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Starting To Regret Getting My Ctf 2X - Any Suggestions On Getting 400+ Dmg/game?


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#21 Isidro

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Posted 28 November 2012 - 02:50 PM

View PostLefty Lucy, on 28 November 2012 - 10:11 AM, said:

The CTF-2X is by far my most successful mech.

Posted Image

The above round was accomplished in this build:

View PostBanky, on 28 November 2012 - 10:23 AM, said:

Try packing the biggest XL engine you can in, max the armor and try a GR, 3LL build. I run a GR, 1LL, 3ML build on the 3D and it works like a champ. No rockets, not much heat, and I still seem to break 1k damage once or twice a night. The key is to hang back and WAIT when you get enemy contacts.

It's like playing paintball for the first time. You fill the hopper and run out at the whistle, and more times than not, you'll be spectating. If you lay down at the whistle, listen for the firefights and THEN jump in... The game is a lot easier.


CTF-2X "The Red Menace"

Wow! 6 kills.

#22 Lefty Lucy

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Posted 28 November 2012 - 03:52 PM

View PostIsidro, on 28 November 2012 - 02:50 PM, said:

Wow! 6 kills.


And I caught a piece of the last two as well :D Nearly 1k damage with no guided weapon systems was probably my shining moment in MWO so far :(

#23 Kotsuno

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Posted 28 November 2012 - 04:16 PM

View PostLefty Lucy, on 28 November 2012 - 03:52 PM, said:


And I caught a piece of the last two as well :D Nearly 1k damage with no guided weapon systems was probably my shining moment in MWO so far :(


I tried out that build too and absolutely loving it. Firepower is on par with my Atlas AS7-D, good heat efficiency and killer speed . In preparation for the glass-canoning of the GR, I tried swapping it out for an AC10 and putting in MPL in place of mediums, stripped some ammo for heat sinks, and that works pretty damn well too =)

#24 Lefty Lucy

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Posted 28 November 2012 - 04:21 PM

View PostKotsuno, on 28 November 2012 - 04:16 PM, said:


I tried out that build too and absolutely loving it. Firepower is on par with my Atlas AS7-D, good heat efficiency and killer speed . In preparation for the glass-canoning of the GR, I tried swapping it out for an AC10 and putting in MPL in place of mediums, stripped some ammo for heat sinks, and that works pretty damn well too =)


Yeah, I'm gonna wait for the patch to see if it makes me significantly less durable (as a single crit to the GR will likely put the mech out of comission), then I might swap it out for something else. If only you could split locations on AC20s...

#25 SplinterMD

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Posted 28 November 2012 - 04:22 PM

I love the 2X !
Posted two variations of builds I'm using on MechSpecs.com (Great MWO resource)

http://www.mechspecs...f-2x-mini-titan

The fact that you are dangerous at all ranges and have a great answer to scouts means you are one of the most versatile mechs on the field and since it's not running an XL you can hold your own in a brawl and keep dealing damage long after you lost one of your side torsos.


As far as tips, well be patient and learn to pick your fights, remember you are effective at all ranges but never get drawn into the open or start some silly sniper duel with a K2.
Take potshots at mechs while they close in and abuse cover, when they reach <270 just unload your arsenal on them.


Oh and make sure you punish any retreating mechs, a lot of scouts will try hit and run when they see you got 2x SSRM2 instead of the usual circling and that's perfect for you, wait till you can line up a shot on the back and show him just how nasty your alpha can be ...



Again it's a very versatile mech so don't limit yourself to just one play style :D

#26 Kotsuno

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Posted 28 November 2012 - 04:26 PM

View PostLefty Lucy, on 28 November 2012 - 04:21 PM, said:


Yeah, I'm gonna wait for the patch to see if it makes me significantly less durable (as a single crit to the GR will likely put the mech out of comission), then I might swap it out for something else. If only you could split locations on AC20s...

My thoughts exactly =(

#27 XvDraxvX

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Posted 28 November 2012 - 04:28 PM

Read http://mwomercs.com/...the-red-menace/

#28 Tarl Cabot

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Posted 28 November 2012 - 04:30 PM

As noted, tactics change per weight and speed but a few gems that can be used by all.

1. Use cover/obstructions - There is no need to wade in the middle of a 2-3 on 1. Use cover to reduce the number of opponents with a firing option on you. I do not know how many times I have had "dead" team mates (in PUG) screaming/cussing at me for not wading into the middle of the group (focus fire), instead backing out/using cover to help isolate/force them to come at me more in a one on one setting.

2. Torso twist/turn - a pilot whose mech does not look like a christmas tree and have sections missing but was basically cored was used for target practice.

#29 Budor

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Posted 28 November 2012 - 08:19 PM

View PostSelfish, on 28 November 2012 - 01:52 AM, said:

I've had success with two builds so far. The first I tried was this:

XL 300
LL
2x ML
2x SRM 6
Gauss Rifle
AMS
ES
DHS


I run exactly the same loadout. Good stuff.

#30 KeefCheef

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Posted 02 December 2012 - 07:29 AM

Here's my current 2X build, still debating the merits of PPC vs LL

Std Engine 280
Endo Steel
DHS

1x PPC
1x AC2
2x SRM4
2x MLAS
AMS, 1t ammo

#31 Elizander

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Posted 02 December 2012 - 08:28 AM

A lot of pub games nowadays requires you to leave 2-3 of your pub teams out to die if they rush out or move to a bad spot if you are after more damage. It's great if you stick with the whole group but this doesn't often happen.

If it helps, I can just take out my A1 with 6 SRM6s and Alpha 4-8 times then I'm at 300-400 damage even if I barely take anyone out. I just ram my nose into the first guy I see and mash my fire button.

#32 Lefty Lucy

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Posted 02 December 2012 - 03:47 PM

View PostKeefCheef, on 02 December 2012 - 07:29 AM, said:

Here's my current 2X build, still debating the merits of PPC vs LL

Std Engine 280
Endo Steel
DHS

1x PPC
1x AC2
2x SRM4
2x MLAS
AMS, 1t ammo


LL all the way. Hit scan, no convergence issues, better damage/heat ratio and damage/weight ratio, no minimum range. Only downside is the shorter max range.

#33 Sandra McCrow

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Posted 02 December 2012 - 05:03 PM

CTF-2X "The Red Menace"
- it is a good one. I traded LT med laser and some armour and ammo for artemis though.
With LLs there is an issue that I don't quite understand - a decent damage output - and a very poor performance in my hands. I am a jenner pilot originally and I thought of using 1X with different laser variations - and it just didn't work for me. SMR 6 punch on the contrary proved to be very efficient at close range as well as nice GR alpha you can place accurately without keeping your weapons on target for a whole second.
BTW - anybody tried TAG with 2x SMR6s? How does it do vs artemis upgrade?

#34 Lefty Lucy

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Posted 02 December 2012 - 08:06 PM

View PostSandro Mc, on 02 December 2012 - 05:03 PM, said:

CTF-2X "The Red Menace"
- it is a good one. I traded LT med laser and some armour and ammo for artemis though.
With LLs there is an issue that I don't quite understand - a decent damage output - and a very poor performance in my hands. I am a jenner pilot originally and I thought of using 1X with different laser variations - and it just didn't work for me. SMR 6 punch on the contrary proved to be very efficient at close range as well as nice GR alpha you can place accurately without keeping your weapons on target for a whole second.
BTW - anybody tried TAG with 2x SMR6s? How does it do vs artemis upgrade?


I dropped the beagle and a bit of armor to add artemis, as you'll see later on in that thread :) TAG doesn't do anything with SRMs, despite urban legends to the contrary.

#35 KeefCheef

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Posted 02 December 2012 - 08:50 PM

View PostLefty Lucy, on 02 December 2012 - 03:47 PM, said:


LL all the way. Hit scan, no convergence issues, better damage/heat ratio and damage/weight ratio, no minimum range. Only downside is the shorter max range.


Been running the LL version more today, realized i have a more close ranged build anyway. Might switch to an ERLL if I really feel the range lacking.

This also leaves me with two free tons, not sure if I should replace my MLAS with MDPLs or upgrade to an AC/5

#36 Lefty Lucy

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Posted 02 December 2012 - 09:20 PM

View PostKeefCheef, on 02 December 2012 - 08:50 PM, said:


Been running the LL version more today, realized i have a more close ranged build anyway. Might switch to an ERLL if I really feel the range lacking.

This also leaves me with two free tons, not sure if I should replace my MLAS with MDPLs or upgrade to an AC/5


Nah, AC5 isnt really an upgrade over AC2, being shorter ranged and having lower DPS (though higher heat efficiency).

I'd add two DHS, artemis, or upgrade your SRMs to 6 packs, depending on what your heat efficiency is looking like and what you have the room for.

#37 DD Hawks

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Posted 02 December 2012 - 10:16 PM

I am using two LRM-15/w Artemis and three medium lasers.

I wait for a scout or brawler to target someone and proceed to rain death down on them. I may not get "kills" but I usually get 5-6 assists.

But that is more my play style.

#38 ebea51

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Posted 02 December 2012 - 10:38 PM

I get a consistant 600-800 damage in my CTF-2X. Low end 400-500, High end 900:

XL 315 Engine (72kph/78kph with perk)
Ferro-armour
Double HS

1x Large Laser (Right Arm) - FIRE GROUP 1
2x Med Laser (Torso) - FIRE GROUP 2
1x LB-10X (Torso) - FIRE GROUP 2
2x SSRM (Right Arm) - FIRE GROUP 3
**EDIT** 1x AMS

3 tonnes of SSRM Ammo
60 rounds of LB-10X Ammo
**EDIT** 2 tonnes of AMS Ammo

Ive found the 2x Med Lasers with the LB-10X is a nice 'in the face' combo, while the Large Laser is good for some longer range support and nice supplimentary up-close dmg (if you have the heat to spare).
The 2x SSRMs once i have a target i just keep the button held down the entire time, they can run continuously without generating much heat.

EDIT1:
I HAD 2x SRM6's in the arm but theyre only good against bigger, slower targets. I found the 2x SSRMs damage far more reliable and it gives you the opportunity to chase away annoying lights while in combat while still doing good damage to larger targets.

EDIT2:
I am also of the firm belief that the CTF DOES NOT have enough armour. It needs more armour. As such, ive moved armour from RearLeftTorso, RearRightTorso and RearCentreTorso into the respective fronts and ive found its MUCH better in combat. Armour as follows
FL: 50 RL:10
FC: 78 RL:10
FR:50 RR:10
REASONING: Most of time time your facing your target and the armour diffence makes a BIG difference. If things get behind you the XL 315 give you the speed and manuverability to spin around and if its a light mech (as it almost always is) you have the 2x SSRMs to give it a very bad day... so it works out quite well.
The above build IS NOT full armour, but fill it out with the above top-torso figures, max on the arms, and just take the remaining off the legs - its not much. From memory my legs are still 51/60 each (most of the removed armour is for HS and ammo).

EDIT3:
Forgot, my 2X is also equiped with AMS :)

This is the best build ive come up with for the 2X.
Im still in two camps with the 1X vs the 2X - but i still lean towards the 1X over the 2X <_<

Edited by ebea51, 03 December 2012 - 03:51 PM.


#39 Sandra McCrow

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Posted 03 December 2012 - 06:44 AM

Could you show your 1X then? I tried to play it simple with different LPL/LL combinations and it didn't work well for me...
Also - I do agree about armour... and yes - most of the times hardening front works good - if your team is in solid line and scout is good enough to tell your mates that enemy is moving through the forest colony's cave BEFORE they start to dish out hell on you from behind... Sometimes however you got involved in a fight where damage lands from every direction and a slightly more balanced front/rear may work better. For premade I wouldn't bother, but in PUG it may be impossible to stick with your team and do not do something stupid like ignoring potential cave rush...
BTW but why FF in place of ES?
With regards to smrs vs ssmrs - I am in doubts myself - but gosh - that solid punch of 12 smrs is a lovely thing to wield. If you are fine with 315 and don't use 340 - you may just as well switch to MPLs, that are quite good against lights.

EDIT:
Since people are making so much noise about gauss nerf - I decided to give The Red Menace another thought and try to see what can be done about the bomb they are putting right on top of our beloved xl340 in the right torso. I still do not like LLas after my 1X, so I thought of two simple ways of altering the original loadout.

First one is - to swap gauss for UAC5, and putting two med lasers in torso, so that you got 2ML-UAC combo in the body and ML-2xASMR6 in your hands. While freaking ultra jams literally every other shot or two, it is still capable of doing rock-n-roll for a short period of time putting in a decent punch before it "retunes". Hands are as they were - a pretty thing to wield. Works nice.

Second one is obviously lbx. Haven't tried it yet. Probably would require removing one ML or reducing ammo.

I also tried to shift armour to front making it 46-70-46. Needs a bit of practice and thinking - you would not like to get in the middle of the fight. This distribution implies you are holding the line and backpedaling a lot to keep the fight in the boundaries of you front arc. Sometimes it means by jumping on those bandits who breaks your formation and position themselves comfortably behind your team mates for comfy backstabb.

Edited by Sandro Mc, 03 December 2012 - 11:50 AM.


#40 Hatachi

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Posted 03 December 2012 - 11:44 AM

View Postthemoob, on 27 November 2012 - 06:05 PM, said:

I;ve got an Ultra AC5, 2 SRM6s and 3 Medium Lasers in mine.

It tears **** up! Get in close and the UAC5 and SRM6s tear mechs apart. The medium lasers are mostly there for backup and light mechs.


Pretty much what I use, I just trade the 6s for streaks to deal with lights and use the saved tonnage for more ultra ammo.





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