Ddc - Post Ecm Builds?
#1
Posted 17 December 2012 - 10:23 PM
#2
Posted 17 December 2012 - 10:33 PM
but well, what i'm using is 2mlas, 2uac5, 3srm6.
some builds will switch out the srm6's for srm4's, some will switch out the mlas for llas, and the ballistic options include ac20, ac10, double ac5, double lbx10, and every now and then you see someone still using the gauss. mix and match ammo, armor, heatsinks to fit
#3
Posted 17 December 2012 - 10:58 PM
300 STD engine, Artemis, Endo Steel, 12 Double Heatsinks, ECM
TAG Laser
Gauss Rifle w/ 3 tons ammo
2 LRM 15's w/ 4 tons ammo
ER Large Laser
SRM 6 w/ 1 ton ammo
560 Armor
The idea is to engage at any range. Long range, open up with everything but the SRM's... if they get too close, blast em with the Gauss, Laser, and SRM's. Fire groups are -
1) ER Large Laser
2) Gauss Rifle
3) LRM 15's
4) SRM 6
6) TAG (see the guide to make it fire all the time)
I almost always do at least 600 damage with it, have done as much as 1350. You need to control your LRM fire, because you don't carry too many rounds... fire only on clear open targets that you have sight on. Ideal range for engagement is 200M, because you can alpha strike it.
#4
Posted 17 December 2012 - 10:59 PM
2 Large Laser
AC/20 (2 tons)
AC/2 (2 tons)
3 SSRM/2 (1 ton)
The AC/2 is for long range poking, and also to shake them in close range.
The AC/20 has only a few shots, so they need to be well aimed. I fire it only if I know I can hit the right spot.
Large Lasers can be fired pretty often. I use 19 DHS.
SSRM is for pesky light mechs. It works because you can set up the ECM to counter theirs. I have a second weapon group using them in chain fire mode, for more shaking when I need it.
Give it a shot, I love this build! I once got 7 kills in one match with over 1200 damage.
#5
Posted 17 December 2012 - 11:06 PM
dhs
2 L-lasers
3xSSRM2
2xAC5
It does okay, but I'm not in love with the streaks. They do come in pretty freaking handy when you've got lights buzzing around you and no teammates around.
#6
Posted 17 December 2012 - 11:21 PM
#7
Posted 17 December 2012 - 11:53 PM
#8
Posted 18 December 2012 - 12:18 AM
can u pls paste a link to it ??
#9
Posted 18 December 2012 - 12:40 AM
3 SRM 6s (4 tons ammo)
1 AC 20 (3 tons ammo)
2 medium lasers
ECM
endo-steel
double heat sinks
I play it as heavy brawler mech. It sticks with the group and tries to stay in cover while advancing and providing ECM support. Once your in close range it's a force to be reckoned with. It's heat is a little high and it can can run into ammo problems in long games but if you've been hitting your targets your sheer damage output should be enough that by the time your out the enemy is all but dead. I tried using it with LRMs and TAG but it's hard to stay at that magical distance where TAG still works and LRMs are still effective at the speeds you move.
If you're tired of getting killed by light ECM mechs and are feeling vengeful swap the SRM6s for SSRM2s and the medium lasers for large lasers. Your brawling ability isn't as strong but it gives you some descent ranged damage and you can put the fear of death back in the ECM lights that run up and start poking you.
#10
Posted 18 December 2012 - 01:10 AM
Ellenai, on 18 December 2012 - 12:18 AM, said:
can u pls paste a link to it ??
How to set your tag to constant fire -
http://mwomercs.com/...per-easy-to-do/
#11
Posted 18 December 2012 - 01:27 AM
16xDHS (incl. Engine)
ECM
2xMedPulseLasers - for fast moving Lights
2xAC/2 (8t ammo), chain fire - Long Range fire, Close Range constant fire
3xSRM6 (4t ammo), chain fire - Melee Range when 100% sure that you'll not miss
AMS (1t ammo) - for situations when you switch off ECM (usually running with Streak Cata in group)
max armor (81/84 Legs)
2xAC/2 can be switched to 2xUltraAC/5, but with a lot of jamming and less ammo 2xAC/2 works better for me.
Edited by Whawk, 18 December 2012 - 01:29 AM.
#12
Posted 18 December 2012 - 05:42 AM
STD325 engine
DHS, Endo
Gauss (2 tons) w/ a case in the torso
2X LL (Arms)
3X SRM4 (2 tons) (Artemis)
ECM (of course)
Rest heat sinks and lots of armor. The 325 engine lets you move at 52 kph and turns the torso faster. The gauss is for shooting sure thing targets and the SRM4's are for close range. SRM4's hold a better spiral (from experience) then SRM6's. I usually lose 1-2 missiles from a SRM6 spread at 100 m while SRM4's seem to all hit. So same difference really. Changing to 2X SRM6's nets nothing since you are out of critical slots anyway. Also 3X SRM4's cooldown down faster than 2X SRM6's (3 seconds verse 4).
Only way to run 3X SRM6's is to drop to medium lasers but the large lasers are the work horse of this build. Shoot at everything and anything with the LL's out to ~700.
Use your torso twist to spread damage to arms while waiting for weapons to come off cool down.
#13
Posted 18 December 2012 - 09:55 AM
My behaviour on the forums today was far from being iconic but this...
http://mwomercs.com/...st-your-builds/
#15
Posted 18 December 2012 - 11:35 PM
Std 300 Engine
1x Large laser
1x Medium laser
1x LRM20
1x LRM15
3 tons LRM ammo
1x Gauss Rifle (w/ 2 tons ammo)
1x SRM6 (w/ 1 ton ammo)
Endo Steel frame
19 tons of standard armor.
14 Double Heatsinks.
1x ECM unit.
I have yet to complain of the results
#16
Posted 19 December 2012 - 01:17 AM
bqq, on 17 December 2012 - 10:23 PM, said:
Add TAG and an LL... same as before
#17
Posted 19 December 2012 - 01:21 AM
3xSSRM2
2xAC/2
Great at all ranges, able to keep heat down very effectively (stop firing the LL and AC/2 once you start heating up).
AC/2 has a very good DPS, so it's even viable up close, and is significantly more reliable than a UAC/5 build.
#18
Posted 19 December 2012 - 02:07 AM
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