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Anyone Have Any Advice On How To Tweak This Build?


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#1 Feezou

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Posted 04 December 2017 - 11:52 AM

http://mwo.smurfy-ne...a705f33292ec578

It's an srm build used for hit and run skirmishing. I wish it was faster, though. My main idea is to swap out the large lasers for different lasers. I'm also considering making room for Artemis and getting rid of the lasers. I'll gladly take any advice that would improve the build. As of now, it lands in the 500-800 damage range. I was thinking about medium lasers, even though I don't want to sacrifice the range. Early game, I tend to fire the lasers for early game damage. I can't peek over hills because of the low slung arms. I usually fire around corners. I believe I posted a new topic before, but a lot of the builds took out srms. I'd prefer if the all the srms are still on the mech.

#2 mogs01gt

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Posted 04 December 2017 - 12:28 PM

View PostFeezou, on 04 December 2017 - 11:52 AM, said:

http://mwo.smurfy-ne...a705f33292ec578

It's an srm build used for hit and run skirmishing. I wish it was faster, though. My main idea is to swap out the large lasers for different lasers. I'm also considering making room for Artemis and getting rid of the lasers. I'll gladly take any advice that would improve the build. As of now, it lands in the 500-800 damage range. I was thinking about medium lasers, even though I don't want to sacrifice the range. Early game, I tend to fire the lasers for early game damage. I can't peek over hills because of the low slung arms. I usually fire around corners. I believe I posted a new topic before, but a lot of the builds took out srms. I'd prefer if the all the srms are still on the mech.

Its going to run hot either way but the real problem is that Maddogs arent the best brawler.

MDD-A

#3 Koniving

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Posted 04 December 2017 - 12:34 PM

Actual armor toward the front.

Speed tweak the mobility aspect as much as you can.
SRMs are PUNISHED if you fire more than 4 at once. So 6 SRM 6 is not really a bright idea unless you fire 3 then 3.
http://mwo.smurfy-ne...eapon_heatscale

Dropping 2 SRM-6 for 3 DHS made the heat efficiency rise to 44%, which is brawling quality efficiency.

#4 Roughneck45

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Posted 04 December 2017 - 06:29 PM

Ditch the lasers and go ASRM6's, its the only way it will be viable. Six launchers and lasers is going to be boiling hot.

#5 Mercworks

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Posted 04 December 2017 - 08:02 PM

I would move the ER Large to one hand. That way you can both side-peak and have better convergence. If you put them in separate arms, then you're far more likely to spray across a target. If you put two LL in one arm, they'll generally hit the same section.

#6 Commodore Perspicuous

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Posted 04 December 2017 - 08:23 PM

Switching out for 2xerml and filling with hs gives you 48% heat and keeps some range.

http://mwo.smurfy-ne...af172c15b1be955

3xerml gives you 41%, which is ok.

Edited by Commodore Perspicuous, 04 December 2017 - 08:26 PM.


#7 The Basilisk

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Posted 05 December 2017 - 01:01 AM

View PostFeezou, on 04 December 2017 - 11:52 AM, said:

http://mwo.smurfy-ne...a705f33292ec578

It's an srm build used for hit and run skirmishing. I wish it was faster, though. My main idea is to swap out the large lasers for different lasers. I'm also considering making room for Artemis and getting rid of the lasers. I'll gladly take any advice that would improve the build. As of now, it lands in the 500-800 damage range. I was thinking about medium lasers, even though I don't want to sacrifice the range. Early game, I tend to fire the lasers for early game damage. I can't peek over hills because of the low slung arms. I usually fire around corners. I believe I posted a new topic before, but a lot of the builds took out srms. I'd prefer if the all the srms are still on the mech.


Make a decission...lasers or SRMs.
Most of the damage you will see at the end of the match comes from those rockets.
The argument "I can make some damage in early game with those lasers on range" is in my experience pretty invalid because you will have to expose lots of your mech and also take some dmg that takes away you capability of doing even more damge later on with the rockets.
Also ... how many FULL VOLLEYS AT FULL DMG RANGE do you get of with the lasers ?
Three...?....four....?
Not lots of dmg and also pretty distributed at ranges and If I had to guess also split between multiple mechs.
So that would be 8 tonns for doing basicaly nothing.

Invest in Artemis for the SRMs and more heatsinks as well as some more ammo---> 6T for Artemis and either 2T for ammo or for heatsinks.
If you remove the arm armor you can do even both....your decission if you leave your arm sinks unprotected for carrying more sinks.

Edited by The Basilisk, 05 December 2017 - 01:05 AM.


#8 Champion of Khorne Lord of Blood

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Posted 05 December 2017 - 05:05 AM

http://mwo.smurfy-ne...7969ff217a87034

#9 Feezou

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Posted 05 December 2017 - 08:02 AM

View PostCommodore Perspicuous, on 04 December 2017 - 08:23 PM, said:

Switching out for 2xerml and filling with hs gives you 48% heat and keeps some range.

http://mwo.smurfy-ne...af172c15b1be955

3xerml gives you 41%, which is ok.


I think I'll try this.

#10 Daggett

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Posted 05 December 2017 - 09:04 AM

View PostThe Basilisk, on 05 December 2017 - 01:01 AM, said:

If you remove the arm armor you can do even both....your decission if you leave your arm sinks unprotected for carrying more sinks.

The ballistic arm pods come with +20 armor quirks. With some armor hardening (which make sense on srm-boats anyway) the quirks alone protect DHS stored in them quite well so he can invest the saved arm armor tonnage into more ammo or so. Or two MGs to crit out the components opened by the SRMs. Posted Image

Personally i would remove the lasers too and go full SRM ******. Also always fully armor all torsos on such mechs.

Edited by Daggett, 05 December 2017 - 09:06 AM.






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