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Duke Falcon's Insane Builds


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#21 Aidan Crenshaw

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Posted 01 March 2021 - 03:58 AM

Hey Duke,

regardless of what you find honourable or not, it is not said that you have to play the hill humper or laserboats. I was just trying to give you a hand with what you said you have got, since you are short on CBills. Trying to make a build good at something it is not good at at all is just wasting your time and calling for major frustration. The Hellbringer you own is simply not good at honourable 1v1 dogfights. You have options, though. The Summoner can be fitted for closerange fights, which can also happen in FP. You just need the right tools for the given situation. Bringing a knife to a gunfight won't do you any good.
Speaking of the Hata vs Victor, again, it depends on what you have in mind for them. Both Chassis play very differently. If you are into 1v1 Brawls, go for the Victor 9S. For mid-to longrange Firesupport, go for the Hatamoto 27W.
Again, the trick lies in identifying what a chassis is good at and you'll likely find that the Metagamers already have done so.

Btw, speaking of diverging from the meta, you might want to give this Hellbringer build a shot: HBR-PRIME Built that one on a fresh account that is also strung on CBills. Tell me what you think about it!

#22 Gagis

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Posted 01 March 2021 - 05:56 AM

Please don't handicap your teammates by playing worse than you could play.

#23 Wildstreak

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Posted 01 March 2021 - 07:25 AM

View PostDuke Falcon, on 13 February 2021 - 07:41 AM, said:

What buggers me (not sure if this means what I want: rudely bother) is that the JJets are fixed to the chassis. For an omni? Summoner use the exact same legs as the Hellbringer so the Summoner's fixed JJets makes no sense. Those could be removable but understand it were easier to code things that way (and because almost all Summoner variants are jump-capable but that is not a rule). If I could remove those JJs I could mount an LB-20X for a prime and rock... That would be cool...

This was actually done for balance purposes when Clans first came out to prevent them being too strong, JJs, MASC, a bunch of other stuff got fixed and cannot be removed.

At least with this sale you can buff your Heavy Mech selections on both sides, I noticed I needed more of them plus Assaults, got 3 more recently and will see if I can get more CB for a few more Heavies.

#24 Duke Falcon

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Posted 01 March 2021 - 09:28 AM

@Aidan
Seems interesting with that Gauss. It could send another mech on the ground with a shot (MWO miss this feature like kneel with the mechs what is strange since MW3-4 both had these stuffs and were fun) but currently the Gauss works a tid-bit weird. I still learn how to shot with it because the "need" to charge them is not help in rushing clashes. Also thanks for the word "hodgepodge", I learned a new english term I not knew so far. I find this word funny yet so f**king descriptive. My thought for the Hellbringer is to drop the UAC2s (keep them anyway if I ever buy a Rifleman 2c) and add 2 Llasers instead. Then it would have 3 and still manage the heat pretty well.
I think my clung to BattleTech role and rules won't help either. MWO is so far and so alien compared with BT. My builds could be ravagers by BT rules (yeah, UAC2s with LRM + LLaser kill all IS mechs out of their firing range easily, but MWO derp). As for the Banner-bearer or the Victor, well, I need a faster assault than my KGC (48 kph may better than a human's run speed, but...). I think of a general role likely with long-range loadout but brawling and not support. For some reason I like long-range brawler builds but it must be because I am a clanner...

@Gagis
I not handicap anyone just play my own style. Usually it is not me who gains the lowest score in my team. I usually fare mediocre but since I play the game only five weeks noone may think and await me to be a l33t. I am much more concerned about those whom just stay in the dropzone all along the match while they are not disconnected (not yellow mark but blue on the map what means they are "in" the game).

@Wildstreak
Sad but true. I originally wanted a Summoner with ER-PPC + LRM-15 + LB20x AC (Posted Image ) but since JJets got hardwired, well, my dreams were broken. Same true for some other builds aswell, since not all IS mechs could be equipped by JJets albeit jump-capable spheroid designs could be stripped their JJs. Currently also not possible to refit the Summoner to a "Grand Summoner" albeit the arsenal of 2xUAC5s, 2xUAC2s + LRM-15 is pretty "mass raper", at least by BT rules.

For IS medium, I tinkered a bit in the "mechbay" (forgot to save things because of a short circuit Posted Image ):
Vindicator with ER-PPC + LRM-20, DHeatsinks and Endo-steel frame
Centurion with AC5 + LRM-10 + Light PPC\LLaser (+ AMS), DHeatsinks and Endo-steel frame
For me the Centurion seems more sturdy but the Vindicator could jump and left 40 tons free space for another medium mech in the deck.

EDIT
I need some banner in my signature but Imgur not works (they banned accounts registered with a .hu e-mail address). Any ideas for free image hosting? Or drop something upon my DeviantArt or Artstation then link? I know it's off-topic, sorry...

Edited by Duke Falcon, 01 March 2021 - 09:32 AM.


#25 ScrapIron Prime

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Posted 01 March 2021 - 11:13 AM

View PostDuke Falcon, on 01 March 2021 - 09:28 AM, said:

EDIT
I need some banner in my signature but Imgur not works (they banned accounts registered with a .hu e-mail address). Any ideas for free image hosting? Or drop something upon my DeviantArt or Artstation then link? I know it's off-topic, sorry...

Photobucket works, but they make you click through a wall of spam first unless you pay. I tried using my Dropbox account, but the forum won’t accept an image shared from there.

#26 Duke Falcon

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Posted 03 March 2021 - 01:59 AM

Yesterday two surprising and impossible (thought so far) things happened:
Scored two kills in a single FP match not just dished a lot of damage. Even more impossible or hard to believe that both were solo kills! It leads to the second surprise: I won a Huntsman prime!
Still not sure if the whole thing trully happened or both are just some joke or vile bug because I am SURE I still not adapted to the controlls and gamestyle enough to be those true...

Now I need to tinkering with that Huntsman for some QPs. Would be good to learn piloting swift mechs as I always suck with lights and faster mediums. I am most adapted by slower designs like heavies.

#27 Aidan Crenshaw

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Posted 03 March 2021 - 03:30 AM

Good thing the Huntsman is not faster than your Hellbringer. Posted Image Good mech though, I like it very much. Also very versatile. Ever struggled to put enough ammo on your dual UAC10 Summoner while shaving what feels like half its armour? Huntsman got ye covered. Pulslasers? Gaussvomit? SRM-bombing? Huntsman got you covered.
Keep an eye out for these events, or you might miss out on good rewards. The small "E"-shaped Icon on the bar down on the mechlab screen takes you to the event browser.

#28 Duke Falcon

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Posted 06 March 2021 - 08:27 AM

Now, I finally could bought the Hatamoto-chi, love that mech so I hope it transformed well into MWO. Not had enough money to rearm but could change the heatsinks to double versions (1.500.000 CBs, Posted Image).
Also love my prize Huntsman. Cool to pilot it in QP, the only mech I always able to score ~250 damage on a match. I also rearmed my Summoner because I could hardly aim well enough for a dual-PPC build...

My mech currently looks like the following:
Kingcrab - 2xAC5, 2xLL, 1xLRM20+Artemis (very solid, but slooooooooow) trully love it and it also loves me since always performs well IMO (another question is that everyone aim it because she is the biggest mech usually in the match)...
Summoner - 3xLRM15 + TAG (If my hand shake fades away I revert it to a 2xER-PPC girl)
Hellfire - 1xLPL, 4xER-ML (want to rearm to 3xATM-6\9 + PPC\LL build because of range issues and problematic heat)
Hellbringer - 2xLPL, 3xER-ML (not imaginative but the best version for short budget and goes well with my two current LRM-builds)
Mad dog - 2xLRM20, 1xER-PPC, TAG (solid but still have issues to controll it, because I HATE MAD DOGS!)
Huntsman - 2xLRM10, 1xUAC2, 1xER-LL, TAG (hellish damn good, but need to keep an eye on heat)
Hatamoto-chi - common 27W, would rearm later (my thought is a 2xLL, 2xLRM10 +AMS but LPL also a viable option, I shall see)

Now my next goal is a Vindicator. Then need to decide either a Cicada or a Vulcan, not sure which one is better for a brawler\rusher...

Quote

The small "E"-shaped Icon on the bar down on the mechlab screen takes you to the event browser.

Yeah, I know. I could hardly believed the fact that I trully won the Huntsman because I tought I simply unable to accomplish the prerequisites. I just a T5 and not very successfull (because I still rush forth and stand down to brawl with multiple larger opponents - like when I brawled with a Victor + JagerMech duo with my damaged Hellfire, I guess, my team may not were happy when they shot me out quicklyPosted Image ). Anyway I at least develop slowly as my scores grow and could achieve 2-3 kills per day instead of a mere 1 (still not good I know, but everyone starts somewhere)...Posted Image

#29 Gagis

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Posted 06 March 2021 - 08:33 AM

Vulcan 5T with 5MPL, XL280, tons of heat sinks and a handful of jump jets is one of the absolute best mechs in the game. I strongly recommend one for getting a feel for high speed skirmishing and brawling.

#30 Duke Falcon

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Posted 07 March 2021 - 09:42 AM

View PostGagis, on 06 March 2021 - 08:33 AM, said:

Vulcan 5T with 5MPL, XL280, tons of heat sinks and a handful of jump jets is one of the absolute best mechs in the game. I strongly recommend one for getting a feel for high speed skirmishing and brawling.


Something like this:
VL-5T

#31 Gagis

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Posted 07 March 2021 - 10:03 AM

Needs more armour and doesn't really benefit from quite that many JJ. A bit more like this: https://mech.nav-alp...#b8975b09_VL-5T

If you want more JJ, I'd upgrade to XL300 and full Ferro Fibrous armour and drop a few of the DHS. Much more likely to overheat but gains speed and jumpiness. In Quick Play, the heat dissipation is probably worth more than movement is.

JJ have been nerfed in MWO so many times that there's rather heavy diminishing returns with taking more than a few of them, which is a bit unintuive.

Edited by Gagis, 07 March 2021 - 10:04 AM.


#32 Aidan Crenshaw

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Posted 07 March 2021 - 11:05 PM

Hey Duke,
prime example to up your mechlab skilz. That heatsink you put in the left arm, instead of into the engine? Why? The left arm is useless for your build, so you can shield with it and strip it for extra tonnage. Even if you couldn't put the DHS into the engine, it would be better off in the right arm, where it can pad one of your weapon systems against crits and if you lose that arm, you're losing a heat source as well.
Gagis' build does the same, but plain better.

#33 Duke Falcon

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Posted 08 March 2021 - 10:16 AM

View PostAidan Crenshaw, on 07 March 2021 - 11:05 PM, said:

Hey Duke,
prime example to up your mechlab skilz. That heatsink you put in the left arm, instead of into the engine? Why? The left arm is useless for your build, so you can shield with it and strip it for extra tonnage. Even if you couldn't put the DHS into the engine, it would be better off in the right arm, where it can pad one of your weapon systems against crits and if you lose that arm, you're losing a heat source as well.
Gagis' build does the same, but plain better.


I tried to drop the heatsink on the engine but it rejected. Perhaps dragged to a wrong place, dunno, but just dropped it somewhere to see the tonnage\slot\stats ratio. I think when I got the Vulcan once I would drop the JJets completely because feel the XL engine dangerous in it's current form but not sure yet standard engines could provide the same speed profile. Everything I ever learned about BattleTech during the ages, well, frankly said useless in MWO like if there would be no connection them anyhow.

Better question: Is there any way to see how many "ghost heat" mechs are generate? Frustrating when engine goes BOOM in your cooldown time because of ghost heat stacking. A few times it occured that not fired about 10-15 secs to cool down but the engine explodes anyway "by overheat". I could not calculate with parameters I not know.
XP system also frustrating but I think that described somewhere. I managed to add 10 skill points for my KGC but still not clear what XP is good for what (and why convert always needs CBs? I always have less than I need, sadly). I figured out that skills, theoretically, make certain mechs slightly better (few percents even if stacked is marginally minimal difference so far), but in reality just make me worse as I depend on skills what not give as much boost as I expected and I make myself killed ASAP. Well, on a second thought, it is rather funny.

Yesterday tested my Hatamoto in QP. 2x ER-LL and 2x LRM-15 + TAG. Good for short engagements but not sure how it works on longer term. Most issues are with speed, more precisely it turns faster than I want. Need some more practice with it. Even if it is an assault it is so different from my loved King crab, it much more like a heavy just bigga'bit...

And why cannot we sell bolt-ons? I got three from supply caches and all are useless. Better give money instead Posted Image

EDIT:
Just checked my stats here and, well, I not need a Vulcan but a Stardestroyer otherwise stucked on T5 (not sure how one may rise among tiers, though)...

+
If I not add something to an arm but fit full the other the mech would suffer serious inbalance problems. Albeit MWO can not handle such rigid physical principles, s yeah, put everything on CT and let's rock with constant torso twist to right while turn your mech to left... Funny dance 'till funny death 'fer sure, lads!

Edited by Duke Falcon, 08 March 2021 - 10:23 AM.


#34 Gagis

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Posted 08 March 2021 - 10:36 AM

View PostDuke Falcon, on 08 March 2021 - 10:16 AM, said:

Better question: Is there any way to see how many "ghost heat" mechs are generate?

The upper left warning icons on mechlab should give you some info when you click them. For a tabulated list of all limit, you can check https://mwo.smurfy-n...eapon_heatscale

Some notable rules of thumb: 2 for any comination of PPC and Gauss (except LPPC), 6 for medium lasers of most types (except heavy mediums), 2 for clan large laser types, 3 for IS large laser types and 4 for SRM (except SRM2).

#35 Aidan Crenshaw

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Posted 09 March 2021 - 12:48 AM

Gagis provided the table, but those numbers don't mean much. The better approach would be when fitting out a mech, experimenting with loadouts, jump into the testing ground (you don't have to save the current loadout to test it) and see how much % the different combinations give you and how long your mech needs to dissipate the heat (depends on the map) in relation to the weapons cooldown.

#36 Gagis

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Posted 09 March 2021 - 01:43 AM

Good point. On many weapons going above the ghost heat limit by just 1 is enough pain to not be worth it but there ARE exceptions when you can get away with it.

One notable exception is how combining any other MRM launcher with MRM40 generates ghost heat, but the MRM40 itself runs cool enough it doesn't really matter that much. MRM40+MRM20 is one ton lighter than 2MRM30 but technically generates ghost heat, but the actual heat difference in use is pretty much irrelevant.

#37 The Basilisk

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Posted 10 March 2021 - 01:47 AM

View PostDuke Falcon, on 06 March 2021 - 08:27 AM, said:

Now, I finally could bought the Hatamoto-chi, love that mech so I hope it transformed well into MWO. Not had enough money to rearm but could change the heatsinks to double versions (1.500.000 CBs, Posted Image).

[...]

My mech currently looks like the following:
Kingcrab - 2xAC5, 2xLL, 1xLRM20+Artemis (very solid, but slooooooooow) trully love it and it also loves me since always performs well IMO (another question is that everyone aim it because she is the biggest mech usually in the match)
Hatamoto-chi - common 27W, would rearm later (my thought is a 2xLL, 2xLRM10 +AMS but LPL also a viable option, I shall see)


Hey Duke,
while I generaly urge to caution when it comes to starting players and Assault mechs, I'd like to give you some leeds regarding your Assaults:

HTM-27W

While the Hatamoto Ku is classified as assault-mech in Battletech, it is actualy a heavy mech with gigantism and weight issues. The mech is quite large when it comes to flat frontal area and it does not have the ridiculous front armor of an Atlas or Fafnir. So your main line of defense is movement and avoiding concentrated fire.
Stay real close with your team, do not try to lead the charge. When they go out, go out to and fire 3 to MAX 5 salvos from your ACs and use the lasers for support when your heat is low. Especialy when you see TAG lasers searching for friendly mechs some AC rounds towards the tagging mech work wonder. And move move move. Shell out some AC salvos followed by a laser salvo get back to cover. Look for enemys gunning for friendly mechs and pelt them with ACs...but never try to stand up and go into jam.

Regarding the K-Crab....seems a bit undergunned to me...could you post the exact chassis ?

#38 Duke Falcon

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Posted 10 March 2021 - 08:44 AM

Quote

While the Hatamoto Ku is classified as assault-mech in Battletech, it is actualy a heavy mech with gigantism and weight issues. The mech is quite large when it comes to flat frontal area and it does not have the ridiculous front armor of an Atlas or Fafnir. So your main line of defense is movement and avoiding concentrated fire.
Stay real close with your team, do not try to lead the charge. When they go out, go out to and fire 3 to MAX 5 salvos from your ACs and use the lasers for support when your heat is low. Especialy when you see TAG lasers searching for friendly mechs some AC rounds towards the tagging mech work wonder. And move move move. Shell out some AC salvos followed by a laser salvo get back to cover. Look for enemys gunning for friendly mechs and pelt them with ACs...but never try to stand up and go into jam.

Quote

Yesterday tested my Hatamoto in QP. 2x ER-LL and 2x LRM-15 + TAG. Good for short engagements but not sure how it works on longer term. Most issues are with speed, more precisely it turns faster than I want. Need some more practice with it. Even if it is an assault it is so different from my loved King crab, it much more like a heavy just bigga'bit...

My fault. I bought 27T not 27W.
Posted Image

Quote

Regarding the K-Crab....seems a bit undergunned to me...could you post the exact chassis ?

I am unsure but I think it could be export somehow from the game's mechlab. I would give it a try but it trully have 1-1 AC5 in each arms, two Large lasers and an Artemis-beefed LRM-20 with FF armour. It theoretically cause ~40 damage but half of my scored kills I got with this beauty. It originally had two UAC5s, a single LL and the Artemis+LRM20 combo but were such heat-safe that decided to change the UAC5s to AC5s what granted enough place for a second laser. Now it could overheat but have a better damage. I really love the current loadout because all weapons could start to hurt from far away and while a slowly crawl closer AC barrage could be kept up to bother targeted mechs.

All my mechs could be spot easily because Jade Falcons use paint schemes what prompt their presence on the battlefield to all enemy units. Let they know we are there! (****, why everyone targets meeeeeeh?!Posted Image)Yeah, sorta like that...

#39 Gagis

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Posted 10 March 2021 - 08:49 AM

There is an export code button above the save and load buttons on the bottom right quadrant of the mechlab screen. You can import it to MechDB.

Edited by Gagis, 10 March 2021 - 08:57 AM.


#40 Duke Falcon

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Posted 10 March 2021 - 09:04 AM

Thanks the help Gagis!
Here's my Mirellyra:
KGC-000B





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