Share Your Stalker Build Here!
#221
Posted 19 December 2013 - 08:04 AM
2xPPC
AC20 (14)
3 ML
ASRM6 (100)
I think it had 275std and 15 DHS
This thing is godly.
#222
Posted 21 December 2013 - 09:29 PM
http://mwo.smurfy-ne...3f31114c0811a9c
#223
Posted 22 December 2013 - 12:56 AM
Shock4ndAwe, on 21 December 2013 - 09:29 PM, said:
http://mwo.smurfy-ne...3f31114c0811a9c
I think that's a pretty good Misery build, I would drop 1 ton of AC20 and 1 ton SRM ammo for an additional heatsink and some more armor. I would also reallocate the torso armor, like this:
http://mwo.smurfy-ne...d08e32dfdf5813c
#224
Posted 22 December 2013 - 10:13 PM
Autobot9000, on 22 December 2013 - 12:56 AM, said:
I think that's a pretty good Misery build, I would drop 1 ton of AC20 and 1 ton SRM ammo for an additional heatsink and some more armor. I would also reallocate the torso armor, like this:
http://mwo.smurfy-ne...d08e32dfdf5813c
Wow. I've seen a noticeable uptick in DPS. Great suggestions.
#225
Posted 23 December 2013 - 12:43 AM
"Chunky"
STD 310 (65 kph)
Standard structure (for stuffing more heat sinks)
22 DHS
6ML, 4SSRM/300 ammo
AMS (2T ammo)
BAP
Nimble enough to navigate streets, get across open areas, survive LRM spam and run rings around any assault. Just started this build today and averaging 500 dmg a match, singlehandedly taking down every brawler I've faced mano-a-mano while still having room for more. Crazy survivability.
The 6ML is a little light on the alpha, but between the lower heat and the extra room for heat sinks, thing won't overheat unless I drive it into the Terra Therma cauldron and beg it to. Running 1.5T under, in fact, so I have the flex to upgrade to 6 MPL or toss in a PPC. Honestly, I'd rather support from afar with 6ML than with LRMs given how dicey missiles are these days (unless you're in one of those LRM5 spamapults, go to hell wankers).
As for the quad streaks, once I prorated the DPS of each SRM type by my statistical accuracy with each one (let's just say I'm a weeee bit sharper with Streaks, LOL), there's no practical difference for me between that and 3 ASRM6s, which is all I'd have room for without losing sinks. You could make a slight argument for 4 ASRM4s, but then I looooove what these quad streaks do to those lights who think I'm an easy meal because Stalker. Plus Streaks can be fired more effectively while blinded by dakka. Finished off a Highlander today under just such conditions. Blackjacks also hate me, damn dakkatrolls.
Only real downside is that Chunky is currently packed with so much STUFF that losing just one component will have Bitchin Betty absolutely losing her head over all the stuff I just lost, like she's financially dependent on me or something. SHUT UP WOMAN, I GET IT.
Edited by Rebas Kradd, 23 December 2013 - 12:46 AM.
#226
Posted 23 December 2013 - 03:33 AM
This build works on the Stalker 5S very well. The dual AMS really deny enemy SRMs
http://mwo.smurfy-ne...a4d43187c901d6c
#227
Posted 24 December 2013 - 01:22 PM
Autobot9000, on 23 December 2013 - 03:33 AM, said:
This build works on the Stalker 5S very well. The dual AMS really deny enemy SRMs
http://mwo.smurfy-ne...a4d43187c901d6c
That's true, it would. But I would lose the torso twist, which is a pretty big thing for me.
#228
Posted 09 January 2014 - 11:13 PM
std210,4 lrm 15's,4 md ls, bap, ext range module, rest ammo.
hot maps I fire missiles sequentially, your a bit slow,but you got 1k range all day,this boat tends to draw attention to yourself.
#229
Posted 10 January 2014 - 10:41 AM
#230
Posted 19 January 2014 - 12:30 PM
Chassis: Stalker STK-M
Chassis Name: Ragnarok
Weapons Loadout:
ERLL x1
ML x4
AC/20 x1 w/ 4 tons of ammo
Structure: Standard
Engine: STD 300
DHS: 17
Modules: Adv. Seismic Sensor, Adv. Zoom
Current Stats:
Matches: 331
W/L Ratio: 1.34
KDR: 2.71, K 444, D 164
Time In Chasis: 1 Day, 10 Hr, 15 Min, 25 Sec
This build has brought me more fun than any other build or mech in the game, except for the Jenner JR7-F. I've seen people say that Stalkers don't make good brawlers, and even one misguided soul on another thread stated "Stay away from lights and mediums or you'll be in trouble."
In capable hands this build can solo the mighty Atlas and knock the wind out of anything under it fairly quickly.
I also run a similar build replacing the ERLL with an LPL on occasion. Torso twist has never really been a factor for effectiveness in CQB for me, as fancy footwork can overcome the lack of twist afforded to all but the STK-3F. Sometimes mechs don't survive long enough to get around me, or I hit them hard enough to change their mind about doing anything except fleeing.
Here's some footage of it in action. I chose to upload footage from Terrible Therma to show how this build handles the extra heat.
Edited by DaemonWulfe, 19 January 2014 - 12:37 PM.
#231
Posted 19 January 2014 - 06:06 PM
For what it's worth, I've found this build to be the most effective (but not really that effective):
STD310
2 PPCs
2 ERLLs
20 DHS (I think)
I tried this hybrid brawler build, but you need the right map or you're basically screwed:
STD300
2 ERLLs
4 MLs
2 ASRM6s (2T)
Anyway, I think the Stalker's heyday has passed. SRMs are unreliable and energy builds just can't compete given the current heat mechanics, which exclusively penalize energy weapons.
#232
Posted 21 January 2014 - 08:03 AM
Anyway, playing around with builds and i came up with this STK-3F. Has good all range capability, no ghost heat issues, decent speed (for a stalker) and as good survivabilty as a stalker can get (note that my armour is more front loaded than on smurfy). Only failings are that it's not terribly heat efficient (it's ok if you're not firing the PPCs in a brawl too often) and not a massive amount of ammo for a protracted fight, but it's usually enough to get by.
#233
Posted 21 January 2014 - 08:23 AM
#235
Posted 26 January 2014 - 12:37 PM
Modo44, on 21 January 2014 - 08:23 AM, said:
You forgot AMS ammo.
#236
Posted 27 January 2014 - 01:01 PM
Weapon grouping:
1: 2xLL
2: LPL, 2xML
3: 3xSRM6 (torso launchers)
4: 2xSRM6 (arm launchers)
It's not a brawler, per se. It's an ambush predator, like none other. Lie in wait, strike at anyone who dares enter your realm. Thus the name.
Heat seems atrocious at first glance, but results don't lie. I almost always get 2 or more kills and over 400 damage per game. And I'm not a particularly good pilot - I'm decent, with an excellent match every once in a while, but also a terrible one every once in a while.
Although slow, AMS is somewhat redundant because you should be spending a lot of time behind cover. Caves are especially good for this thing, since it 1) keeps LRMs from being a problem, 2) keeps targets from escaping your forward arc of fire.
Only use the LLs while closing in, or for taking the occasional potshot at far-away enemies while moving into a strongly defended position. Once in SRM range, stagger fire between groups 3 and 4 to avoid ghost heat penalties. Use group 2 so long as your heat allows it, and for precision strikes. Group 1 can be used at close range occasionally, to provide a swift coup de grace while your other weapons cycle, or just to amp up your DPS so long as you can afford the heat rise.
I had originally built it like this. It's a much more manageable design. But lately I've been getting better results with the former design, incorporating LLs. The extra range is a solid addition, and if you don't use the LLs at close range, its heat efficiency is actually slightly better than that of the latter design.
The only real advantage of the 4xML build, once you get used to the playstyle, is that you can modify it to run Artemis. The problem is, since DHS take three slots, you have to lose a significant degree of heat efficiency to do so. Although Artemis is absolutely, definitely 100% worth it with SRM6's, I tried the build both ways, and found myself having better results without it. The five tons and crit slots you get by not using it really benefit you in a lot of ways. You really don't need the extra precision anyway, that's what all your lasers are for.
Incidentally, the most badass performance I ever had was with this latter, non-LL build. River City, Assault mode, with the old spawn points. Our base was in Upper, by the dropship. I had to let my dog out, or get the door, or something - I don't recall what exactly, but the point is I had to power down. Once I got back to the computer, I saw my team was down to four players, and theirs still had eight.
I hoofed it back to base, knowing there was cover there, and hoping to bruise up the remaining enemy players as much as I could during my last stand. Stayed among the vertical panels around the dropship so I could use them for cover, hoping to last as long as I could. Two more of them die - six enemies left. All my teammates die. 6 vs 1.
They come. First a cap alert - I get to the base, and an enemy Stalker is sitting there, peachy keen. He's running LLs and LRMs - no problem. One of his legs is cored. Knock it off, wait a couple of seconds to cool off while circling to his side, then knock out the other one. Then, from the water, a Trebuchet jumps up - already cored, he goes down almost immediately. Then an Atlas comes lumbering up the ramp that sits beside the water. Dumb move, that ramp's a killzone. I blast him a few times with lasers and SRMs, he goes down quickly despite still being pretty well-armored(amusingly, he called the rest of his team {Surat} once the game ended). I get some damage incoming from my right side - turn and find a Jager ACing me. He too still has most of his armor. Let off an alpha, back up behind the panel next to me. Wait to cool down a bit, peek back out - volley of torso SRMs, LPL, volley of arm SRMs, volley of MLs. He's down.
As for the other two, I simply don't remember what they were. I think one was a Cicada. Regardless, I killed them as well. I went from - no allies, six enemies, some of them still in good shape. To, end of match - 6 kills, 0 assists(lol), over 1k damage. And sweet, sweet victory. Not to mention team chat blowing up with "OMG"s and "holy ****"s.
Edited by Bloodweaver, 27 January 2014 - 01:22 PM.
#237
Posted 13 February 2014 - 03:43 AM
http://mwo.smurfy-ne...734243a61699638
Current NEW build where I swapped out the lrm 20 for srm 6, took off ac/20 and went for gauss, and then swapped the tag for another er large (and swapped which arm they were on)
My current debate is whether artemis on the srm6 is really needed or not when it comes to Misery.
Also debating ER PPC or stick with ER Large Lasers?
This is my older build http://mwo.smurfy-ne...e2236d283d4735a
Once I can afford it, I may see if dropping a few tons of ammo to get a better engine may help but so far 50 kph is fine with me.
Edited by Sleek34, 13 February 2014 - 04:30 AM.
#238
Posted 13 February 2014 - 12:14 PM
And do you really need so much srm ammo? I'd swap a ton for an additional heat sink.
Also I'd shave a little armor from the legs to fit in a bigger engine (to fit the heatsink, too) and moved the srm ammo to the legs (yeye I know, some people are gonna cry about this but I have yet to get legged in my stalkers and I run even a little less armor on them)
Something like this:
MISERY
#239
Posted 13 February 2014 - 01:10 PM
Davinelulinvega, on 13 February 2014 - 12:14 PM, said:
And do you really need so much srm ammo? I'd swap a ton for an additional heat sink.
Also I'd shave a little armor from the legs to fit in a bigger engine (to fit the heatsink, too) and moved the srm ammo to the legs (yeye I know, some people are gonna cry about this but I have yet to get legged in my stalkers and I run even a little less armor on them)
Something like this:
MISERY
I have taken this into partial consideration however I have also just tried out swapping er large laser for er ppc and I get mixed results.
I did move gauss ammo to the Left Torso and have reduced ammo count for srm (only 1 ton of SRM)
http://mwo.smurfy-ne...3c4ad58427a175b
Ghost heat is the main issue however its easier to deal with when not firing both ppc's at once (durrr)
Armor in legs reduced and torso armor is swapped around a bit with raising back armor slightly.
While I managed a 4 kill match it only did 560 damage as to my 800+ potential of the old build.
Now as for engines, not in current budget or priority.
I may swap a medium for an extra double heat sink however I like to be able to zombie if needed and my ocd kicks in with only 1 medium in an arm.
Edited by Sleek34, 13 February 2014 - 01:10 PM.
#240
Posted 21 February 2014 - 10:08 AM
http://mwo.smurfy-ne...1aa9bb4693cd942
1x LPLs
1x PPC
1x ERL
1x LL
STD 240 Engine
450 Armor(max'd armor on arms)
The rest of space is heatsinks. I can't afford doubles right now. But there might be room for an SSRM or two with them.
Doesn't seem to ghost heat on an alpha, with enough heat sinks, you can alpha 2-3 times before having to stagger fire due to heat on temperate maps. On ice maps, go nuts, on hot maps follow best practices for firining with high heat weapons.
Pros:
-Blue is cool
-2-3 Back to back alphas @ 38.6 dmg
-Low cooling downtime
-Slaughters Light Mechs
-Supresses everything else
Cons
-This thing is very slow at 45kph.
-Waste missile slots
-People want you dead more than usual.
Edited by CaptainDeez, 24 February 2014 - 03:15 PM.
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