Share Your Stalker Build Here!
#81
Posted 29 December 2012 - 02:45 AM
It can actually handle itself decently in close combat, and it's got enough alpha to instantly headshot any mech.
General playstyle is to find a good sniper perch and either peek+shoot with the all 4 PPCs, or maintain constant fire with the 2 standard PPCs.
In close range the SSRMs and ERPPCs will provide a decent (although hot) arsenal. I strongly suggest keeping fire to just the 2 standard PPCs until enemies close to within 90m, and then use the ERPPCs sparingly to finish off heavily damaged sections while using the SSRMs as the primary close-range weapon.
#82
Posted 29 December 2012 - 08:33 AM
#83
Posted 29 December 2012 - 03:12 PM
A great Brawler build with a little bit of range in form of a Center LLas
STD 300 Engine -> In a brawl you need the mobility and slow mechs arent fun anyways
1 LLas ->Put in the Center Torso as Zombie and Range weapon
4 Mlas -> Close Range Powa!
5 Srm4, 5 tons ammo -> Yes Srm4 not 6, you chew through your ammo fast enough with these + you need the slots
22 DHL -> Keeps you cool most of the time. You can fire your Mlas and Srms nearly constantly in brawls
No Upgrades except Double Heat Sinks.
Link to my build:
http://mwo.smurfy-ne...753d0e11993805e
Had great success with this build. Average Dmg is about 600 - 700, Max Dmg done was as high as 1300. - After maybe 10 matches played
#84
Posted 29 December 2012 - 08:48 PM
#85
Posted 29 December 2012 - 08:56 PM
DHS
LLas
2 Mlas
2 MPLas
4 SRM6, 5th srm is useless, second LT missile slot (where NARC was) shoots one at a time
AMS 1T ammo
STD 280, max speed 53.3kph
Full armor except legs
Do not let me creep up on you.
Edited by Click, 29 December 2012 - 08:58 PM.
#86
Posted 30 December 2012 - 01:09 AM
3F
300 std engine
Endosteel
20 DHS
2 SRM6 (or 2 Artemis SRM4 or 4 SSRM2) w/ 1ton ammo
4 Large Lasers
full armor
yes, it comes out at 83 tons
#87
Posted 30 December 2012 - 06:05 AM
One Medic Army, on 30 December 2012 - 01:09 AM, said:
3F
300 std engine
Endosteel
20 DHS
2 SRM6 (or 2 Artemis SRM4 or 4 SSRM2) w/ 1ton ammo
4 Large Lasers
full armor
yes, it comes out at 83 tons
DHS is usually the only upgrade a Stalker needs, endo takes up too many crits for a 5 ton bonus in an Assault mech. 14 slots that could've been spent on more DHS.
#88
Posted 30 December 2012 - 11:39 AM
Stingz, on 30 December 2012 - 06:05 AM, said:
DHS is usually the only upgrade a Stalker needs, endo takes up too many crits for a 5 ton bonus in an Assault mech. 14 slots that could've been spent on more DHS.
It was either Endo and 2 spare tons, or a smaller engine and/or less armor.
I took the Endo.
#89
Posted 30 December 2012 - 04:19 PM
#90
Posted 30 December 2012 - 05:46 PM
6 ppc!!!
yea boy!
#91
Posted 30 December 2012 - 07:58 PM
3F
5xMedium pulse lasers
4xSSRM + 4 tons of ammo
1xTAG
1xAMS + 1 ton of ammo
22 DHS
Standard 300 Engine
496 Armor
It's weak in raw burst damage compared to most other Stalkers, but god can this thing mess up the day of Ravens and Commandos. The increased torso twist of the 3F and some pilot skills makes it track better than you'd think and it feels like I surprise quite a few light pilots thinking they'll run easy circles around me. Alpha the lasers for sure shots or chain them for a constant barrage to get through that annoying lag shield. The SSRMs together with TAG do wonders against ECM targets just outside the effective range of the lasers.
#92
Posted 30 December 2012 - 08:54 PM
Kenach, on 19 December 2012 - 10:22 AM, said:
When the ennemy is far i froosh froosh. When it gets closer i pew pew and shu shu.
The only problem is ECM and light mechs in general.
Fortunately my pew pew chainfired lazors never let me down ( except with lagshield D: )
Logged in to like you shu shu comment
SL the Pyro, on 19 December 2012 - 02:39 PM, said:
FF armor doesn't provide more protection, only weights less, they really need to change its description to more understandable.
#94
Posted 31 December 2012 - 11:28 PM
Stop if you have to with the SRM6. It is pretty hellish alpha with all 30srm. Turn down graphics if having problems aiming. Oddly Stalkers are really great targets cause if you hit them with all 30 in the breadbasket they will be hurting every time. Cents Dragons and a few others are secondary targets. Don't try to shoot them if they are moving unless you have a real clean shot. It is a waste of ammo. I hope 5SL are good enough to keep off the ravens and Cicadas. I am finding that lights are less of a problem with the twist upgrades. Maybe I am just playing versus noobs. Definitely ignore scouts if there are slower targets.
Comments about SRM6 pathing.... The SRM6 path is kinda weird that is expanding to 100m, then in a shotgun patter until about 200m, then concentrates into a narrow blast at 280m max range. It is actually very nice despite the bad things said about srm6. If someone is standing still just in range, it is very easy to lead them a little and sniper from a stop. I think about 2/3rds of shots hit the same location from this distance. If they are closer, then the shotgun type blast is nice for maneuvering between buildings. Note it clips if someone is moving down terrain that is covering the bottom of your sight or beside a building, only half the blast hits this way.
#95
Posted 01 January 2013 - 04:58 AM
he got 1.5k damage in the end and got all the kils.
his alpha killed anything, very precise be it torso or head.
#96
Posted 02 January 2013 - 08:07 AM
300 Reg
2x L Lasers on Torso
4x M Laser on Arms
4x SRM 4+ Artemis
2 tons SRM Ammo
19 Double Heat sinks
464 Armour, max everywhere except legs
I prefer srm4's to 6's because they seem to have tighter spread, especially with added Artemis. I found I do roughly the same amount of damage per salvo while using less ammo than SRM6s, and generate less heat. This build will work with 4xsrm6 without Art., however you get very few Salvo's of SRMS.
I find I generally get 2-4 kills per match in this mech, and love hunting Atlas' with it. With the spread of the ASRM4's and the wide CT on the Atlas most missiles end up on the CT as long as I do my job aiming. The 19 double heat sinks keep heat in check well. I chainfire the ML's, and group fire the SRMs and LLs. I've considered Dropping 1 ML for either an extra heatsink or ton of SRM ammo, as I don't think it would drop my damage output much as I rarely fire all 4 ml's at once until I'm out of SRM ammo (which usualy happens in the last 1/4 to 1/3 of the match). The LL's remain useful at close range, and so long as you pay a bit of attention to heat management you can use all weapons effectively at close ranges without over heating.
Lights are annoying, if I end up 1 on 1 with a fast light I generally back up to a building, and track it with the (limited) torso twist as it tries to circle me, as long as they aren't too close I can usually get them with the ML's and SRM.
Future variations with added long range punch I might try when we get bigger maps (such as the upcoming dessert map) and revisions to the heat mechanics, will be to swap out the LL's for ER-LL's, which may require dropping 1 or 2 ML's for DHS's, or removing all lasers for ER-PPC's (I feel the min range of PPC's would be a problem on this build) and chain firing them and the SRMs
#97
Posted 02 January 2013 - 11:29 AM
However i didnt want to uninstall Artemis because it cost so much.
I tried SSRMs instead of normal SRMs and it was extremely funny, this loadout blows lights without ECM or countered lights up like nothing. SSRMs are way more effective per ton than SRMs are. You dont need nearly as much ammo and all your shots will hit their target + much reduced heat generation allowing for 2 LLas + 2Mlas without overheating problems.
STD 300 Engine
2 LLas in Arms
2 MLas in Arms
Ams + 1 ton ammo
5 SSRM + 3 ton ammo
22 DHS
Link:
STK-5M
Edit:
ECM Bubbles are nasty because you dont get a lock for your shiny SSRMs to shoot.
So i striped a bit of leg armor, added a ton SSRM ammo and a TAG in the CT, AMS is gone.
2. Edit:
Does TAG even effect SSRMs? I havent used it before, but it seems to be not working. I TAG an enemy, but still cant lock on. Regardless of Range, tested for 50-180m and 180m - 270m, but not working at all.
Everything i get is a red crosshair indicating i am tagging my enemy, but no LockOn...
How long do i have to TAG to get a LockOn? 10 Seks+ lol?
Edited by Anudiz, 02 January 2013 - 12:27 PM.
#98
Posted 02 January 2013 - 03:10 PM
4x LL
4x SSRM2
20 DHS
Max armor
STD 300 engine - 57.1 kph
56 firepower
1.13 Heat efficiency.
83 tons
Endo steel.
Did this yesterday, Caustic.
#99
Posted 02 January 2013 - 03:19 PM
#100
Posted 02 January 2013 - 03:25 PM
Anudiz, on 29 December 2012 - 03:12 PM, said:
A great Brawler build with a little bit of range in form of a Center LLas
STD 300 Engine -> In a brawl you need the mobility and slow mechs arent fun anyways
1 LLas ->Put in the Center Torso as Zombie and Range weapon
4 Mlas -> Close Range Powa!
5 Srm4, 5 tons ammo -> Yes Srm4 not 6, you chew through your ammo fast enough with these + you need the slots
22 DHL -> Keeps you cool most of the time. You can fire your Mlas and Srms nearly constantly in brawls
No Upgrades except Double Heat Sinks.
Link to my build:
http://mwo.smurfy-ne...753d0e11993805e
Had great success with this build. Average Dmg is about 600 - 700, Max Dmg done was as high as 1300. - After maybe 10 matches played
Your Brawler does 79 damage, mine does 100, hence your Mech is less Thomas Hogarth approved. =P
Edited by PaintedWolf, 02 January 2013 - 03:26 PM.
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