Ilya Mauromets Best Build
#1
Posted 11 December 2012 - 07:43 AM
This mech was my first buy after just starting to play MWO a week prior. Since then, I've done plenty of reading, as much experimenting as my CBills and resources can muster... and I just can't make this a USEFUL mech.
I'm either having ammo problems... or tonnage problems... or Engine problems, or armor problems... something is always an exploitable weakness on this thing.
And I'll go ahead and preemptively agree with a few critics. YES - partly it's just me not playing the mech properly, I'm sure. This thing is no tank. It's no Atlas.
HOW can I turn this mech profitable? How can I turn it into a mech that HELPS my team (considering the teams are balanced by tonnage, I don't want to drive dead weight).
Simply put:
WHAT is the BEST BUILD for this mech?
I'm open to anything!!! aaarrrrrrrrgggggghhhhhhhhh - BOOOOOOM!!!! (<<<my life in ILYA)
#2
Posted 11 December 2012 - 07:45 AM
2 AC/5
1 AC 10
C.A.S.E
2 Med Lasers (sometimes I take them out for heatsinks)
#3
Posted 11 December 2012 - 07:52 AM
dhs
3-ultra ac5 w/7 tons of ammo
3-medium lazers
#4
Posted 11 December 2012 - 07:52 AM
#5
Posted 11 December 2012 - 07:55 AM
Standard 250 engine
10x (all engine) double heatsinks
Endo Steel
2x Gauss Rifle
2x Medium Laser
4x Gauss Rifle Ammo
Overheating is a non-issue. Putting the Gauss Rifles in the arms gives you more flexibility to make shots than a Gaussapult. It is a bit slow for my tastes, but I do find that I will lose a side torso pretty frequently, so I'm not willing to go to an XL engine.
#6
Posted 11 December 2012 - 07:56 AM
Though clearly, normal LL would be more efficient.
However, I recently went back to triple UAC5 and 12 tons of ammo.
The dakka dakka fills the otherwise barren hole left in my soul by the constant betrayal of evil women.
#7
Posted 11 December 2012 - 07:58 AM
Ilya Muromets
Left Torso
- 6 tons Ultra AC 5 ammo
- C.A.S.E
- Medium Laser
Right Torso
- Medium Laser
- Ultra AC 5
Center Torso Front
- XL Engine 310
Head
- Nuffin'
Right Arm
- Medium Laser
- Ultra AC 5
Left Arm
- Ultra AC 5
*********************************
1. Drop your leg armor down from maximum to 43 armor on each leg.
2. Acquire Endo-steel
3. I have the double heat sinks upgrade although I don't have any heatsinks besides the 10 standard.
4. You will hit (with speed tweak) about 78.7kph which is great for a cataphract...around 86kph with XL340 if you want to do the other build.
5. This is a very low heat build, even when firing everything, if you manage your lazers correctly you will never ever overheat.
*********************************
Good luck! This build has always worked well for me past few dyas I've been playing usually hitting between 350 - 900 damage with a high of 1100. Capitilize on the players who don't twist and turn to cover their exposed parts and TAKE THEM OUT WITHOUT SPENDING ALL OF YOUR AMMO ON ONE MAN.
Make your shots count, I know AC 5 aren't for everyone, but don't take all the long range shots if you can't hit em, just be patient.
I have been grouping up with guys from the No Guts No Galaxy TS the past couple days and this build seems to work exceptionally well with other cataphracts around you. My buddy and I rn the same exact build and focus down one foe and it tends to work. I suggest having multiples.
Edited by SomniumMortus, 11 December 2012 - 08:00 AM.
#8
Posted 11 December 2012 - 08:02 AM
Max Armor (-.5 ton from each leg)
XL 280
Endo
DHS
3 ML (LT, RT, RA)
2 UAC/5 (Arms)
1 AC/2 (CT)
weapon groups:
group 1: Uac's (on chainfire, high rate of fire no double fire, no jam)
group 2: AC/2
Group 3: ML (on chainfire)
Group 4: Alpha Strike
----------------
I have a variant of this that just uses AC-5s the trade of is slower RoF for more Ammo, so you can be a little more aggressive with suppressive fire.
Also in both variants you can swap the ML in the RA for a TAG in a pinch allowing for great spotting for support and targetting purposes, especially if you macro it making it so what ever you shoot is targetable within tag range.
Edited by Agent of Change, 11 December 2012 - 08:03 AM.
#9
Posted 11 December 2012 - 08:04 AM
#10
Posted 11 December 2012 - 08:06 AM
Edited by Pr8Dator, 11 December 2012 - 08:08 AM.
#11
Posted 11 December 2012 - 08:11 AM
Pr8Dator, on 11 December 2012 - 08:06 AM, said:
Standard or XL engine? That has to be pricey to repair with ES and DHS, no?
this has to be brutal at really close ranges, I can imagine coming up behind an atlas, and blasting it with the 3 LBX's at once...must either destroy the section outright, or leave it hurting!
#12
Posted 11 December 2012 - 08:16 AM
#13
Posted 11 December 2012 - 08:22 AM
Penance, on 11 December 2012 - 08:11 AM, said:
Standard or XL engine? That has to be pricey to repair with ES and DHS, no?
this has to be brutal at really close ranges, I can imagine coming up behind an atlas, and blasting it with the 3 LBX's at once...must either destroy the section outright, or leave it hurting!
The original XL engine that came with the mech. Repair bill's about 20,000 to 40,000 a time average I think, yeah, its bit ex but ES + DHS is a must for really good builds I think. They allow you to really squeeze out the firepower of your mech. These 3 LBX firing together makes an explosive sound that makes you **** and your target trembling! Up close face to face, I've killed injured mechs with a blast right in the face. One blast at about 100m also lights up an entire Atlas like a Christmas tree, LOL!
My other fav build with the Muromets is 2 AC10s + 1 Gauss. That works pretty well for close range sniping. I've cored quite a few mechs with shots to the cockpit at about 200m. Again, the problem is lag. Once it starts lagging, more than half the time you gonna miss...
#14
Posted 11 December 2012 - 08:23 AM
#15
Posted 11 December 2012 - 08:25 AM
1x ac10 + 2x ammo
2x ac5 + 3x ammo
3x ML
ES + DHS
235 std = 58.5 kph (slower, but replacing XL eng means, if you get destroyed completely, you still gain HUGE cbills.)
armor 368/434
heat eff = 1.14
firepower = 35
#16
Posted 11 December 2012 - 09:00 AM
1x Large Laser (RA)
2x Medium Laser
Endo Steel
XL 300
Drop 0.5 tons armor from legs, full armor otherwise.
I think 12 or 13 DHS.
Moves about 70kph, plenty of armor, and lots of DPS. MLas + Large Laser for lights, 3x AC/5 + Large Laser for brawling and decent sniping range... no jamming on AC's, so not quite as much potential DPS as UAC/5 build, but much more consistent DPS, and you can practically fire everything on cooldown without overheating too quickly (it will overheat if you spam Medium Lasers; Large Laser can be fired on its own nearly nonstop in tandem with the AC/5's.)
#17
Posted 11 December 2012 - 09:19 AM
Like most I've had great success in 3 UAC5s with 7-8 tons of ammo and rest in MLAS or MPLAS if they'll fit.
I also enjoyed a 2 erPPC Gauss build that hurt like hell from range, ran a bit hot but easy to manage when you're playing your role properly (which is shooting things that are 500-1000m away). I've been able to fend off lights long enough by chain firing the PPCs and GR until help arrives (sometimes) and other times just slammed my head into the desk as I get jumped by brawlers and bent over a Cicada and have an Atlas make sweet love to me.
IMO the Cataphract chassis itself doesn't hold up very well as a brawler. It just seems pretty easy to core.
Ohh FYI, the UAC5 build may cost some money up front to outfit and rearm, but its main savings is that it continues to use the XL280 engine so it's not nearly as cumbersome to run as an Atlas or CTF 4X.
*edit*
I definitely have my UAC5s jam up, and often, but rarely at the same time. I fire the arm mounted UACs in group 2 and the torso mounted one in group 3. I can alternate 2, 3, 2, 3, 2, 3 for quite a while before an accidental double shot locks them up.
Edited by BDU Havoc, 11 December 2012 - 09:43 AM.
#18
Posted 11 December 2012 - 09:31 AM
Triple UAC/5 is also fun once in a while. Agree with BDU Havoc I love the Ilya as a sniper.
#19
Posted 11 December 2012 - 09:33 AM
Not as much brawling or raw firepower as the 3 UAC5 versions but much more reliable. Also much faster. The 3 AC5 have enough ammo that you can feel comfortable shooting at extreme distances knowing that you'll still have plenty of ammo for close combat as well. Excellent suppression sniper to keep enemy mechs ducking for cover.
Edited by TruePoindexter, 11 December 2012 - 09:34 AM.
#20
Posted 11 December 2012 - 09:35 AM
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