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Thoughts On My Build?


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#21 BLACKR0SE

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Posted 07 May 2023 - 07:27 PM

View Postepikt, on 06 May 2023 - 03:07 PM, said:

You'd better mount 4 standard large lasers, so you can fire them all simultaneously without ghost heat.


I have started using standard lasers in many builds. I have recently understood their main function. They nicely balance the weapons.

#22 Void Angel

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Posted 07 May 2023 - 07:41 PM

View PostMatt85, on 06 May 2023 - 01:52 PM, said:

If anyone is still watching this thread, here are some other interesting builds.

cor-7ap With this one, you use the PPC's only at long range. up close you have the medium pulse lasers and the RAC2s linked together for maximum DPS. My first game was 700dmg and second was 500dmg. With a bit of practice with the ER PPC's this build shows a lot of promise.


cor-7ap With this build you use the 3 ER large to snipe and then link 1 ER large and 1 Large to the RAC2s for close range work. Haven't tried it yet but worth a shot.


Be wary of creating "bracket" builds - a 'mech that's "designed" to fight at all ranges will simply be outgunned at all of them. This is similar to the principle of not picking weapons you can't use together.

The first build above, for example, is basically two long-range 'mechs with incompatible weapons, despite its performance in your matches. It simply cannot use all of its high-investment weapons effectively at once. It does produce 28.2 DPS; but This Version outputs 35.4 without the XL vulnerability, simply by focusing on close-ranged combat with two up-gunned RACs.

I don't have this Corsair myself, so I don't have any skills when I run it in the Testing Grounds, but that's what MechDB is telling me. This isn't to chase you away from using a build that's working well! Just bear in mind that as you start getting into higher Player Tiers, you'll be facing more and more players who run focused, optimized builds and know how to use them.

#23 Matt85

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Posted 08 May 2023 - 08:54 PM

View PostVoid Angel, on 07 May 2023 - 07:41 PM, said:

Be wary of creating "bracket" builds - a 'mech that's "designed" to fight at all ranges will simply be outgunned at all of them. This is similar to the principle of not picking weapons you can't use together.

The first build above, for example, is basically two long-range 'mechs with incompatible weapons, despite its performance in your matches. It simply cannot use all of its high-investment weapons effectively at once. It does produce 28.2 DPS; but This Version outputs 35.4 without the XL vulnerability, simply by focusing on close-ranged combat with two up-gunned RACs.

I don't have this Corsair myself, so I don't have any skills when I run it in the Testing Grounds, but that's what MechDB is telling me. This isn't to chase you away from using a build that's working well! Just bear in mind that as you start getting into higher Player Tiers, you'll be facing more and more players who run focused, optimized builds and know how to use them.


There are MUCH better mechs for strictly close combat, the corsair is slow and somewhat cumbersome. Perhaps I could try a pure sniping build. The weapon mounts are all very high but the lack of ECM makes it not ideal.

#24 Void Angel

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Posted 09 May 2023 - 08:03 AM

There are better 'mechs - I was working on the Corsair because that's what's under consideration. However, I should point out that RACs are at best mid-range to begin with - and that's just the RAC/2. LB-X autocannons work similarly: the spread inherent to the weapon means that their "real" effective range is shorter than the damage falloff range, in terms of actual time-to-kill. Perhaps counterintuitively, this will actually give you higher scores in successful matches, simply because the damage spread is requiring you to deal more damage before a kill.

Don't count the Corsair completely out of close combat, however. While its wonky geometry and hardpoint placement makes convergence an issue, that same placement makes the 'mech hard to efficiently disable, depending on the build. If you're still in player brackets where LRMS are common enough to bring AMS for, players aren't always going to know where they should be shooting your shambling franken-mech - particularly since every Corsair is slightly different. Conversely, no Corsair is likely to be an optimized 'mech for high-level play, purely because of the convergence. In short: you can still play the Corsair successfully in close-range combat (in fact, my lone Corsair hero is set up for just that.)

#25 VeeOt Dragon

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Posted 12 May 2023 - 08:27 AM

i run my Corsair-7A as more of a mid to close range build. though keep in mind this build hasn't changed in some time. mostly i use the RACs (hint aim for the head with them it often gets folks to back off when their cockpit is nothing but flashes). i built it back when LRMs were a little prevalent before the string of nerfs.

COR-7A (2 RAC/5s (5 1/2t ammo), 4 MLs, 2 AMS (2t ammo), 2 L-AMS running an LE-335 with 6 DHS, LFF, and a MK1 TC)

here is the build code if you are interested

AA<220^1|i^|i^|i^|]gp61|S@|_@q61|i^|i^|_@|Y?|Y?r01|S@|AP|f?|AOs01|i^|BP|f?|AO|Y?|Y?t31|AP|APu31|AP|APvA0|o<2w:0:0:0

some good ideas floated around though i might have to try a few

(side note-- i would avoid putting ammo in your CT all costs. all it takes is a few MG shots after your armor is gone for an ammo det to take you out.)

Edited by VeeOt Dragon, 12 May 2023 - 08:37 AM.


#26 epikt

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Posted 12 May 2023 - 09:46 AM

View PostVeeOt Dragon, on 12 May 2023 - 08:27 AM, said:

(side note-- i would avoid putting ammo in your CT all costs. all it takes is a few MG shots after your armor is gone for an ammo det to take you out.)

While it's true, I don't think it matters that much, since CT ammo is used in priority (after the head's), so by the time you're open CT the ammo you stored there is most likely depleted.

#27 Void Angel

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Posted 12 May 2023 - 06:09 PM

Well, if your 'mech is normally getting cored, putting ammo in there may still be detrimental because in a small set of circumstances where you would have still survived longer into the match. You might be better served putting it into a side torso, or whatever. If you're more often losing a side torso before you die, ammo might be better placed in the CT.

But unless you are rocking CASE, any torso ammunition explosion involving a fresh ton of ammo will blow you into commemorative metal ingots. You just don't have that much structure. You might survive an arm-mounted ammunition explosion in a very durable 'mech, but it would surprise me. For those who might not know, it also bears mentioning that even if destroyed, explosive ammo only has a 10% chance of exploding (Gauss rifles stole the other 90% chance, though their ammunition does not explode.)

#28 Aidan Crenshaw

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Posted 15 May 2023 - 05:15 AM

View Postepikt, on 12 May 2023 - 09:46 AM, said:

While it's true, I don't think it matters that much, since CT ammo is used in priority (after the head's), so by the time you're open CT the ammo you stored there is most likely depleted.


In fact, head ammo is used last
https://mwo.nav-alph...eapons-and-ammo

#29 epikt

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Posted 15 May 2023 - 07:27 AM

Waouh, this is new. Thanks for the correction.

#30 Ekson Valdez

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Posted 23 May 2023 - 02:03 AM



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