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Proper Javelin Builds


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#1 stealthraccoon

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Posted 18 January 2017 - 03:32 PM

So we're soon to have a nice new IS bomber added to our stables, but I'll start by ignoring the "Fire Javelin" variety and try to figure out how to cram as many missile tubes as possible.

I don't believe Artemis is going to be worth the tonnage on this chassis, as it's going to be a struggle to get more than four SRM4's on target and well fed. In a way I wish the engine cap was lower and the limited hard points could be compensated with some of that 'free armor quirks' like Urbanmechs receive.

[smurfy]http://mwo.smurfy-ne...20f40d224fdc680[/smurfy]

Endo/Ferro/XL255/1 JJ yields 11 tons left with naked arms (I assume this is about "meta", right?) taking it down to an XL235 gives you another ton to play with, and still decent speed. The question is, how many SRMs are enough? I'm partial to a 6 and two 4's which would leave room for 400 rounds of SRM goodness. The XL235 would allow for SRM16.

And don't forget the 10P with it's six(6?!) missile hard points - that may be fun with streaks, but SRM2's could be viable as well, if heat can be managed.

One thing though: how irrelevant is the SDR-5V now? The JVN-10F offers twice the energy hard points that aren't limited to the CT, and the option of dual AMS. I imagine it'll make a fun little MPL boat!

Edited by stealthraccoon, 18 January 2017 - 06:22 PM.


#2 TercieI

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Posted 20 January 2017 - 06:31 AM

The SDR-5V has always been irrelevant. It was vaguely usable at the height of Quirk Mania for a couple months. However, Russ said some older mechs may be getting inflated hardpoints, so who knows?

That's where I land on Javelin builds too. I know what I'd do today, but future tech could change all of it.

#3 epikt

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Posted 20 January 2017 - 06:55 AM

View Poststealthraccoon, on 18 January 2017 - 03:32 PM, said:

a 6 and two 4's

Since you have 4 hardpoints, better get three 4s and a 2, you'll lose on the heat but will get better cooldown and spread (the spread on the SRM6 is baaaad). Though, imho, I think three SRM4s will be the thing on the 10N.
(or four 4s, if you want the alpha)

PS : "proper" Javelin theorycraft

Edited by epikt, 20 January 2017 - 06:56 AM.


#4 stealthraccoon

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Posted 20 January 2017 - 08:43 AM

View Postepikt, on 20 January 2017 - 06:55 AM, said:

Since you have 4 hardpoints, better get three 4s and a 2, you'll lose on the heat but will get better cooldown and spread (the spread on the SRM6 is baaaad). Though, imho, I think three SRM4s will be the thing on the 10N.
(or four 4s, if you want the alpha)

PS : "proper" Javelin theorycraft


Great link, thanks!
I'm definitely curious about 6 SRM2's, my first thought was streaks, but the spread of the 2 pack has always been pretty tight. I do like the quad SRM6 build mentioned, crazy interesting!

Yes, I ordered the hero for no reason other than the paint job and the name - I'll probably slap quad small lasers, dual SRM4's and more JJ's than I needed.

Edited by stealthraccoon, 20 January 2017 - 09:34 AM.


#5 Natural Predator

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Posted 20 January 2017 - 08:48 AM

Kind of irrelevant at this point because the new customization system will probably change how we do must everything

#6 stealthraccoon

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Posted 16 May 2017 - 10:47 AM

I'm sure the darling of this bunch will be the 7 SPL 11F - might give the ACH a run.

I'm sticking with the 10F with 4 MPLs and I want to see how the 10N rid s with the SRM 6's and a xl270.

#7 paws2sky

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Posted 17 May 2017 - 09:32 AM

Currently frustrated by lack of a node planner, but here are the basics for each of the basic pack javelins.

Here's my JVN-10F. Plays like a baby Cicada 3F. So far, it's my favorite variant.

Here's my take on the JVN-10N. I'm not really happy with it, honestly. Not as fast or jumpy as I'd like. Until the new tech comes along, I don't really see another way to fit this one out. Other than LRMs... hmm... nah.

For some reason I actually like this JVN-10P uild more than the 10N. It's the same schtick, but with 6x SRM2.

Glancing at the reinforcement pack:

The JVN-11A with 7x SPL looks like it could be a beast.

And the JVN-11B looks a lot like the 10N with ECM and no JJ. I don't own this one, but I'm pretty sure I would not be okay with the ECM/JJ tradeoff. However, if there's a variant that would make a decent streak boat, this is probably it. But then, why not just play the ECM Commando and do the same thing?


-paws

#8 stealthraccoon

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Posted 17 May 2017 - 10:26 AM

I do like the 10F too, and even though the ML's aren't ideal, I told myself at least one has to use dual AMS:
[smurfy]http://mwo.smurfy-ne...0c8eb7b0f748a02[/smurfy]

My 10N is a weird one, for some reason I can't shake the need for something to throw at long range, but I still love the rapid fire 2's - plenty of ammo, but not much of a hard hitter.
[smurfy]http://mwo.smurfy-ne...b7619b684a40929[/smurfy]

Edited by stealthraccoon, 17 May 2017 - 10:26 AM.


#9 paws2sky

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Posted 17 May 2017 - 12:04 PM

The 10F with double AMS might be a good choice. It's still early days in the new skill tree, so who knows how the current LRMageddon will shake out. Definitely seems viable at the moment.

Edited by paws2sky, 17 May 2017 - 12:05 PM.


#10 TKG

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Posted 17 May 2017 - 07:30 PM

Hmm the Javelin is a tricky topic indeed, Ive myself operating two versions of the 10P really, one with Six SSRM-2's and one with six artemis srm-2's. The latter loadout (6x ssrm) for some reason makes the mech look like this...

http://sta.sh/017ircg3c83x

I can only guess what the guys on the receiving end thought when they saw that many missile bays. Yes it's a glitch in the game but it's a damn funny one.

Edited by TKG, 17 May 2017 - 07:34 PM.


#11 Ruccus

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Posted 18 May 2017 - 02:49 AM

I'm finding at least two good build design options for the Javelin.

First, on a dual AMS variant I can use the dual AMS, spec into AMS overload, and run a 180 to 200 sized engine (XL or standard depending on what weapons I want to bring) to stick with my assault teammates and give them AMS cover while shooting at their targets. This JVN-10N build is an example of that build mentality. You can also directly swap any to all the SRM4s and a ton of ammo for an LRM5 and a ton of ammo, though I'd suggest leaving at least one SRM4 because you're not fast enough to get away from lights.

The second option is a Locust hunter. I've got a bunch of 275XL or 280XL engines in my inventory so I drop one of those in and with the speed tweak nodes I'm faster than a locust with a 180XL engine (I need the 285XL to be just as fast as a 190XL locust with tweak). This JVN-10F build is an example of that build mentality. Here's my JVN-10N version for this build mentality, though if you don't need to switch back and forth between this and the Dual AMS 10N build above you can also add Ferro and add an extra half-ton of ammo (or engine).

The 10P is a bit of a weird bird. While the 6xSRM2 JVN-10P is a no-brainer and works, I've made a hybrid with the 'stick with the heavies and assaults' mentality. This JVN-10P build has a decent ~250m punch, 2xLRM5s for long range annoying, and an AMS to help your team. Also while Snuggles' no-armour 6xSRM6 Javelin is entertainingly insane, I think this JVN-10P build is on the edge of being reasonable while providing a large punch for its weight. A 43 point no ghost heat alpha from a 30 ton mech is nice, and it still has a reasonable amount of ammo. Sending that alpha into the torso of an enemy mech at the right time could mean the difference between your teammate or an enemy mech getting destroyed. It runs hot though, so it's about alpha striking to finish a mech or turn the tide on a teammate's battle, then get away to cool down and find another teammate who could use an extra 43 point alpha in their fight.

I've mainly played the 10N and I'm enjoying it; I can see huge potential in the Javelin when Laser AMS, MRMs, and Rocket Launchers become available.

#12 Yumoshiri

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Posted 19 May 2017 - 03:02 AM

i only got the standard package, but they are a bunch of tough ******** to run, side torso's just fall off, and lrms seem to hit, even despite its speed.

my builds, sorry i don't know the names by heart:

1. xl280 - 2x ML, 2x MPL, 4x jj, 2x DHS (can skip the DHS for 4x MPL)
2. xl255 - 4x SSRM 2, 2x SRM2
3. xl280 - 2x srm4, 2x srm2

as others stated, artemis is not worth the tonnage. SRM 2's have very good spread.
i see no reason to pick up 3x srm4 over the combination i mentioned, the heat increase is noticable but acceptable (comparing 2x srm2 with 1x srm4), but it allows more shots when needed, srm2 have a tighter aim.

#13 A_Velociraptor

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Posted 19 May 2017 - 09:52 PM

This is my build for the 10F it may not seem like much but this little thing can tear through things very quickly. The XL 235 might not be the biggest you can fit in this speed demon but it get's the job done and can be upped by dropping a heatsink but as is this build can fire pretty regularly even on hot maps like Tourmaline.

#14 Requiemking

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Posted 01 June 2017 - 07:48 PM

Well, I have a build for the 10F variant that, while a little on the weird side, it works for me.

Highwayman

So, while this seems to have too many JJs, it actually takes a while for them to build up heat. It also helps that, with this many, you can very safely ignore the JJ tree. As for how to spec it, so far I have specced for Heat, Laser duration, Cooldown, and Range so far. The Operations tree can also be ignored, as you only build 33% heat with an Alpha Strike on Terra Therma. I personally would spec into Mobility(try to avoid as many Torso based nodes as possible, the Javelin really doesn't need them), and any remaining points should go into Auxillary.

FYI, I am using a Standard engine in lieu of an LFE. Once LFEs are in game I will replace the STD195 with an LFE of the same rating, thus gaining back two tons for more Heatsinks.

Edited by Requiemking, 01 June 2017 - 07:50 PM.


#15 Ruccus

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Posted 01 June 2017 - 09:23 PM

View PostRequiemking, on 01 June 2017 - 07:48 PM, said:

Well, I have a build for the 10F variant that, while a little on the weird side, it works for me.

Highwayman

So, while this seems to have too many JJs, it actually takes a while for them to build up heat. It also helps that, with this many, you can very safely ignore the JJ tree. As for how to spec it, so far I have specced for Heat, Laser duration, Cooldown, and Range so far. The Operations tree can also be ignored, as you only build 33% heat with an Alpha Strike on Terra Therma. I personally would spec into Mobility(try to avoid as many Torso based nodes as possible, the Javelin really doesn't need them), and any remaining points should go into Auxillary.

FYI, I am using a Standard engine in lieu of an LFE. Once LFEs are in game I will replace the STD195 with an LFE of the same rating, thus gaining back two tons for more Heatsinks.


The standard 195 really isn't a good fit for a build when the 200 adds an additional internal heatsink. At the very least I'd suggest stripping the arms down to 1 armour and the head to 6 to get the standard 200 and its extra internal heatsink. You don't really need the armour on the arms because you've only got torso weapons.

Also since with the modifications you'll run cooler, you can opt to remove one heatsink and one jump jet and add a Beagle Active Probe. This is basically to 'pull the pants down' on ECM light mechs that come in to attack you since you're significantly slower than the standard ECM striker/harasser light mech. If you get caught out they'll swarm you and kill you but if they have to do it while being targeted by your team's LRM boats that might make you not worth the risk. Here's the fully tweaked build: JVN-10F.

Another option is instead of a Beagle Active Probe, use a few tons for double AMS to create an LRM umbrella for your team: JVN-10F. You'd be watching the sky during the first part of the battle to mitigate incoming damage with your AMS, giving your team time to soften up the enemy for the second stage of the fight. I find that during events the LRM boats come out (usually to quickly get the damage-based challenges) and double AMS (with a couple tons of ammo) can really help change the tide of a battle. It's satisfying looking at the post-match screen and seeing a good game where you shot down 700 to 900 missiles, knowing that that's 700 to 900 damage that didn't hit your teammates.

#16 Zuri Prime

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Posted 07 June 2017 - 07:46 PM

Thoughts on the Javelin: slightly too big, but a VERY fine light mech, more than capable of handing an Arctic Cheetah its behind, and a replacement for the massive Firestarter. The 11A, 10P and 10F are the strongest of the variants, likely in that order. The 10F gives the Locust a literal run for its money. 11B, 10N and HT don't feel very strong but they have their places for fun value.


Here's one of my many Javelin matches, this is with the JVN-11A w/ 7 SPLs.


Posted Image

#17 Aggravated Assault Mech

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Posted 31 July 2017 - 06:16 AM

Javelin is fantastic fun. I couldn't really say whether it's good or not.. the speed and mobility comes at the cost of significantly less health than the Wolfhound, Urbanmech, or even Firestarter.

The mobility on it combined with the alpha and DPS of SRM-based builds is just an excellent combo. If you're coming from the Wolfhound/Panther/Urbanmech, it's not durable at all, and hit-and-run attacks will define the mech much in the way they define the Spider. Unlike the Spider, you'll be fighting much closer, but with the really comfy damage of SRM2s/4s to help gut people from behind.

Mobility is really the major advantage, making it a little more like a 25t mech than a 35t mech, and it's fragility is a major weakpoint. However, when you're on your game and playing well, the Javelin is like ******* smoke. Even on more open maps you can sail in, pop someone for 50 damage in the back, and then blast away up a cliff and they'll never even see you.

JVN-10N
http://mwo.smurfy-ne...4cfbca0a9466608

Essentially a variation on the -10P 6SRM2 build for those with the (S) variant. Less DPS but better heat efficiency.

Hi There!
http://mwo.smurfy-ne...4a132554d2b2ed8

Sacrifices MPLs (which you can really feel tbh) for a lot more flexibility if you want to be a team player. LAMS softens the LRMs for your team, while the RL30 can core out enemies if you get behind them. Don't try to shoot things while LAMS is running- it's a one or the other sort of deal.

#18 stealthraccoon

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Posted 31 July 2017 - 09:57 AM

Funny, but the 10P was the one I couldn't get interested in - went cheap n cheesy, and it's actually quite fun trying to decide when to drop some of the RL's. No needs for DHS, and I find it better to chain fire the RL's for efficiency sake.

[smurfy]http://mwo.smurfy-ne...dcbefac8827c580[/smurfy]





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