

Can't Get Away From This Build
#1
Posted 25 January 2022 - 11:17 PM
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
Posted 25 January 2022 - 11:29 PM
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
Posted 25 January 2022 - 11:29 PM
#4
Posted 25 January 2022 - 11:31 PM
P.s.: ah, me being too slow again. Basically, what people above say.
Edited by Apteko, 25 January 2022 - 11:33 PM.
#5
Posted 26 January 2022 - 01:02 AM
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
Posted 27 January 2022 - 06:59 AM
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
Posted 27 January 2022 - 07:06 AM
#8
Posted 27 January 2022 - 12:32 PM
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
Posted 27 January 2022 - 07:40 PM
CU Radbacker
#10
Posted 31 January 2022 - 11:42 PM
DakkaDakkaDakka
#11
Posted 01 February 2022 - 01:20 AM
Meep 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
Posted 01 February 2022 - 01:42 AM
#13
Posted 01 February 2022 - 02:47 AM
Meep Meep, on 01 February 2022 - 01:42 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.
#14
Posted 01 February 2022 - 06:25 AM
Curccu, on 01 February 2022 - 02:47 AM, said:
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
Posted 01 February 2022 - 08:53 AM
Meep Meep, on 31 January 2022 - 11:42 PM, said:
DakkaDakkaDakka
I use a TTB build similar to yours except it uses 3xUAC10s.
Good hunting,
CFC Conky
#16
Posted 01 February 2022 - 11:36 AM
Escef, on 01 February 2022 - 06:25 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.
CFC 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
Posted 01 February 2022 - 11:40 AM
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
Posted 01 February 2022 - 12:12 PM
1453 R, on 01 February 2022 - 11:40 AM, said:
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
Posted 01 February 2022 - 12:27 PM
Curccu, on 01 February 2022 - 02:47 AM, said:
CFC Conky, on 01 February 2022 - 08:53 AM, said:
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.

#20
Posted 01 February 2022 - 05:27 PM
Curccu, on 01 February 2022 - 11:36 AM, said:
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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