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#1 Mersi

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Posted 29 August 2024 - 03:25 PM

I've finished the current event and unlocked a free assaut of my choice and ive narrowed down my choices to 3 options:
Another BNC, namely LaMalinche(I have tons of BNC XP and I like the high mounted missiles)
the CP Sleipnir even though I want the AR (I can still use the better sensors, but the AR has BETTER sensors and ifI get that too then the Slep will be borderline moot)

an Atlas, specifically the Boar's Head (they are a walking threat on the worst of days and a murder machine on the best (also I like the Boar's Head's paint job).

I have 4 more days to decide so I am making a post about it, I'll check back in 3 days. If you can suggest builds for what you recommend, I'll appreciate that too.

Thanks!

#2 Void Angel

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Posted 29 August 2024 - 04:26 PM

Well, originally the Boar's Head's main draw is its 400-rated engine cap, making it one of the fastest Assaults at the time. Of course, the high tax you pay for that 400 engine meant that people didn't use it as much. Modern builds, though, have more options, but even with LFEs, you pay a lot for 64kph - so the modern draw is more about its quirks and energy hardpoints. However, it's still an Atlas, a chassis whose giant frame and humanoid architecture make it pretty bad at peeking to trade - so you're going to be looking at limited viable builds, probably a Knife-Range Brawler. That build is going to require patience to play in the current meta, and can still be pretty feast or famine, but if you time it right and twist well, nothing still quite takes a licking and keeps on ticking like an Atlas.

The Sleipnir, on the other hand, is more flexible. Similar architecture to the Atlas, but with a great hardpoint placement of 4 torso-mounted ballistics for good convergence and maximum space. It has the same engine cap as the Boar's Head, but like the BH, you're not really going to compete in any footraces. Instead, leverage those ballistic hardpoints into advantageous builds; you're not nearly as tough as an Atlas, being both ten tons lighter and lacking armor quirks - but the reason you don't have those quirks is a trade-off for firepower. A Sleipnir can field good Sustained Dakka with the base toughness of an assault and enough mobility to keep maneuvering for position. An alternative build simply ignores human decency to field a Quad-Stack of Lb-10X autocannons, but it's a one-trick pony that relies on ambush and positioning to use the sustained firepower of those ACs.

La Malinche is a bit of an odd duck. It doesn't have a lot of hardpoints, and less durability than the Atlas - you're going to need to leverage that Energy HSL to field builds that would normally have a heat penalty. Either the only build I think I've ever seen in GrimMechs that fields a TC VIII (this is totally unneeded for less than Faction Warfare, but hey, you have the tonnage,) or else a Snacc Build for close in blasting power.

As with any buying choice, it's about what you're looking to do or think will be more effective in your matches - though personally I'd take the Sleipnir over the other two choices, hands down.

Edited by Void Angel, 29 August 2024 - 06:32 PM.


#3 Mersi

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Posted 29 August 2024 - 05:14 PM

Since I've started using LB-XACs in place of standard ACs or even UACs, that "Quad-Stack" is looking mighty fun right now, my only change would be to try and slip in an X-Pulse so I can keep fighting after running out of ammo/hunt any Lights that survive at the end of the match. (I probably put this in the wrong section given that I primarily play Quickplay and am only about to get BACK into faction.)

#4 Void Angel

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Posted 29 August 2024 - 06:33 PM

You could do that, but honestly you're going to get more boom out of the LB-X with the tonnage. The build I linked has 1030 damage worth of ammo, before skills. If you inflict more than half of that damage before running dry, you'll have carried your weight; but even with a max engine, you're not going to be hunting down any Lights, and an X-pulse detracts from the constant supply of boom provided by those LB-X. The only thing I'd do is drop the engine heat sink and maybe shave some armor for more ammunition. But since you want to engage at shorter ranges, you're probably going to run out of enemies or structure long before you run out of ammo.

Conversely, if you can hit your shots, a UAC/5 has a lot more range than an LB-X, particularly if you consider component accuracy. An LB-X really requires open structure to get its money's worth, while standard and UAC ballistics can open that armor at a much higher range - they are also dramatically more effective at killing Lights. As an experiment, I'd suggest loading up an LB-X build into the training grounds, and checking how close you have to be in order to get over half of your pellets, on average, onto a single component. Damage falloff from LB-X weapons is much longer than their true effective range. =}

(PS: I edited the Sustained Dakka build above. I left in an active probe that really should have been ammo.)

#5 torsie

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Posted 30 August 2024 - 12:54 AM

I was thinking about this Banshee, but then I made 4 heavy ppc awesome, so I decided for different assault from event. But maybe you will have some fun with it. Posted Image

#6 Void Angel

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Posted 30 August 2024 - 08:47 AM

You could always just Embrace Wickedness.

#7 Mersi

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Posted 31 August 2024 - 08:49 AM

I noticed that none of the builds you recommend for the Slep involve more sensors, is the sensor boost more of a gimmick for an assault then? Honestly that was what drew me to it in the first place.

#8 Void Angel

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Posted 31 August 2024 - 09:56 AM

View PostMersi, on 31 August 2024 - 08:49 AM, said:

I noticed that none of the builds you recommend for the Slep involve more sensors, is the sensor boost more of a gimmick for an assault then? Honestly that was what drew me to it in the first place.


Sensor range is useful, but it's a sideshow. Sensor range does two things if you're not using lock-on weapons: It increases your sensor spotting distance, allowing you to detect and target (hitting "R") 'mechs at longer distances; and it speeds up the population of enemy paper doll information (because that's based on the proportional distance between the target and your max sensor range.)

This does have important effects, particularly in the first effect: ECM's sensor cloaking works by multiplying your total sensor range. ECM is something like 60% with all the skills now, if I recall, so if I have the base 800m sensor range, I'm not going to be able to see your 'mech outside of 320m without some kind of active probe or other modifier. Your Sleipnir, on the other hand, has a sensor range of 1050m, so you can see my ECM build at 420m. Add in a Beagle, and your total sensor range tops out at a totally gratuitous 1312m, with an effective ECM detection range of 525m. At that range, a lot of ECM users are going to start wondering why in the robot hell their ECM isn't working against you.

But the extra 125m ECM detection isn't that definitive in my matches; a lot of ECM users are packing Stealth Armor, and people should use concealment to move around anyway - ECM doesn't do a thing against the Mk I Eyeball. So I'm not bothering with an Active Probe because I can get most of its benefits from skill nodes - and since I'm already grabbing at least one point of radar deprivation anyway, it's not expensive to get what I want from skills instead of tonnage.

Edited by Void Angel, 31 October 2024 - 05:45 PM.


#9 Mersi

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Posted 31 August 2024 - 01:08 PM

I guess it won't let me just post images but it's really ******* bad coding for it to say that the post is "too short."

I went with the La Malinche, I'll get the Cyclops I really want later so I can make usage of the better targeting info gain time it comes with.

The La Malinche may very well be my new favorite Assault brawler!

#10 Void Angel

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Posted 31 August 2024 - 01:59 PM

You have to host images, they don't have the storage capacity on the forums. What build are you using?

Best way to post builds is Via MechDB.

#11 Mersi

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Posted 03 September 2024 - 02:31 PM

A?2820c1|^d|i^|i^|i^|i^|i^|Z<2p?1|Y@|GP|GP|[<2|GO|GOq?1|l?|I@r01|I@s01|c?t=1u=1v>0|d<2w501010

That's the raw code, Idk how to put it on a website.

AC10, MRM20, 2 Snub Nose PPCs, and a MPL are its weapons with a Beagle and an Advanced Sensor Suite and Case protecting all ammunition.

#12 Void Angel

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Posted 01 November 2024 - 05:59 AM

View PostMersi, on 03 September 2024 - 02:31 PM, said:

A?2820c1|^d|i^|i^|i^|i^|i^|Z<2p?1|Y@|GP|GP|[<2|GO|GOq?1|l?|I@r01|I@s01|c?t=1u=1v>0|d<2w501010

That's the raw code, Idk how to put it on a website.

AC10, MRM20, 2 Snub Nose PPCs, and a MPL are its weapons with a Beagle and an Advanced Sensor Suite and Case protecting all ammunition.


Bah, I'm sorry; I've been traveling, with terrible internet, and missed your post. The build code isn't working for me in MechDB, so I'm kind of reconstructing the build on my own (there is a "share" button in 'mechDB; highlight the text you want to link and click on the little chain icon below the "size" dropdown on the posting toolbar up above, then put in the URL link from the website.)

Now, I don't own the La Malinche, but I'm noticing what I think makes you like it: the 'mech has a somewhat rare combination of cooldown and heat reduction quirks. You don't always see those together, and hot builds don't really mesh well with cooldown reduction - because more cooldown simply pushes you toward overheat faster without increasing your overall damage that much in the course of a fight. Enemies can just press you and you either can't fight back because you're still cooling, or you just melt yourself down into commemorative ingots by fighting through overheat. Having cooldown paired with heat reduction means that you can much more easily support that extra heat. =]

I don't know exactly how you built your La Malinche, but since the ASP has to go into the head, I bet you're using that right arm for the MPL - that'll give you a whopping 24.8 DPS, with 14.2 DPS sustained. Dropping that MPL in order to strip that arm and pack in more engine and Heat Sinks will cost you 2.1 DPS, but might be worth it for the increased sustainability and mobility. Your actual dps gain against something that's trying to fight back should also be lower than that theoretical 2.1, since you'll lose more of that weapon's damage when you twist to spread the return fire. You could also drop to a Standard engine, lose the MRM, and go for a triple Snub SNAC build with an AC/20. Less dps, but you'll be able to put all of your firepower on the same place while spreading return fire.

Heh. Speaking of bad internet, my network just dropped, and I lost the links to my example builds of La Malinche. Regardless, I'm glad you're having fun with your nifty Banshee hero!

#13 VeeOt Dragon

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Posted 13 November 2024 - 10:16 PM

i contemplated the La Malinche during that event but i went witht eh King Crap Kaiju instead. i concentrated more on the Missile hardpoint and Quirks if i remember right. i am sort of reconstructing my build idea from memory but its something like this (i don't really mind the huge missile box honestly)


BNC-LM (1 MRM-40 (3t ammo), 2 LPLs, 1 ER ML, 1 AMS (1/2t ammo) running an LE-380 with 6 DHS, Endo, and LFF)


A?2:2:^1|i^|i^|i^|i^|i^|fg|f?|aOp61|[@q61|b?|i^r01|b?s00t91|GPu91|GP|GPvB0|F@w:0:0:0





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