Originally was thinking of a similar to Blood Kite build of 2 large laser, 2 LRM 15, 2 SRM 4 (has 1 less of each weapon due to IS tech) but my friend Belldandy Morisato was saying to run Streak SRM 2's instead of the SRM 4's to deal with lights so we have the following build.
Stalker 3F mini Bloodkite
Standard 255 engine 48 kph
18 Double heatsinks
Max armor other then legs.
2 Large Laser
2 LRM 15 (900 rounds)
1 TAG
2 Streak SRM 2 (100 rounds)
http://mwo.smurfy-ne...bb05645bf6785b8
Seems good to have long ranged fire power and streaks to kill lights with but ECM could negate the Streaks so maybe I should have the SRM4s instead?
What do you think? This worth building or is there a better build I should be going for?
1
Stalker 3F Wannabe Blood Kite Build Worth Building?
Started by Athena Pryde, Jan 10 2013 03:27 PM
6 replies to this topic
#1
Posted 10 January 2013 - 03:27 PM
#2
Posted 10 January 2013 - 04:03 PM
There is some config out there that allows for constant spamming of TAG (maybe someone has a link??). Without that, I don't think tag is worth it, since it is just too many weapon groups for me. Your mileage may vary. If you run both LRM/SSRM, TAG is a must in the current meta. If you are running SRM then maybe 2 SL will be a better choice (as a replacement for LL fire at close range, or as an oh **** button).
Definitely like mixing some combination of SRM and LRM. Specialize or Generalize, it just depends on your style. I'll never give up my 30SRM.. so I guess I prefer specialize. I definitely could see Generalize > Specialize depending your group make up. 900 LRM rounds is maybe a bit overkill. I think if you split ammo types, then conservation is key. Don't spam LRM at stuff you can't see, blahblahblah you know the deal.
2 LL is really great because it is all the firepower of 6 LL just no alpha. Good luck tracking 6 lasers in the same place anyway. The reason I say it is all the same firepower is that it is almost enough to keep your DHS working fulltime. With extra LRM or SRM fire, it will definitely keep your heat fully utilized. Personally LL >>>>>> ML for me. ML is way too much heat with the rest of the weapons Stalkers can run. ML seem about as good range wise for poking while positioning, but if you are running LRM I don't see LL/ML as much more than utilizing your heat. LL will be better at all ranges at anyrate, which fits the generalist attitude well.
Definitely like mixing some combination of SRM and LRM. Specialize or Generalize, it just depends on your style. I'll never give up my 30SRM.. so I guess I prefer specialize. I definitely could see Generalize > Specialize depending your group make up. 900 LRM rounds is maybe a bit overkill. I think if you split ammo types, then conservation is key. Don't spam LRM at stuff you can't see, blahblahblah you know the deal.
2 LL is really great because it is all the firepower of 6 LL just no alpha. Good luck tracking 6 lasers in the same place anyway. The reason I say it is all the same firepower is that it is almost enough to keep your DHS working fulltime. With extra LRM or SRM fire, it will definitely keep your heat fully utilized. Personally LL >>>>>> ML for me. ML is way too much heat with the rest of the weapons Stalkers can run. ML seem about as good range wise for poking while positioning, but if you are running LRM I don't see LL/ML as much more than utilizing your heat. LL will be better at all ranges at anyrate, which fits the generalist attitude well.
Edited by Regrets, 10 January 2013 - 04:08 PM.
#3
Posted 11 January 2013 - 12:32 AM
I was thinking configure the groups
1 both large lasers
2 TAG
3 both LRM15s
4 both SSRM2s
Can hold down the TAG button and hit either missle button.
1 both large lasers
2 TAG
3 both LRM15s
4 both SSRM2s
Can hold down the TAG button and hit either missle button.
#4
Posted 11 January 2013 - 01:46 AM
Just make your TAG auto fire.
#5
Posted 11 January 2013 - 02:31 AM
For that loadout you may be better off with the Stalker 3H. The 3H has 20 missile tubes in the arms (as oppose to the other variants only 10). You will be able to fire the 30 missiles (15 per arm) in one salvo causing more damage to an AMS equipped mech. The 3F will fire them as one salvo of 20 and a second of 10. Much like firing a LRM20 and LRM10 in quick succession. This increases your cool down time, decreasing your potential max dps. In addition your second salvo of ten will do very little damage to an AMS mech. Non AMS mechs on the other hand may receive more damage due to tighter missile spread of the two salvo version. And of course the 3F has a greater torso twist that will help shoot those pesky lights if they are circling you. Just remember when dealing with lights in an assault, get your back to a wall or get to your team, chain fire those lasers at their legs and they will go down (you have much more armor). As for TAG, it's essential. Just use a macro if your mouse/keyboard support it (there are some other solutions on this forum, and developers seem to be working on making it a toggle button). It's easy to use, and really fun to take down those ECM Atlases that stand in the open feeling invincible without AMS. Lastly I personally don't use streaks much anymore, but many do. It's luck of the draw. I prefer srms as you can do more damage if a medium or heavy rushes you. So try both see what fits your style better. P.S. Sorry for the one paragraph format. The editing tools of the forum are not working on the browser I'm using.
Edited by Ascendent, 11 January 2013 - 02:34 AM.
#6
Posted 11 January 2013 - 07:55 AM
@Vechs
Is that legal to change the configuration files to make it always on? Always on seems bad because there is this small little laser that tracks back to you so people know where you are?
@Ascendent
Good point. I already went with the 3F for the superior torso twist and it was the trial so I could maximize my mech exp that I earned while piloting the trial version. I might get a 3H in the future if I like the build though.
I just getting sick of getting eaten by light mechs who circle and pinwheel me and I have a hard time hittingthem with significant damage and my lasers just heat me up too much. I understand that Streaks don't work on ECM lights but not every light has ECM at least in the pug queues. Might make the swap to SRM4s and see how that goes too.
Is AMS really that effective in this game? It was reasonably effective in Mech Warrior 2-3 but in those games you dodge long ranged missles by using your jump jets primarily.
Is that legal to change the configuration files to make it always on? Always on seems bad because there is this small little laser that tracks back to you so people know where you are?
@Ascendent
Good point. I already went with the 3F for the superior torso twist and it was the trial so I could maximize my mech exp that I earned while piloting the trial version. I might get a 3H in the future if I like the build though.
I just getting sick of getting eaten by light mechs who circle and pinwheel me and I have a hard time hittingthem with significant damage and my lasers just heat me up too much. I understand that Streaks don't work on ECM lights but not every light has ECM at least in the pug queues. Might make the swap to SRM4s and see how that goes too.
Is AMS really that effective in this game? It was reasonably effective in Mech Warrior 2-3 but in those games you dodge long ranged missles by using your jump jets primarily.
#7
Posted 11 January 2013 - 09:58 AM
AMS is quite effective. If you search the forums there are several threads on how many missiles it can mitigate. The general consensus seems to be that its not a set number. Rather it causes damage to the missiles it hits which have X amount of health per missile and in turn are destroyed if they loose all of said health. So the mechanics are like any other weapon. As a general rule though I have seen number of missiles destroyed on average per salvo quoted as 4-7. Personally I can tell you shooting an LRM5 at an AMS mech does nothing to almost nothing. An LRM10 will always do at least some damage. So those numbers make sense to me at least. An LRM10 does little (or no) damage to a dual AMS Stalker or Atlas. As for lights, don't stay far back and hide. That's where they come looking for you. Stay with your main assault group, just 200-350m behind. This way you can confuse the enemy as to who is raining LRMs on them in the confusion of battle, your missiles reach target much faster (less likely to loose lock, let enemy hide, etc.), gives you clear lines of sight for TAG (better damage, nullify ECM), and if lights do come for you just pull up a little and your team (even if pure pugs) will start shredding them (lights will leave or die). And as I mentioned before always know where the closest wall is to cover your back, or even better keep your back to a wall at all times when possible.
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