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Can't Get Away From This Build


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#1 Maj Destruction

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Posted 25 January 2022 - 11:17 PM

This is the build that made me start having fun in MWO.

https://steamuserima...973DF531261468/

After getting started in this game a few months ago, I quickly found myself floundering with not only my newbie skills, but what seemed to be sub-par builds.....like, how in the world are people getting the results they do? So I did a little research and found a YT video encouraging you to "saw your enemies in half" with an AC20+SRM6 Marauder. They weren't kidding. This thing is a beast, and tons of fun. It's pretty great watching a big brawler opponent drop 7% with a single SRM volley, and then follow up with a couple AC20 shots.

I know I need to expand my horizons a bit, but whenever I try something else, I quickly start missing the utter devastation this thing can dish out. At least it forces me to come out and fight, but the SRMs mean I can still land some hits even when my aim is not so great.

I've actually had quite a bit of success LRM'ing with this mech also, but that's not as much fun.

Matt

#2 Heavy Money

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Posted 25 January 2022 - 11:29 PM

Scorch is a great mech with lots of fun builds! I'm surprised you are doing Streaks though, as those require a lock. Have you tried the more typical scorch brawl build that uses LB20X's+SRM6As?

https://mwo.nav-alph...a793_MAD-IIC-SC

This should be even higher dps and more heat efficient. No need for the hotter AC20's when you are sand blasting with the SRMs anyway.

#3 Gagis

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Posted 25 January 2022 - 11:29 PM

Id swap streaks for ASRM6 to match the guns better.

#4 Apteko

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Posted 25 January 2022 - 11:31 PM

Why not 2 LB-20s instead? With sSRMs your preffered range is short enough to not really care that much about spread (and even if you aim at something further away - like at ~400 meters - LBs will still be pretty accurate), but clan LB20 generates less heat - and this build running cooler may give you an additional streaks volley - and LBs melt opps structure way faster.

P.s.: ah, me being too slow again. Basically, what people above say.

Edited by Apteko, 25 January 2022 - 11:33 PM.


#5 Escef

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Posted 26 January 2022 - 01:02 AM

Obviously built on a tight c-bill budget. Still, the overall concept of big cannons with some flavor of SRMs has been used on the mech quite successfully by many people.

Keeping the weapons from the OP, it can be revised to this: https://mwo.nav-alph...6a4c_MAD-IIC-SC

The loss of 3 heat sinks is gonna hurt a bit, but the higher ground speed, additional armor, and addition of an Active Probe (practically a necessity if you are going to use Streaks) should be more than worth it.

A quick note, if you have to choose between ferro armor and endo steel, always use endo steel. Ferro armor does not allow your mech to mount more armor, it simply grants more armor points per ton. Endo steel will always save you more tonnage, thus allowing you to mount additional equipment (ammo, heat sinks, etc.).

For contrast, I think I have my Scorch built like this: https://mwo.nav-alph...fe89_MAD-IIC-SC
Yes, it is hot as hell. But it also hits like a truck and has enough speed to keep it relevant. It works better if you remember to bracket fire it (that is, when the target is close enough for SRMs, go easy on the lasers to avoid cooking yourself).

#6 Horseman

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Posted 27 January 2022 - 06:59 AM

You might want to grab a Blood Asp with an ECM CT when the BAS-E (from this month's Predator pack) becomes available for C-Bills. Combining its' unique arm pods with the ballistic side torsos (especially the RT with LBX cooldown) will give you the same firepower but the ECM (and potentially JJ) will add some extra utility.

In fact, you can get a similar build onto DWF-S or DWF-UV AND slap an UAC20 to it. LB20s don't count against its' ghost heat cap, so if you get close enough to bring your firepower to bear Things Will Die. :)

#7 pbiggz

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Posted 27 January 2022 - 07:06 AM

If you're gonna splat, go all splat. Double lbx20, quad ASRM6.

#8 RickySpanish

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Posted 27 January 2022 - 12:32 PM

Massive short range burst has been a valid play style since Forest Colony Classic 6SRM6 Catapult (Splat-Cat) rushes in beta. There is NO shame in not being able to get away from it. It is the most fun you will have in this game, period. Other ridiculous ways to turn your opponents into meat-jelly include:

Micro/small pulse Piranha
3xASRM6 or 3xMRM20 Wolverine 7K
2xAC 20 Jager
2xAC20, 3xSnub PPC King Crab
LB-20X Small pulse/Micro Laser or 3 LPL 12 Micro Laser Executioner
Basically any Direwolf

Have fun OP.


#9 Radbacker

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Posted 27 January 2022 - 07:40 PM

I don’t even bother with Artemis on my Scorch, full sand blast and still my best performing mech, I use the weight i save on bigger motor and mor cooling. I also like it’s little brother the Orion iic not sure which model but I run 1 LBx20 and 4 Srm6, they’re great when you have crap aim like me

CU Radbacker

#10 Meep Meep

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Posted 31 January 2022 - 11:42 PM

I normally don't play assaults but the free marauder from a bit back was just sitting there looking at me with a sad panda face so I tried this fit out. If you get a decent team that knows when to push you can shred down mechs with a quickness. Set the ultra 5's to chainfire then steadily click.

DakkaDakkaDakka

#11 Curccu

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Posted 01 February 2022 - 01:20 AM

View PostMeep Meep, on 31 January 2022 - 11:42 PM, said:


I would upgrade a build to bigger badder lazors and less ammo unless you really need that 1500+ worth of damage in ammo.
mad-iic-as something like this?
mad-iic-as or bit slower but better range with dead side, if you lose the UAC side that mech is almost as good as dead anyways.

#12 Meep Meep

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Posted 01 February 2022 - 01:42 AM

I tried the 4x er med but it adds in too much heat since you ramp up fast when you get a good dakka stream going and ammo was tight. You only need a few seconds of sustained fire to core most mechs past other assaults so I treat the energy as last ditch backup. The deadside fit looks interesting though.

#13 Curccu

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Posted 01 February 2022 - 02:47 AM

View PostMeep Meep, on 01 February 2022 - 01:42 AM, said:

I tried the 4x er med but it adds in too much heat since you ramp up fast when you get a good dakka stream going and ammo was tight. You only need a few seconds of sustained fire to core most mechs past other assaults so I treat the energy as last ditch backup. The deadside fit looks interesting though.

I think your issue might actually be chainfire and jams that start to trigger ghost heat at some point and that's why heat starts growing fast. with just shooting those 3xUAC5s (not even including skilltree in the calcualations) it should take at least 27 seconds from zero heat to overheat with zero jams.
Those UACs should do 3 heats per second, 6 by double tapping, and your build has almost 4h/s dissipation... so ~2 heats per second with your 54 heat capacity.

#14 Escef

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Posted 01 February 2022 - 06:25 AM

View PostCurccu, on 01 February 2022 - 02:47 AM, said:

I think your issue might actually be chainfire and jams that start to trigger ghost heat at some point and that's why heat starts growing fast. with just shooting those 3xUAC5s (not even including skilltree in the calcualations) it should take at least 27 seconds from zero heat to overheat with zero jams.
Those UACs should do 3 heats per second, 6 by double tapping, and your build has almost 4h/s dissipation... so ~2 heats per second with your 54 heat capacity.


A little less than 27 seconds, probably closer to 22 to 25. You have to add the heat before it dissipates, so you will spike above the red line before the cooling cuts you back down to even with it. Keep in mind that you aren't looking at a smooth, linear growth of heat, but one that consists of vertical spikes and linear falls.

#15 CFC Conky

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Posted 01 February 2022 - 08:53 AM

View PostMeep Meep, on 31 January 2022 - 11:42 PM, said:

I normally don't play assaults but the free marauder from a bit back was just sitting there looking at me with a sad panda face so I tried this fit out. If you get a decent team that knows when to push you can shred down mechs with a quickness. Set the ultra 5's to chainfire then steadily click.

DakkaDakkaDakka


I use a TTB build similar to yours except it uses 3xUAC10s.

Good hunting,
CFC Conky

#16 Curccu

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Posted 01 February 2022 - 11:36 AM

View PostEscef, on 01 February 2022 - 06:25 AM, said:

A little less than 27 seconds, probably closer to 22 to 25. You have to add the heat before it dissipates, so you will spike above the red line before the cooling cuts you back down to even with it. Keep in mind that you aren't looking at a smooth, linear growth of heat, but one that consists of vertical spikes and linear falls.

but them jams also, each jam pretty much stops increase of the heat, 4 HPS vs 3.96 dissipation/s and these are zero skilltree values.
Anyways that is pretty long facetime & dakka and everyone plays what they want how they want.

View PostCFC Conky, on 01 February 2022 - 08:53 AM, said:


I use a TTB build similar to yours except it uses 3xUAC10s.

Good hunting,
CFC Conky

Isn't that ghost heat too brutal?
shooting 1=3.5 heat
shooting 2=7 heat
shooting 3=19.95 heat

STD engine build and double tap that does only 60 damage does almost 40 heat out of ~50 heat cap, doesn't sound very good tbh.

#17 1453 R

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Posted 01 February 2022 - 11:40 AM

Another vote for LB/X-20s and standard SRMs.

Artemis is a hefty slot and tonnage investment that really isn't necessary down in low-tier Puglandia, not when you can trade it for a beefier engine (or keep the beefier engine the durned thing comes with), more ammo, and better heat dissipation. I've recently been running mine with some tweaks since that thread, namely the subtraction of a ton of SRM ammo to gain an AMS and a half-ton of ammo, like so: Latest Scorch Build. I haven't found myself needing more AMS ammo; the system isn't there as a match-long umbrella, it's there to help take the sting out of lermy potshots while I maneuver into range. Keeping it turned off when I'm in heavy cover and don't need it conserves ammo, and Missing Less with the SRMs means three tons (and ammo nodes in the tree) works just fine for nine out of ten matches.

As you've no doubt discovered yourself, it just walks towards enemies and those enemies die. Barely even need to twist or maneuver - just keep that pointy, narrow-profile marauder nose pointed at the target and shoot the target until it flees or drops. Nor is it terrified of light 'Mechs like most assault machines - I'll actively go and hunt the little turds down, show them that I remember how elbows work and they're not invulnerable to fatty fire. It's glorious. Really makes that new BAS-E Predator Blood Asp look like a total chump.

#18 ScrapIron Prime

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Posted 01 February 2022 - 12:12 PM

View Post1453 R, on 01 February 2022 - 11:40 AM, said:

Artemis is a hefty slot and tonnage investment that really isn't necessary down in low-tier Puglandia, not when you can trade it for a beefier engine (or keep the beefier engine the durned thing comes with), more ammo, and better heat dissipation.


Artemis is worth it if you do a lot of direct fire LRMs. If you're depending on indirect fire, its tonnage and space that does not help you, take an Active Probe instead.

#19 Meep Meep

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Posted 01 February 2022 - 12:27 PM

View PostCurccu, on 01 February 2022 - 02:47 AM, said:

I think your issue might actually be chainfire and jams that start to trigger ghost heat at some point and that's why heat starts growing fast.
Yes, exactly. To make it shred you have to ride the ghost heat on a razors edge and sometimes a few slip through which garner you a large heat spike but the target isn't typically going to last till you fill the bar. I mean I could drop a sink and ton of ammo and flip them to er meds so thats an option if the er smalls are too anemic but the goal isn't to run out of ammo at all so the main weapons can shred freely.

View PostCFC Conky, on 01 February 2022 - 08:53 AM, said:

I use a TTB build similar to yours except it uses 3xUAC10s.

Good hunting,
CFC Conky


I tried 3x uac10 but weight was an issue because you have to go standard engine and it never had enough ammo. Basically murder two possibly three fresh mechs and that was it. Heat was also tricky to manage as misclick could easily send you over the limit.

But eh I still don't like assaults even reasonably mobile ones like this with some decent pewpew and hitboxes. Give me my zippy lights and mediums all day long. Posted Image

#20 CFC Conky

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Posted 01 February 2022 - 05:27 PM

View PostCurccu, on 01 February 2022 - 11:36 AM, said:

but them jams also, each jam pretty much stops increase of the heat, 4 HPS vs 3.96 dissipation/s and these are zero skilltree values.
Anyways that is pretty long facetime & dakka and everyone plays what they want how they want.


Isn't that ghost heat too brutal?
shooting 1=3.5 heat
shooting 2=7 heat
shooting 3=19.95 heat

STD engine build and double tap that does only 60 damage does almost 40 heat out of ~50 heat cap, doesn't sound very good tbh.


Ooops, I am mistaken Currcu, I run 3xC-AC10 in chain fire on my Marauder II build. Apologies for the confusion.

Good hunting,
CFC Conky





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