Warhawk Confusion
#1
Posted 10 May 2019 - 07:58 PM
I thought I'd change it completely and try the quad ERPPC on it but without the quirks from the other variant, it's just going to be average at best dealing 20+20 damage in staggered shots while running crazy hot. The default loadout works well with its quirks and I'm ok with dual UAC10 and 3 ERML but I feel like LL or something would be better. There's also the point of going big on the missile like ATM 12 or LRM 20 but that's just 1 missile pod.
Any recommendations?
#2
Posted 10 May 2019 - 09:20 PM
#4
Posted 10 May 2019 - 11:02 PM
#5
Posted 11 May 2019 - 12:33 AM
#6
Posted 11 May 2019 - 04:47 AM
Edited by W31rdWarrior, 11 May 2019 - 04:47 AM.
#7
Posted 11 May 2019 - 05:06 AM
#8
Posted 11 May 2019 - 06:36 AM
My personal build is WHK-C
A?4L<:V1|lB|TRp21LG7|EC|0S|l^|l^q212K7re0YG7|lB|hB|TR|TRsh0]G7|lB|0C|0Ctg06K7ug07K7v900K7w606060
2 LPL, 3 ERML, 1 Gauss Rifle (3t ammo), AMS (1t ammo), 2 extra Double Heat Sinks.
It does really really well and it is very comfortable to play as well as having good heat managment. And I didn't even invest into Heat Gen yet haha, I will be skipping Operations tree completely, gonna go for Mobility tree.
Edited by Acersecomic, 11 May 2019 - 09:51 AM.
#9
Posted 11 May 2019 - 08:16 AM
#10
Posted 11 May 2019 - 08:20 AM
2 uAC10 in the arms, 2srm6a. rest is armor, heatsinks and ammo. with the correct arms/torsi (no idea where the quirks are atm), it rarely jams, and heat ist quite managable in a brawl, still.
mind you its BY FAR not the best 85t there is, let alone for QP or faction. but still fun, and a warhawk-build..
#11
Posted 15 May 2019 - 02:41 AM
Nowadays.. I don't know.. haven't touched it in a while..
#13
Posted 16 May 2019 - 08:34 AM
It's faster and more agile than the Supernova so you won't get left behind in the nascar and you can more easily re-position to make use of that 800m range. Also the B arm gives you a lower actuator so you can better track lights if they come after you.
#14
Posted 16 May 2019 - 08:20 PM
justcallme A S H, on 10 May 2019 - 09:28 PM, said:
2xUAC10 / 1xUAC5
It's legit with the jam quirk. You can also UAC20/10 it... But then it's no different to the base WHK.
With Warhawk A RA and B LA, I get 21 armour for each arm instead of structure and also quirks like Ballistic Cooldown and Velocity along with all the previous ones but each has 1 ballistic hardpoint. So, I'd have to 2 UAC10 and an ERPPC maybe like the Sun Spider Vanguard while not being as brittle. I'm guessing that those extra quirks aren't worth the loss of an UAC5 to an ERPPC? 'Cause ERPPC have longer cooldown and more heat while doing 10 PP + 5 splash damage whereas UAC5 can do 20 damage in the same time frame while benefiting from the Jam Chance quirk.
I sort of get the feeling that I'm answering my own question here but I'm still way unsure about this. 2 UAC 10 + ERPPC burst damage with less Jam Chance, better Cooldown and Ballistic Velocity quirks and stick an AMS in there to get better use out of it or just go with 2 UAC 10 + UAC 5 for dps and sacrifice 5% cooldown and 10% Ballistic velocity while making full use of the Jam chance reduction.
Teenage Mutant Ninja Urbie, on 11 May 2019 - 08:20 AM, said:
I get very little time to play MWO during the weekdays and sometimes on the weekends as well. With the way the games are being played out now, I don't want to brawl in anything running under 80kph. I have no idea about Solaris 'cause one time I played there, I used a Trial Bushwhacker and I was up against a Banshee that took out my side torso in one go while I only did 70 damage to it. So, I might try it at a later date but for now, to level up, I want to make the experience as smooth as possible.
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