My Cda X-5
#1
Posted 18 February 2017 - 11:42 AM
I have to say I do like it so far even being close to stock. I did put in the BAP and still have 4 ML and the streak SRM 2 with 1/2 ton ammo full armour and comes in at 39.6 tons.
For the modules I have just the Radar deprivation mod. I dont have any tweaks, weapon modules or mech weapon modules. My speed is 135 kph. Would like to get it higher.
Any thoughts on this build and what other modules and skills should I get?
#2
Posted 18 February 2017 - 11:55 AM
If I were to run it, I'd run it thus.
For skills, just seismic and radar derp as always and weapon mods to taste (I'd invest in the lasers for both personally).
Edited by TercieI, 18 February 2017 - 11:57 AM.
#3
Posted 18 February 2017 - 11:56 AM
When building the X-5 you have to decide if you are using missiles or not. It only gets two tubes, so 4's and 6's can be awkward to fire. 4 mlas streaks works well. You can swap the streaks for normal SRMs if you are confident in your aim and want to hit large mechs a bit harder. You can also upgrade them to pulse lasers if you bring the engine down or drop the missiles.
The two tube count drive me nuts, so I usually go two large and two medium lasers.
Edited by Roughneck45, 18 February 2017 - 11:58 AM.
#4
Posted 18 February 2017 - 12:01 PM
Roughneck45, on 18 February 2017 - 11:56 AM, said:
When building the X-5 you have to decide if you are using missiles or not. It only gets two tubes, so 4's and 6's can be awkward to fire. 4 mlas streaks works well. You can swap the streaks for normal SRMs if you are confident in your aim and want to hit large mechs a bit harder. You can also upgrade them to pulse lasers if you bring the engine down or drop the missiles.
The two tube count drive me nuts, so I usually go two large and two medium lasers.
They changed that. It can take up to 20 tubes now (I just double checked in testing grounds). I always kinda dug that. The bang-bang on the 4s made them weirdly precise and eliminated any thought of Artemis.
#5
Posted 18 February 2017 - 12:11 PM
TercieI, on 18 February 2017 - 12:01 PM, said:
They changed that. It can take up to 20 tubes now (I just double checked in testing grounds). I always kinda dug that. The bang-bang on the 4s made them weirdly precise and eliminated any thought of Artemis.
Good to know.
I'd always forget and twist sending the second set off target.
#6
Posted 18 February 2017 - 12:33 PM
#8
Posted 18 February 2017 - 01:11 PM
if you have 0.4 tons free and max armor drop 3-4 points from the head for something else, ether 0.5 tons of ammo or upgrading the SSRM2 to an SRM4, SRM4 is (at least for me) far more effective than an SSRM 2 because you can choose where to put the missiles (where as each SSRM missile randomly targets 1 componant), and get much higher DPS.
if you do stick with SSRM then also put on Artemus, it costs 250,000, reduces lock time for SSRM, and weight nothing, taking up 0 slots (as opposed to 1 ton and 1 slot for each LRM or SRM launcher) unless you are short on cash there is no downside for Artemus with Streaks.
here are my sugestions
SRM4, with stock engine
SSRM2 with stock engine
the 2 above both run a bit hotter than I would prefer, if you can save enough for (or already have) an XL300 these below should be a bit better
MPL + SRM4
ML+SRM4
ML + Streak
MPL + Streak
Edited by Rogue Jedi, 18 February 2017 - 01:13 PM.
#9
Posted 18 February 2017 - 01:16 PM
If, for some reason, the ER PPC is difficult to aim, you can substitute with a single large pulse laser.
Mine runs a little slower than stock.
If stock speed is more preferable, use medium lasers instead, but consider the missile launcher. It's always good to be prepared to fight both up close and at range.
I say this because if your build is 'too' committed to one style of fighting, then when that style is impossible due to circumstance your fate is horrifically sealed.
#11
Posted 19 February 2017 - 08:05 AM
Probably Not, on 19 February 2017 - 07:01 AM, said:
My thoughts pretty much were that I should capitalize on the Cicada's one definite strength as much as I could (its speed) but the XL340 seemed like a massive waste (325 is a breakpoint for internal HS and still gives me untweaked speed that can beat a Cheetah, going 340 would afford me a great top speed but not significantly more so than a 325 and would pretty much guarantee that the missile tubes never get put to good use).
my point is that the X5 comes with an XL330 so changing to a 325 is pointless unless you desperately need that half ton and ether have 5.3 million cbills to burn, or already own a spare 325.
it was not an attack on your build, just a cost/reward thing which I thaught was a good idea to put in a thread in new player help.
if it works for you then great
Edited by Rogue Jedi, 19 February 2017 - 08:06 AM.
#12
Posted 19 February 2017 - 12:50 PM
This is my build now. I can see your build is a cooler build with out sacrificing Firepower or DPS just a little speed. Might have to try it out.
#13
Posted 19 February 2017 - 01:00 PM
Old Fart 61, on 19 February 2017 - 12:50 PM, said:
This is my build now. I can see your build is a cooler build with out sacrificing Firepower or DPS just a little speed. Might have to try it out.
Is that armor accurate? You shouldn't need more than 4 across the back, but even more than that, I'd drop the head to 12 and max the torsos. You get hit there a lot more often.
#14
Posted 19 February 2017 - 08:44 PM
Seriously now, the X5 can have up to a 44 point alpha, this into a LorR rear torso with 130km/h approach speed means instant death for an XL engine. i run mone with SRM4's, 6's are just a bit hot for sustained firing.
#17
Posted 21 February 2017 - 07:08 AM
Amatsukaze, on 21 February 2017 - 07:03 AM, said:
X-5
I like this build allot. 4 SPLs & 2 SRM 4's. Get behind your target & ruin his day FAST!
This is better optimized. I'd do this, myself.
Edited by TercieI, 21 February 2017 - 07:08 AM.
#18
Posted 21 February 2017 - 08:02 AM
TercieI, on 21 February 2017 - 07:08 AM, said:
Yeah that would work fine. I prefer to be a little more tanky & spending the saved weight on more SRMs seems good but I rarely run out of them with 1 ton. On the odd occasion that I do everyone is so beat up by then my 4 SPLs seem like quad Gauss LOL
#19
Posted 21 February 2017 - 08:05 AM
Probably Not, on 21 February 2017 - 07:27 AM, said:
>not putting heatsinks in the engine
Why?
They provide crit padding to other components by being placed with them. Generally, the engine is the very last place to put heat sinks.
Amatsukaze, on 21 February 2017 - 08:02 AM, said:
Yeah that would work fine. I prefer to be a little more tanky & spending the saved weight on more SRMs seems good but I rarely run out of them with 1 ton. On the odd occasion that I do everyone is so beat up by then my 4 SPLs seem like quad Gauss LOL
I don't think I made it less tanky (more if anything because I helped your torsos), just dropped a DHS. That way you can more easily lean on the SRMs when you're too hot for lazorz.
Edited by TercieI, 21 February 2017 - 08:06 AM.
#20
Posted 21 February 2017 - 08:13 AM
Probably Not, on 21 February 2017 - 08:11 AM, said:
Does the crit padding actually make so much of a difference that it's worth trading away the slight improvement in dissipation? Seems like trading away a sure thing (true doubles in the engine for better heat management) for a chance to come out a little less bad on a dice roll.
If that was the trade, well, Probably Not. However, the only true doubles are the (up to*) ten that are inherent in the engine. This is a common misconception, but additional DHS in engine slots are poordubs, not truedubs.
*This is why mechs with sub-250 engine caps have dissipation and capacity quirks, too.
Edited by TercieI, 21 February 2017 - 08:14 AM.
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