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Moonwalker Loadouts Please


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#1 BLXKNTRR

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Posted 22 March 2024 - 11:50 PM

I won a moonwalker from recent event.

Ive never played clan.

I want something that can hit at around 360 to 500 meters or more.

With good heat management.

Can someone help with loadouts, Everything I try seems incredibly hot and cooldowns are insane compared to inner sphere.

Thanks

#2 Curccu

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Posted 23 March 2024 - 12:21 AM

mcii-mwklgd There are probably builds than that also..
... or If you don't like ultras and dps then maybe something like mcii-mwklgd.
One more edit and slow build with decent alpha mcii-mwklgd.

Edited by Curccu, 23 March 2024 - 12:31 AM.


#3 Alexander of Macedon

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Posted 23 March 2024 - 06:20 AM

Something pretty close to the stock build like this will do very well.

You could do something like this for a slightly-upgunned MCII-B.

Or a middle-of-the-road build like this with cUAC/5s and 2s.

You could do a splat build with SRM6 packs and LBXes as well. Just about the only thing you can't do is energy-based builds. The high mounts make it really good for longer-ranged dakka spam though, and anything that doesn't take advantage of both of the new ballistic mounts is a bit of a waste.

#4 MarcinT1981

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Posted 23 March 2024 - 06:30 AM

This is how it should be built mcii-mwklgd

#5 Curccu

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Posted 23 March 2024 - 07:24 AM

View PostMarcinT1981, on 23 March 2024 - 06:30 AM, said:

This is how it should be built mcii-mwklgd


Have to disagree with 305 engine... 0,9kph for 1,5 tons while stripping head of a mech that has cockpit in centermass.

#6 Luckless Horn

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Posted 23 March 2024 - 07:39 AM

View PostCurccu, on 23 March 2024 - 07:24 AM, said:

Have to disagree with 305 engine... 0,9kph for 1,5 tons while stripping head of a mech that has cockpit in centermass.

This. By dropping to a 300 engine you lose less than 1 kph of speed and gain 50% extra leg armor and triple your head armor on a mech where accidental cockpit hits happen regularly.

#7 MarcinT1981

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Posted 23 March 2024 - 08:17 AM

If BLXKNTRR prefers XL300, he will install it. Please don't teach me how to build mechs. If someone doesn't like it, they will modify it

#8 Cyborne Elemental

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Posted 23 March 2024 - 09:15 AM

Mostly I see 2x UAC10 and 3x UAC5.

Not sure about PAC-4's and UAC-10's, but when you use the missile pods you get a -10% damage reduction when you have Missiles in those pods.

Generally on Clan mechs its ATM-9 and LRM-10 or higher launchers for Timby, HellBringer, Madcat MKII that give a -10% incoming damage to armor and internals on tosro's that have the additional external POD geometry that sticks out.

Banshee and Battlemaster are LRM20 or MRM-20 and higher, giving that same -10% damage to the mounted Torso.

Its a short list of mechs.

It was listed in the patch that ANY missile mounted on the MC-MKII give you the -10% damage reduction to armor and internals on the Left/Right Torso as long as you have ammo for them, I think its worth it.

https://mwo.nav-alph...d84_MCII-MWKLGD

If not, then dump the SRM-6.

Edited by Cyborne Elemental, 23 March 2024 - 09:19 AM.


#9 BLXKNTRR

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Posted 23 March 2024 - 09:22 AM

View PostMarcinT1981, on 23 March 2024 - 06:30 AM, said:

This is how it should be built mcii-mwklgd


Ha, I was just testing this out before reading your post and checking back here I see I must be on the right track! Thank you my good sir.

#10 Lincoln Cross

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Posted 23 March 2024 - 09:23 AM

I use one with 3xLB20X, ER PPC and AMS. 310 XL engine and a single jumpjet. It works great for me for how I play.

#11 BLXKNTRR

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Posted 23 March 2024 - 09:23 AM

View PostCyborne Elemental, on 23 March 2024 - 09:15 AM, said:


...but when you use the missile pods you get a -10%



Did not know this. Compelling reason to add missiles. Thanks!

#12 Alexander of Macedon

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Posted 23 March 2024 - 09:31 AM

View PostMarcinT1981, on 23 March 2024 - 06:30 AM, said:

This is how it should be built mcii-mwklgd


Builds like this in QP are why I do leg-check shots on assaults. When that leg armor goes orange or red with one click...

#13 BLXKNTRR

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Posted 23 March 2024 - 09:37 AM

View PostCyborne Elemental, on 23 March 2024 - 09:15 AM, said:


Banshee and Battlemaster are LRM20 or MRM-20 and higher, giving that same -10%


Is it all mechs -10%? Thinking about my Partisan

#14 Cyborne Elemental

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Posted 23 March 2024 - 10:14 AM

You would have to ask in the Cauldron Discord channel.

Thats the best place to get straight forward answers on questions.

#15 BLXKNTRR

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Posted 23 March 2024 - 10:42 AM

View PostCyborne Elemental, on 23 March 2024 - 10:14 AM, said:

You would have to ask in the Cauldron Discord channel.

Thats the best place to get straight forward answers on questions.


Im somewhat disinclined to go to discord unles I get a direct link

I dont know why, but I find it hard to navigate discord.

#16 MarcinT1981

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Posted 23 March 2024 - 11:34 AM

View PostAlexander of Macedon, on 23 March 2024 - 09:31 AM, said:

Builds like this in QP are why I do leg-check shots on assaults. When that leg armor goes orange or red with one click...

Yes, I know, everyone aims at the legs and snipers hunt for the cockpits.
In 1v1 Solaris, I certainly wouldn't take the armor off my legs (but they build mechs a bit differently there), but in QP, it's rare, very rare, to die losing your legs. (unless you get caught in the rain lrm, but let's be serious)
Same with the cockpit, of course sometimes you get a headshot, but for how many matches, once every 20, every 30.
(small digression, I once piloted a Kraken and got two shots in the eye and I had full armor and died)
And so are those stupid legs, after all, if a piranha gets you while you're piloting an assault, it doesn't matter how much leg armor you have or whether you have a backup weapon (another stupid thing). A good player will tear off your legs whether they have 40, 60 or 100 armor.
But in a normal situation, not Assault vs Light, no player, even a mega pro, titanium champ or something like that, will shoot at the legs first, but in 90% of cases he will attack the damaged part.
This is the exception that proves the rule, yes, if it happens that everything is fresh and the legs lose their armor, then yes. But even when this is the case, it happens very rarely. There is no point in preparing for something that happens very rarely.
I understand that sometimes it can happen, but count how many times it happens
P.S. and That's it, I won't discuss the issue of when to put the XL into the IS Mech, because it will only raise an uproar

#17 w0qj

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Posted 23 March 2024 - 07:27 PM

-10% damage reduction only applies to selected mechs whose torso with large (jumbo) missile housing, and still with applicable ammo!

Only 1x patch introduced this mechanic:
https://mwomercs.com...-21february2023
https://mwomercs.com...auldron-changes

View PostInnerSphereNews, on 17 February 2023 - 03:34 PM, said:

MECHWARRIOR ONLINE

FEBRUARY 2023 PATCH NOTES


'MECH ADJUSTMENTS
As a continuation of our assessment of BattleMech performance, the following changes have been made:


HELLBRINGER
  • Equipping missile weapons with 9 or more missile tubes in the top mounted missile pod on the Right Torso now provides a 10% incoming damage reduction to Right Torso**



TIMBER WOLF
  • Equipping missile weapons with 9 or more missile tubes in the shoulder mounted missile pods (“ears”) in Left and Right Torso now provides a 10% incoming damage reduction to corresponding side torso**



BATTLEMASTER
  • Equipping missile weapons with 20 missile tubes or more in the top mounted missile pod on the Left Torso now provides a 15% incoming damage reduction to Left Torso (Rocket launchers NOT included)**



MADCAT MKII
  • Equipping any missile weapon in the top mounted missile pods (all of which using large missile box models above the mech) in Left and Right Torso now provides a 10% incoming damage reduction to corresponding side torso**



BANSHEE
  • Equipping missile weapons with 10 or more missile tubes in the top mounted missile pod on the Right Torso now provides a 15% incoming damage reduction to Right Torso (Rocket launchers NOT included)**

** To grant damage reduction bonuses listed, the equipped weapon must also have compatible ammo equipped. The Effect is disabled when the weapon equipped in the bonus slot runs out of ammo. The bonus applies to only front armor and internal structure. ...

Edited by w0qj, 24 March 2024 - 07:18 AM.


#18 kalashnikity

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Posted 23 March 2024 - 09:25 PM

Here is what my brainstorm came up with.

mcii-mwklgd

mcii-mwklgd

I run a Kodiak with 4x AC10 + one or two ERPPC (or a couple Plasma) and it is a brutal build.

#19 Curccu

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Posted 24 March 2024 - 01:22 AM

View PostBLXKNTRR, on 23 March 2024 - 10:42 AM, said:

Im somewhat disinclined to go to discord unles I get a direct link

I dont know why, but I find it hard to navigate discord.


https://discord.gg/kfqdPRVr
works 7 days from now.

View Postkalashnikity, on 23 March 2024 - 09:25 PM, said:

I run a Kodiak with 4x AC10 + one or two ERPPC (or a couple Plasma) and it is a brutal build.

That KDK3 is very good build.

#20 Ekson Valdez

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Posted 25 March 2024 - 01:24 AM



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