Help With Stalker 3H Build
#1
Posted 09 April 2020 - 10:22 AM
#2
Posted 09 April 2020 - 11:59 AM
Second: Don't use different weapons. Weapon GROUPS called that for a reason. Use same weapons in the group. Don't group weapons with different range, projectile speed and so on. Perfect build for a newbie including combination of two weapon groups, no more.
Third: LRM 5 on Assault? They belong to the harassing mediums only. If you go for real LRM boat, you must shoot 30 and more missiles per salvo. Don't waste 85 tons on that ****.
Fourth: Don't put ammo in side torsos and never use CASE, ever.
Now to the actual building.
Stalker H is primary missile boat, with LRM 20 quirks. That means you should go with LRM 20 or MRM boat.
MRM build: https://mech.nav-alp...32690a42_STK-3H
LRM build: https://mech.nav-alp...ec69fff0_STK-3H
In both cases you should go with your team and use your height to fire over their heads, because Stalker have bad mobility, but good durability. You also must utilise skill tree to achieve maximum effectivness - improve durability to the maximum, take nods in Operations/Firepower to resolve heat problems and mandatory Target Decay for LRM builds.
#3
Posted 09 April 2020 - 07:59 PM
This doesn't mean you can't "splash" wepons into a build, but those weapons should still work with your primary focus, to give the build flexibility. Examples include adding Medium Lasers to an LRM boat to keep Lights from harassing you with total impunity, splashing a Large Laser onto a Battlemaster Medium Laser boat, or the AC/10 on my personal Favorite Shadowhawk Build. You want to focus your builds.
One additional thing: Shift your torso armor forward, and always run max armor (rounded down to the nearest half ton, and you can cut a half-ton or so if you need that extra bit of tonnage.) I'd start at about 7 armor on your rear torsos to start - most builds recommended by high-level players will run around 2.
Edited by Void Angel, 09 April 2020 - 08:27 PM.
#4
Posted 11 April 2020 - 05:16 PM
#5
Posted 11 April 2020 - 11:54 PM
3H is a missile variant, though; laser builds are better on the 3F, 3FB, and 4N (all of which can run the classic 6xLL vomit build- fired in 2+2+2 groups, and maxed out on sinks, they can sustain some crazy DPS for an energy boat). As advised above, run it with big LRM launchers or big MRM launchers; if you run lasers, they should be MLs or SPLs for close defense only. If you go with LRMs, bring a TAG and a BAP because you do not want to be that guy who can't acquire their own locks through ECM.
You could even run MRMs exclusively; you have the tonnage for pure MRM-spam with a decent engine. 2x30+40, for instance (fire the 40 half a second after the dual 30s to avoid ghost heat). 2x40+30 can work too, but it will run very hot (2x40 incurs a penalty, but it isn't awful; just fire the paired 40s then stagger the 30 a half second later like you would with the 2x30+40 build). Pure MRM builds have the virtue of consistency; you only need to account for one type of weapon's lead dynamics. Plus, you get to yell "ALL THE MISSILES!" at whichever unlucky sod enters your crosshairs, and that's always fun.
Don't bother with CASE on any build. Just stack ammo in your legs, head and CT; ammo kabooms are very rare, CASE only protects your CT (the critted side will still be lost), and since the ammo use order prioritizes your CT, by the time you've got exposed sections the ammo in your torso should be depleted anyway. It's a waste of tonnage and slots (the only, ahem, case where it might be justifiable is for HGR builds where a weapon kaboom is all but assured if the gun torso is breached).
#6
Posted 12 April 2020 - 01:02 AM
Meadowlion, on 11 April 2020 - 05:16 PM, said:
Run hot, or die. In general, you want to be able to push your 'mech into overheat if you need to, while still being able to maintain respectable dps for a sufficient period of time. How long a period of time depends on what you want to do; brawler builds need to be able to sustain combat before cooling for longer than a fire support or poke build. Check out GrimMechs's tier list builds, and use their mechlab to theorycraft builds before you put them together - but remember that many of those competitive builds rely on the pilot not missing in order to kill people before they're crippled by heat. Your mileage may vary, but the design principles they use are solid, even if you personally need to run a little less hot.
#7
Posted 12 April 2020 - 02:02 AM
Watch the quirks!!!! and placement of the weapons!!!!!
#8
Posted 12 April 2020 - 12:07 PM
Meadowlion, on 11 April 2020 - 05:16 PM, said:
You should read guides for newbies here and on Steam, maybe look for some videos for help. No need to go in blindly, game have a lot of small things like Ghost Heat system, Lock On interactions with Sensors tree, and so on. This isn't CoD where you can simply pick a gun and go into battle, even with previous FPS experience.
Small thing of the day: when you get locked on or locked out by someone, system providing you with distinctive sound clue, so you can react and even find hidden enemies near you.
As far as MWO goes assault 'Mechs are NOT better or easer to play. Big size and slow speed making them primary targets for enemy fire. Especially if you compare medium-sized Catapult with huge watchtower Stalker. Wiht help of advanced engines you can put quite a lot of firepower on heavy and end up with faster, smaller and more agile unit which only marginally weaker. Mediums and heavies are best weight classes to play.
Edited by letir, 12 April 2020 - 12:14 PM.
#9
Posted 12 April 2020 - 09:16 PM
Meadowlion, on 09 April 2020 - 10:22 AM, said:
- Never chainfire
- Never mix ranged of lasters
- Never LRM5
- Never use CASE
So yeah I can see why you are not doing well with the build.
Anyway use STK-3H - NEVER fire the rockets. They are purely there to give misslebay doors, which reduce damage by 20%.
Or try this STK-3H
#10
Posted 13 April 2020 - 04:19 PM
letir, on 12 April 2020 - 12:07 PM, said:
I bet you have Radar Deprivation on your skill build.
I say this because I've heard similar things from a lot of Radar Deprivation users. As a Radar Dep fan myself, I have to point out that you're slightly incorrect here.
Radar Deprivation (in addition to its stated effect of reducing the time you stay locked after breaking line of sight) is what produces that sound when someone else loses lock on you. To the best of my knowledge, you don't get that noise without Radar Deprivation.
There is actually no sound when someone locks on. However, there is a sound when an enemy pops up within sensor range, whether from your 'mech seeing him, or from shared data from your teammates.
None of which contradicts your overall point: Radar Deprivation is an excellent tool to maintain situational awareness (and deny it to the enemy,) and you should definitely pay attention to the audio cues in the game.
#12
Posted 14 April 2020 - 01:27 AM
Same for the Kintaro etc. Best thing is to use a RL10 for the KTO-18 as well and just never fire it. The thing is a monster tank.
#13
Posted 14 April 2020 - 03:04 AM
#14
Posted 14 April 2020 - 11:49 PM
I actually have the RLs not set to a weapon group for that reason.
Edited by justcallme A S H, 14 April 2020 - 11:50 PM.
#15
Posted 15 April 2020 - 01:46 PM
#16
Posted 16 April 2020 - 06:06 PM
https://grimmechs.is...uides?c=Stalker
Edited by Jay Z, 16 April 2020 - 06:07 PM.
#17
#18
Posted 17 April 2020 - 01:25 PM
#19
Posted 17 April 2020 - 01:55 PM
Should give you a pretty good start into building you own Mechs. Also for finding different style Mechs you might like.
https://www.youtube....pFQjKhsoscKoodg
There are other youtuber, if you don't like the German Mechviking
I also recommend to play play faster Mechs, Medium or faster Heavys. These Mechs are more forgiving when positioning wrong.
You will also learn that these Mechs need the Assaults upfront and not in the back line with LRMs.
I know it's personal preferences, so if you like playing Assault, do it!
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