSLas give you a reliable 20 damage salvo at 200 meters, which helps to cover up your minimum range issues. No ghost heat means you can launch all four launchers at once, allowing for a little extra AMS penetration.

Integrated an Active Probe, as well, in order to help with ECM jam-spam.

A skill tree such as the following would work well on it:

https://kitlaan.gitl...ensor%20Systems

10% range boost means your ATM range brackets move to: 120-297, 347-550, and 600-who cares about ER ammo anyways?


Interesting setup, I tried the mixed SRM/ATM setup, and found it a bit slow. One thing I've found about ATM's is you need to be able to keep range, to keep the damage coming. I kited a dragon to it's death in this:

http://mwo.smurfy-ne...f6ff7dbbdc4d0fb

#38 Pariah Devalis

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Posted 29 July 2017 - 07:12 PM

View PostJ0anna, on 29 July 2017 - 01:05 PM, said:

Interesting setup, I tried the mixed SRM/ATM setup, and found it a bit slow. One thing I've found about ATM's is you need to be able to keep range, to keep the damage coming. I kited a dragon to it's death in this:

http://mwo.smurfy-ne...f6ff7dbbdc4d0fb


Yeah, I find it either does really well... or terribly. Have a 3x ATM6 + ECM + 2x ERSLas SHC, as well. It really is a feast or famine mech, though. Either the ATM connect and you do well, or the enemy has AMS, and you might as well be hocking spitballs at them.

#39 invernomuto

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Posted 06 August 2017 - 11:07 AM

View PostPariah Devalis, on 29 June 2017 - 06:42 PM, said:

Updated Pakhet which I use to extremely good effect in games:

Posted ImagePosted Image

Build:

http://mwo.smurfy-ne...07dfb18dbf5a6b9

Skill Tree:

https://kitlaan.gitl...ensor%20Systems


Designed for scouting. Capable of 12 mans.



I finally bought the Pakhet and need to try this build but why the TC Mk2 and the CBAP?

#40 Pariah Devalis

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Posted 06 August 2017 - 09:07 PM

View Postinvernomuto, on 06 August 2017 - 11:07 AM, said:


I finally bought the Pakhet and need to try this build but why the TC Mk2 and the CBAP?


Crits to tonnage. If you go with the MK1, you end up, at best, around 49.6ish tons and nothing to fill the tonnage that you can realistically use, or else you end up with 1 crit and 1 ton by making that a MK1, and either take an extra, totally unnecessary, extra ton of ammo, or slap in another ERSLas in that arm, but it already runs hot enough as is, and doesn't need the extra heatload. The AP is great for countering ECM, such as found on Grifs in CW Scouting. The MK2 also boosts the range of the ERSLas a little farther, plus increases your crit chance across the board. Even further, AP + MK2 means you get damage readouts extremely quickly. Makes it that much easier to isolate weakspots on a targeted enemy mech.

Edited by Pariah Devalis, 06 August 2017 - 09:12 PM.






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