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[Guide] Why you should love Zombie Wang! (A C-Bill grinding guide to the Yen Lo Wang)


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#81 Vechs

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Posted 01 November 2012 - 09:20 PM

View PostGaookami, on 01 November 2012 - 04:37 PM, said:

Vechs I need to thank you. Even on the first try with your build I was able to keep the attention of 1 Light, 2 Meds, 2 Heavies and 1 Assault for round about 3,5 minutes before they killed me. During this time my team brought down the other 2 enemies and they were able to shred away half of the remaining ones. Sure I died, but with a grinning face about the steamed pilots who couldn't bring me down as fast as they thought ;)


It's crazy, right? You're like a fast wakling stick, it's easy for them to land hits somewhere on your mech, but hard to actually hit the areas that matter. <3

View PostQuinefer, on 01 November 2012 - 06:04 PM, said:

An implicit lesson from this build that I thought I should make explicit:

Putting more weapons on a chassis is not always the right way to go; dropping weapons in favour of speed can increase your survivability and effectiveness immensely (without having to use an XL which partially negates survivability benefit you get from speed benefit due to dying from a side torso destruction).


It's all because of the faster refire rates than TT. That's why in MWO you boat heatsinks. :(

#82 AtomicFrawg

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Posted 02 November 2012 - 05:03 AM

I would also like to say this build is great. Lots of QQing went on. It was amazing! I even was called a hacker.

#83 Drogum Nethar

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Posted 02 November 2012 - 02:49 PM

This is more fun each game. Ac/2 and 2x Med Pulse all the heat sinks u can fit. Lots of fun. I love it when you have 3 or 4 mechs all chasing around gunning for you while the team rips em apart
.

#84 AgentZer0

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Posted 03 November 2012 - 12:06 AM

I'm definitely going to be trying this out. lol

#85 Vechs

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Posted 04 November 2012 - 10:22 AM

View PostAtomicFrawg, on 02 November 2012 - 05:03 AM, said:

I would also like to say this build is great. Lots of QQing went on. It was amazing! I even was called a hacker.


Yeah, yesterday I was in a match, I had 5 enemy mechs chasing me around their base. Took them forever to finally kill me, and it was only after they blew off one of my legs.

Of course we lost that match, because even though I had tied up 5 mechs, the rest of my team were pants-on-head stupid and were just derping around the map, and not mopping up the enemy team like they should have been.

#86 Nexx Nisshoko

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Posted 04 November 2012 - 10:47 AM

I went up against a Zombie Wang in a match a few days ago. My first impression was laughable, I could not figure out why someone would arm a Mech so lightly. After engaging the Mech I was quite surprised, it took forever to kill while it sat on my base "spewing green stuff". I have been bitten... I purchased my Zombie Wang and will be spreading the infection throughout pug matches time and time again. "BRAAAAAINS!"

#87 0d1n

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Posted 04 November 2012 - 12:07 PM

Broke down and tried this today, holy crap the profits, added AMS since don't need very many heatsinks. Cuts into profits a little but I feel a lot more useful.

#88 Vechs

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Posted 06 November 2012 - 08:05 PM

View Post0d1n, on 04 November 2012 - 12:07 PM, said:

Broke down and tried this today, holy crap the profits, added AMS since don't need very many heatsinks. Cuts into profits a little but I feel a lot more useful.


I also run AMS on my current Zombie Wang.

Had a match today where I just sat behind an enemy Atlas and AMS'd his LRMs and he didn't notice. Spotted him for my team and they just dumped LRMs into him.

Made me giggle.

#89 0d1n

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Posted 06 November 2012 - 09:19 PM

Hmm, was running this again this morning (before the patch) and I noticed my CT repair costs went up to about 15k a match instead of the usual 6. Any ideas why? Only have the engine, MPL, and a HS in CT.

#90 Kmieciu

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Posted 07 November 2012 - 12:35 AM

After yesterday`s MPL "fix" I decided to change the loadout of my CN9-AL

2 Medium Lasers in the torso, TAG & 1 MPL in the arm, 2xSSRM2 with 150 "free" ammo, and AMS protected by CASE.
Running on STD245 engine stripped from the Jenner. (about 80 kph without tweeks) The rest is heat sinks.

It`s a great build against lights, maybe not as cheap as a Zombie Wang, but very usefull. I played for two hours and did not die even once. It`s funny when you come across a 6 MPL HBK and you find out he`s got XL under the hunch. I was like: Is that it? You`re done already? I`m not even warmed up :-)

#91 RedrumnCoke

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Posted 07 November 2012 - 10:31 PM

Thanks for the guide. I had already purchased a CN9-A with c-bills as I felt it would make a good first mech as it is balanced. I noticed right away that its arms are easy to take off so I had already started experimenting with leaving the right arm weaponless, but your guide gave me the idea of replacing the med lasers with med pulse lasers and adding in more heat sinks.

I have the basic build here (no upgrades):
Head = heat sink
center = 2 x med pulse lasers
= standard engine 260
legs = 2 heat sinks each

My twist is I lower the arm armor to 23 each leaving 320 armor. This leaves just enough room for: Left Torso = 3 ssrm launchers and 2 tons of streak ammo (for 150 free ammo).

I still use both arms for blocking, but then try and use the right torso for blocking first, leaving the left torso for last to get as much use out of the ssrm launchers as I can. I find that, along with our speed and the pulse lasers, the ssrm homing missiles allow you to function as a scout killer which means less lrms hitting your teammates. You can also protect your team's bulkier mechs who would otherwise fall to a circle strafing light mech, allowing them to focus on larger targets.

I don't rearm after a match, and I just repair the center torso and the left torso. Even though it's one more area to repair, I still make c-bills even on a loss while my friends with heavy mechs lose c-bills each loss :lol:

#92 Vechs

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Posted 08 November 2012 - 02:10 AM

View PostRedrumnCoke, on 07 November 2012 - 10:31 PM, said:

Thanks for the guide. I had already purchased a CN9-A with c-bills as I felt it would make a good first mech as it is balanced. I noticed right away that its arms are easy to take off so I had already started experimenting with leaving the right arm weaponless, but your guide gave me the idea of replacing the med lasers with med pulse lasers and adding in more heat sinks.

I have the basic build here (no upgrades):
Head = heat sink
center = 2 x med pulse lasers
= standard engine 260
legs = 2 heat sinks each

My twist is I lower the arm armor to 23 each leaving 320 armor. This leaves just enough room for: Left Torso = 3 ssrm launchers and 2 tons of streak ammo (for 150 free ammo).

I still use both arms for blocking, but then try and use the right torso for blocking first, leaving the left torso for last to get as much use out of the ssrm launchers as I can. I find that, along with our speed and the pulse lasers, the ssrm homing missiles allow you to function as a scout killer which means less lrms hitting your teammates. You can also protect your team's bulkier mechs who would otherwise fall to a circle strafing light mech, allowing them to focus on larger targets.

I don't rearm after a match, and I just repair the center torso and the left torso. Even though it's one more area to repair, I still make c-bills even on a loss while my friends with heavy mechs lose c-bills each loss ^_^


I'm grinding a 9A right now as well.

Running 2 Medium Lasers and 3 SSRM2, and the 260 Standard Engine.

Our builds for it are really similar. :D

I think I downgraded to normal lasers in favor of more ammo and less total heat.

Firing both lasers and all 3 launchers I can still overheat, so I'm thinking pulse lasers would be too much.

#93 Jaynen

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Posted 08 November 2012 - 01:37 PM

Are you still running MPLs after the MPL "patch" I am not even sure what changed I just saw it mentioned

#94 Vechs

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Posted 08 November 2012 - 01:42 PM

View PostJaynen, on 08 November 2012 - 01:37 PM, said:

Are you still running MPLs after the MPL "patch" I am not even sure what changed I just saw it mentioned


In my Zombie Wang, yes I am.

It still runs very cool.

#95 Jaynen

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Posted 08 November 2012 - 04:56 PM

Cool, trying to get the C-bills to kit it out with the proper engine

#96 Budor

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Posted 08 November 2012 - 07:12 PM

View PostRedrumnCoke, on 07 November 2012 - 10:31 PM, said:

Thanks for the guide. I had already purchased a CN9-A with c-bills as I felt it would make a good first mech as it is balanced. I noticed right away that its arms are easy to take off so I had already started experimenting with leaving the right arm weaponless, but your guide gave me the idea of replacing the med lasers with med pulse lasers and adding in more heat sinks.

I have the basic build here (no upgrades):
Head = heat sink
center = 2 x med pulse lasers
= standard engine 260
legs = 2 heat sinks each

My twist is I lower the arm armor to 23 each leaving 320 armor. This leaves just enough room for: Left Torso = 3 ssrm launchers and 2 tons of streak ammo (for 150 free ammo).

I still use both arms for blocking, but then try and use the right torso for blocking first, leaving the left torso for last to get as much use out of the ssrm launchers as I can. I find that, along with our speed and the pulse lasers, the ssrm homing missiles allow you to function as a scout killer which means less lrms hitting your teammates. You can also protect your team's bulkier mechs who would otherwise fall to a circle strafing light mech, allowing them to focus on larger targets.

I don't rearm after a match, and I just repair the center torso and the left torso. Even though it's one more area to repair, I still make c-bills even on a loss while my friends with heavy mechs lose c-bills each loss :)


I run this but with endostructure, double heatsinks (14), ams and a machinegun. The machinegun is on 3rd grp and i just spam it allthetime when in melee, the sound of it alone makes it worth it.

I have Centurions and Jenners mastered and played nearly every other mech in closed beta, but this loadout is by far the most fun for me.

In a good match i get 500-1200dmg done while in the thick of it machinegun blazin :lol:

Edited by Budor, 08 November 2012 - 07:15 PM.


#97 Kmieciu

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Posted 08 November 2012 - 11:46 PM

With the engine heat sinks working as true doubles, you don`t even need external ones on a zombie wang. Even if they destroy your arms, side torsos and a leg you still can continuously spam the two medium pulse lasers. (2 points of heat dissipation vs 2,66 points of heat generation = 75 seconds to overheat without mech efficiencies)

#98 ElcomeSoft

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Posted 09 November 2012 - 12:49 AM

What's the current Zombie Wang build of choice?

#99 Kmieciu

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Posted 09 November 2012 - 02:33 AM

There isn`t much you can do with a zombie Wang.

Zombie CN9-AL on the other hand is a capable brawler:

STD250 ENDO 12DHS 3xMPL 2xArtemisSRM4 (with CASE) AMS

I bought CN9-AL just to grind money, but it turned out to be a great close combat mech with unparalleled survivability for a 50 tonner. Enemies tend to concentrate on my gun hand first, so the first thing I loose is 1 MPL, then the right torso (there goes the AMS). After that I block the damage using my shield arm to keep the SRMs firing as long as possible. Even if they do destroy my left torso CASE protects me from ammo explosion.
By that time people see that they are not stopping me so they start to shoot at my legs or go for the headshots. I find it hilarious when I win the match with no armor whatsoever, one leg, smoking and shooting my twin medium pulses.

Edited by Kmieciu, 09 November 2012 - 02:34 AM.


#100 ElcomeSoft

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Posted 09 November 2012 - 06:34 AM

View PostKmieciu, on 09 November 2012 - 02:33 AM, said:

There isn`t much you can do with a zombie Wang.

Zombie CN9-AL on the other hand is a capable brawler:

STD250 ENDO 12DHS 3xMPL 2xArtemisSRM4 (with CASE) AMS

I bought CN9-AL just to grind money, but it turned out to be a great close combat mech with unparalleled survivability for a 50 tonner. Enemies tend to concentrate on my gun hand first, so the first thing I loose is 1 MPL, then the right torso (there goes the AMS). After that I block the damage using my shield arm to keep the SRMs firing as long as possible. Even if they do destroy my left torso CASE protects me from ammo explosion.
By that time people see that they are not stopping me so they start to shoot at my legs or go for the headshots. I find it hilarious when I win the match with no armor whatsoever, one leg, smoking and shooting my twin medium pulses.


True but with most of my builds I try to go for a balanced loadout, using my empty sides/torsos to absorb damage and share it out over my body. I also tend to keep 2 ML or 1 LL in my CT for when I lose the rest of my mech, I still have something to fight back with.

I'm a real fan of the LL but as to whether it's the best choice for a decent-all-round weapon and as a last-stand CT Energy weapon or I should be employing 2 ML or 2 MPL to make the most of my "last moments" as it was?





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