Share Your Stalker Build Here!
#281
Posted 06 January 2015 - 03:28 AM
Unfortunately, if you're spotted and they figure out your payload, you're unlikely to get the chance to do that to anything faster than a whale. The torso twist speed and range are too limited. Stalker can't brawl.
The build is only moderately improved in effectiveness on the 3F, with its considerably wider twist angle.
#282
Posted 08 January 2015 - 12:53 PM
But i normally prefer LL or ERLL over PPC-Weapons + i had the ERLL Cooldown Module lying around, so there´s that.
I tweaked it a bit and came up with this:
3ERLL
1 AC20 (3,5t Ammo)
http://mwo.smurfy-ne...29ddcd0cafbba9f
What do you Stalker Profis think?
Should i go for the assymetric Loadout like the PPC-Build and put both ERLL on one Side, is a cool efficiency of 41% enough? What would you alter?
As for now i´m really having fun with it and im loving the AC20 an a Stalker but i´m relatively new to the game (3 month of active playing) and open for suggestions.
Edit: Obviously i forgot 1 tonnage of ammo or heatsink.
Edited by BeaverOnFire, 08 January 2015 - 01:05 PM.
#283
Posted 09 January 2015 - 03:14 PM
Speed: 46.7 KPH (OR) 59.1 KPH
Std Engine 245 (OR) XL Engine 310
Structure: Endo-Steel
Heat Sinks: Double
4 Total
1 In Each Arm (2 Total)
If Std Engine 245
1 In Each Side Torso (2 Total)
Else If XL Engine 310
2 In Internal Engine Slots
Armor Type: Standard
Armor: All
Left Torso (Front/Back): 63/9
Center Torso (Front/Back): 94/14
Right Torso (Front/Back): 63/9
FirePower:
4 LRM10 + Artemis
1 Ton Ammo in Head
2 Tons Ammo in Each Arm (1 In Each Arm)
4 Tons Ammo in Legs (2 In Each Leg)
6 Med. Pulse Laser
#284
Posted 09 January 2015 - 03:31 PM
I am going to get the 4N now and I kinda want to put an XL 300+ on it with an LRM 20, 2 SSRM 2, 2 med lasers, 1 tag, and 2 PPC's.
Just from day 1 of looking at the 4N I kinda liked the idea of having large missile in 1 arm and large energy in the other. (also the fact 2 PPC's do 20 damage and an LRM 20 does 20 damage makes it a balanced build)
Edit: I've been looking at it and it seems that every time my ST is taken out on a stalker usually my other is not that far behind or my CT is already pretty banged up. So I am starting to think that sacrificing that 5 seconds of extra life for more speed to not be left behind by the team could help.
Edited by Nightshade24, 09 January 2015 - 03:33 PM.
#286
Posted 12 January 2015 - 07:49 AM
Decoy3, on 11 January 2015 - 05:58 AM, said:
Also, why turn the 4N into a missile boat? It's got all those juicy energy quirks, and you said you own all the others.
I think calling a mech with 2 PPC's and 2 Medium Lasers and a Tag a missile boat is a bit silly...
2 medium lasers do more damage then 2 SSRM 2's.
2 PPC's do equal damage to 1 LRM 20.
tag does equal damage to nothing.
4E + 1E (Tag) verse 3M.
It isn't a "LRM boat". It's a skirmisher.
I am aware of the energy quirks, hence why I'm putting 2 PPC's on my 4N after I start building it. And personally the more and more I use the other stlakers the more and more I think I should run an XL unless I got a CT E which the 4N lacks.
Usually my other side torso is already long gone when the other pops and then I'm a useless 46 kph stick.
If I had an XL I could have avoided that situation, carried more firepower, and probably had more impact before I am disarmed.
#287
Posted 08 March 2015 - 02:14 AM
Nightshade24, on 09 January 2015 - 03:31 PM, said:
I am going to get the 4N now and I kinda want to put an XL 300+ on it with an LRM 20, 2 SSRM 2, 2 med lasers, 1 tag, and 2 PPC's.
Just from day 1 of looking at the 4N I kinda liked the idea of having large missile in 1 arm and large energy in the other. (also the fact 2 PPC's do 20 damage and an LRM 20 does 20 damage makes it a balanced build)
Edit: I've been looking at it and it seems that every time my ST is taken out on a stalker usually my other is not that far behind or my CT is already pretty banged up. So I am starting to think that sacrificing that 5 seconds of extra life for more speed to not be left behind by the team could help.
I do't believe the lrm 20 will give you an advantage in the 4N. Only the 3h has the firing capacity to make the missile glob. On a 4N they would still fire in 2 volleys of 20. 10 for each launcher. So the lrm 10 will save you tonnage and reload faster. Check smurfy for the exact tube number on those side launchers.
#288
Posted 08 March 2015 - 06:24 PM
mikerso, on 08 March 2015 - 02:14 AM, said:
I am familiar with the LRM tube count (oh those lovely days being an LRM 20 locust in a 1 tube launcher... it took so long to fire that the launcher started reloading and reloaded when 10 missiles were fired.
It's so funny because eventually that means you can be firing 5 missiles out of 1 tube at the same time... or 10... you know how insane it is to fire 10 LRM missiles every 0.2 seconds? )
Anyway a single LRM 10 would be knocked out with ams while 2 10's in burst would work a bit better.
#289
Posted 27 April 2015 - 04:40 AM
How do I get the most out of this mech? I'm running a 300 STD, Gauss, LPL + 4ML, and a SRM-4
#290
Posted 30 May 2015 - 04:18 AM
#291
Posted 27 June 2015 - 08:48 AM
I created it back when PPCs were the king but I currently have no idea of what is good and what isnt.
#292
Posted 27 June 2015 - 05:18 PM
jaakkomm, on 27 June 2015 - 08:48 AM, said:
I created it back when PPCs were the king but I currently have no idea of what is good and what isnt.
http://mwo.smurfy-ne...e4d4e26e8268442
my stalker, work wonders..
#293
Posted 29 July 2015 - 12:20 AM
#294
Posted 29 July 2015 - 01:07 PM
http://mwo.smurfy-ne...f6644d72296d5a2
LRMS for indirect fire/harassment, 2 erll for long range direct fire, and the 4mpl discourage those who get too close to you.
#295
Posted 16 December 2015 - 10:02 AM
std 300 engine
2 ERLL's (these might change to just LL's) and 3 MPL's for defense and ranged damage.
2 LRM 10's for peppering
endo steel structure
double sinks
5T ammo
I'm new, so I'm working out the kinks but I like how this is so far.
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