Hellbringer Champion Build
#21
Posted 13 January 2017 - 05:01 PM
#22
Posted 13 January 2017 - 05:06 PM
Just 6 medium lasers, no need to worry about multiple weapon groups, ranges or ghost heat.
#23
Posted 13 January 2017 - 05:08 PM
Gauss vomit hbr. I feel this will be a great champion to allow new players to work with the Gauss rifle while managing the heat and shorter range of the ml. Lots of lessons to be learned with this build right here. Plus it's great
#24
Posted 13 January 2017 - 05:52 PM
zooska, on 13 January 2017 - 03:01 PM, said:
It is so fun to play!
So glad I run it on the F(L), so much cbill farming. Can easily get a 700+ dmg game every drop. Another medium laser would just be too hot imo, and on the arm means you gotta drop weight somewhere else which means even less heat sinks
#25
Posted 13 January 2017 - 06:02 PM
http://mwo.smurfy-ne...d65a721a3170145
2 LPL, 3 ERML, ECM and a TC1, with the right side empty for shielding. The torso only builds with the -F(L) omnipod get an extra heatsink, but I'm not sure that's allowed, this one uses -Prime and -A pods only. It also has a deadside to help new players learn to use a shield side. It's warm enough to teach good heat management without being ridiculous.
#26
Posted 13 January 2017 - 06:16 PM
In-game mechlab:
Arm armor removed to free up additional pod space
450 damage (+ critical damage on open components) potential from 3 tons of Gauss ammo
4 half-tons of ammo alongside the Gauss Rifle reduce the odds of the Gauss being critted and destroyed
Long range, low heat setup with Faction Play viability in mind
Edited by 0111101, 13 January 2017 - 06:20 PM.
#27
Posted 13 January 2017 - 06:17 PM
SlippnGriff, on 13 January 2017 - 02:58 PM, said:
best build imo for poking, racks up insane damage and can pick apart anything from good range, just gotta learn the heat
2 erLPL
3 erML
1 ECM
1 TC
http://mwo.smurfy-ne...b1cc6b48f8f0a59 here's the same build but with adjusted armor values since I forgot to change that. You get the idea though, point is to get the build idea across, back-to-front armor values don't really matter, except its kind of important to strip arm armor for the extra tonnage, don't strip anywhere else
#28
Posted 13 January 2017 - 06:28 PM
6ERML. Idiot proof. 4 alphas back to back before over heating. weapons split so loss of side torso only loses half weapons. (if not allowed the loyaly ST then that laster has to go to left arm). this thing is brutal, even on hot maps.
(the TC on the other ERML build up there is too big)
Remember it needs to be new player proof, its not meta players that are going to be driving this, it'll be newbies.
Id sure as hell rather have newbies in CW in this than another gauss mech where they don't know how to fire the gauss.
Edited by Stormie, 13 January 2017 - 07:13 PM.
#29
Posted 13 January 2017 - 06:47 PM
HBR prime, this mech is all about positioning and keeping guys head's down. can get high damage very easily and ECM is god
4 erML
1 GAUSS (4 tons of ammo) (40 shots is what I prefer. however 35 works as well, 30 seems just shy of being able to spam where you want)
#30
Posted 13 January 2017 - 07:00 PM
http://mwo.smurfy-ne...cc20adf95fe4861
This build and one very like it on the F serve me extremely well. Plenty of cooling, an articulated laser arm and machine guns for close quarters. One has the option to go to 28 DHS by shaving some armor.
I built it with a dead side and head laser so it can contribute in some fashion after side torso loss.
Weapon group 1 (6x mlas + mg)
Weapon group 2 (LA mlas + mg)
Weapon group 3 (MG)
#31
Posted 13 January 2017 - 07:33 PM
[color="#000000"]2cerppcs[/color]
[color="#000000"]1tag[/color]
[color="#000000"]4machine guns[/color]
[color="#000000"]1tcomp mk I[/color]
[color="#000000"]1Clan Active Probe[/color]
7 double heat sinks
Give the tag its own weapon group, as well as putting it in the same group as the machine guns (ppcs in group 1, mgs and tag in group 2, and tag by itself in group 3). The tag is placed where it is to allow it to be used to see if the ppcs have a clear shot to target, though new players will likely not notice that. Could move it to head with the A omnipod. I left stock back armor for new players, but I personally play with 5 back armor for each torso.
This keeps the ppcs in one spot, so no convergence issues, and the machine guns are great for shredding internal components. It teaches heat management and chain fire, without being too devastating to the noobs if they just don't get it, and it is quite friendly even for the higher tiers (I have gotten many a 1000+ dmg match from it in Tier 3, and now 2)
#32
Posted 13 January 2017 - 08:29 PM
http://mwo.smurfy-ne...53bfc01d65688a4
2 LRM15s with Artemis with a good supply of ammo (4 tons)
an ER-PPC for extra damage at range
TAG for countering ECM and increased LRM damage CAP for a great sensor coverage
Mpl and 2 machine guns for local defense and putting down crippled mechs that you have opened up at range.
#34
Posted 14 January 2017 - 12:39 AM
2LPL
2ML
Target comp 1
Ecm
Almost every match 1000+ damage
#35
Posted 14 January 2017 - 12:55 AM
Kasumi Sumika, on 13 January 2017 - 04:52 PM, said:
I've optimsed your build by moving hardpoints around, stripping the arms, removing unnecessary back armour, removing the unnecessary targeting computer and adding sorely needed heatsinks:
- HBR-Prime: 2x cUAC5 + 4x cERML with 16 cDHS
#36
Posted 14 January 2017 - 01:10 AM
#38
Posted 14 January 2017 - 02:29 AM
Three fire groups (2xSRM6, 3xMPL, 3xERSL), ECM, TC1, 6.07 sustained DPS, 20DHS, 3 tons of SRM ammo, AMS w/1 ton ammo, and enough rear torso armor to take a PPC shot (same as all my other heavy/assault submissions).
#40
Posted 14 January 2017 - 06:46 AM
[smurfy]http://mwo.smurfy-ne...60604e6f7363db4[/smurfy]
less jamm/more shredder
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