MWO Assault Builds

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#1 Tue, 08/14/2012 - 08:35
PoltegIce's picture
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MWO Assault Builds

ASSUALTS

 

 

*******************************EDIT

 

 

Founders Atlas

1GAUSS /3TON AMMO+CASE

2 lrg Lzr

2med Lzr

30 Heatsink

260standard engine (42kmh)

ams (1ton ammo + case)

Fully armored core, 

Legs 44 each

Arms 40 each

 

 

Little heat generation combined with differing cooldown rates of lazers gives the illusion of chain fire and mucho damage. Long range attacks will have most adversaries keeping their heads down allowing your buddies to advance in the open unscathed.

Tue, 08/14/2012 - 17:07
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Founders Atlas

AC/20 + 5 Tons ammo

4 Med Lasers

2 SRM 6 + 3 Tons ammo

AMS + 1 Ton Ammo

CASE x 2

560 Armor

Standard 300 Engine

23 Heatsinks

 

AS7-D-DC

AC/20 + 5 Tons Ammo

2 Medium Pulse Lasers

3 SRM 6 + 4 Tons ammo

AMS + 1 Ton ammo

CASE

528 Armor

Standard 275 Engine

23 Heatsinks

-OR-

2 Medium Pulse Lasers

2 LRM 20 + 13 Tons Ammo

A couple Heatsinks taken off to make room.

 

A57-K

AC/20 + 6 Tons ammo

2 Large Lasers

2 Medium Lasers

2 AMS + 2 Tons ammo

CASE

496 Armor

Standard 300 Engine

24 Heatsinks

Tue, 08/14/2012 - 19:40
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AS7-DF

4 Medium Pulse 

AMS w/ 1 ton ammo 

2 x SRM 6 w/ 3 ton ammo 

370XL Engine

592 Armor 

42 Heat sinks 

 

I'm not sure I really like the 2 SRMs so I may swap them out for a Gauss w/ 3 tons

 

AS7-K 

2 x ER-PPC 

1 x Gauss Rifle w/ 3 tons ammo 

2 x AMS w/ 2 tons ammo

614 Armor 

29 Heat sinks 

Long range build...won't overheat like the stock K...probably not my favorite.

Mon, 11/05/2012 - 14:03
Raven Starbinder's picture
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founders atlas:

350XL Engine

18 Double Heat Sinks ( 8 or 9 actual Double Heat Sinks)

2 x  Large Lasers

2 x Medium Pulse Lasers

2 x SRM 6 packs

1 x LB10-X

1 x  AMS

CASE

4 x tons of LB10-X ammo

2 x tons of SRM ammo

2 x tons of AMS ammo

full armor (standard)

 

Wed, 11/07/2012 - 05:27
Cynfire's picture
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PoltegIce wrote:

*******************************EDIT

 

 

Founders Atlas

1GAUSS /3TON AMMO+CASE

2 lrg Lzr

2med Lzr

30 Heatsink

260standard engine (42kmh)

ams (1ton ammo + case)

Fully armored core, 

Legs 44 each

Arms 40 each

 

 

Little heat generation combined with differing cooldown rates of lazers gives the illusion of chain fire and mucho damage. Long range attacks will have most adversaries keeping their heads down allowing your buddies to advance in the open unscathed.

 

 

Any one really know?

In the table top game if my memory serves me correctly. Guass ammo did not explode. I see you have case for your gauss ammo. Does it need it?

(Pardon any spelling issues it's 40 something, raining and I am trapped in my tent with only my phone to entertain me.)

Wed, 11/07/2012 - 12:14
PoltegIce's picture
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No idea sir. That Build is from the beta of yesturyear as well and may not be as cool as it used to be. heck I always sucked with it so its probably crap anyway,.

 

But yes it would interesting to know if guass ammo does not explode. 

Wed, 11/07/2012 - 20:57
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Gauss ammo doesn't explode but the gauss rifle does. When the rifle is destroyed or the section containing the gauss rifle is destroyed there is a 40% chance for the gauss to explode and cause 20 internal damage to the torso section it is in (transfers to CT if side is destroyed). So CASE used in the same section as gauss is still a good idea unless you are using an XL engine. At least that was how it worked a couple of patches ago, I haven't paid much attention since then.

Fri, 12/14/2012 - 18:37 (Reply to #7)
Exark's picture
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Retribution wrote:

Gauss ammo doesn't explode but the gauss rifle does. When the rifle is destroyed or the section containing the gauss rifle is destroyed there is a 40% chance for the gauss to explode and cause 20 internal damage to the torso section it is in (transfers to CT if side is destroyed). So CASE used in the same section as gauss is still a good idea unless you are using an XL engine. At least that was how it worked a couple of patches ago, I haven't paid much attention since then.

 

Are you sure the damage transfers?  

I never use case on gauss, i just accept that it destroys everything else in the Right Torso, but I never noticed it transfering damage to the center Torso (but i have never checked).  

Thu, 11/22/2012 - 12:25
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Awesome- LRM BUILD or Paper Dragon as it is fondly known (now with armour)

Has gotten an upgrade. Thanx to the assistance of Jonathon Paine the paper dragon is more like a wooden dragon now, and a viable solution for those who can't aim.

 

Awesome - 8R (the one that allows 4 missile hardpoints)

Upgrades: Artemis and double Heat Sinks

Engine: Standard 160

Weapons: Four LRM20 - 9tonnes of ammo - no case

Armour: 222 points (even it out, paying more attention to where you placed ammo)

Heat sinks: Can't remember how many but, if you move around lrm ammo, to accommodate the three slots double heatsinks takes, you will have every slot available on the awesome used.The heat efficiency will be 1.23.

 

He is tougher now and you wont hear me crying like a little girl every time I see a scout, but he still needs to be careful and keep out of line of sight of heavy hitters big time. Also no short range weapons means he needs back up if a recon gets on his hiny. His small engine is another drawback that necessitates planning all movement ahead of time in order to be in a position to help. This planning can be greatly assisted with recons or others who can view enemy movements and report them to the team. 

 

The upside is your teammates who can draw out their opponents and hold lock will find a vengeful god, who waits in hiding to rain hellfire down upon all who would cross them. i've one shotted lights, who were moving in a straight line.  Every other mech quickly melts from unobstructed attention from the Paper Dragon. 

 

Team work though is this mechs Greatest strength and also its biggest weakness. With solid teamwork. Calling targets and holding lock, the paper dragon is a monster. If the team is uncooperative, can't maintain solid locks on the enemy and communicate potential lock loss, there will be 9 tonnes of missiles fired into the ground. Due to having 4 LRM20's, 9 tonnes of ammo can be fired rather quickly so if there is constant lock loss, expect to run out of ammo quick with nothing to show for it.  Also the team unwilling to watch his back is going to experience no benefit to having him on their team. The real sad part about that is due to the nature of the Paper Dragon, he is most likely the last set of eyes before the enemy gets to the base. If everyone ignores him and his death, more likely then not the game will be lost to a base capture.

 

The paper dragon would be best utilized as a unit of 2. With 2 you can have them in different positions, utilizing multiple firing lines. Any target unlucky enough to have the unobstructed attention of 2 paper dragons will be cussing in the dead room very quickly. Also with 2 members of an lrm team, keeping at least 200m between each other, scouts who try and harass them will find it rather troublesome.  Remember one Paper Dragon firing one alpha strike, fires 80 LRM's. 2 paper dragons fire 160 LRM's. 160, can you imagine? Then in another 5 seconds another volley of 160 LRM's? In a little over 5 seconds these 2 players alone have the ppotential to fire 320 LRMs. Nothing can stand up to that kind of fire power for long. Wait another 7 seconds for heat build up and you can fire again. In a total time of 12 seconds one target has potentially be hit with almost 500 LRMs. I dare say that even the most rugged Atlas is a smoldering pile of twisted, melting metal by now.

 

Lets ruin somebodies day. 1

Thu, 12/06/2012 - 01:58
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Fastlas... Fast Atlas-RS

After the discussion last night I created two effective versions of the fast Atlas RS. With speed tweak the top is 61 kph. If we want to setup a group maybe this will inspire some fast Atlas D-DC w/ ECM designs. The first design even had quite a bit of space left over.

Atlas RS w/gauss

Upgrades: Endosteel, DHS, Artemis (Doesn't help any in first build)

Engine: Standard 350 (56.7 kph unmodded, 61kph w/ speed tweak)

 

 Armor: 512

Head: 18

CT: 92/32 (F/R)

Side Torsos: 62/22 each

Arms: 52 each

Legs: 49 each

 

Armament + Equipment: 16 total DHS, 2 Large lasers, 2 medium lasers, Gauss w/CASE (4 tons ammo), 2 Streak SRM-2 (2 tons ammo)

Right Arm: LL, ML

Right Torso: Gauss, CASE, 4 tons gauss ammo

Center Torso: Engine + 4 DHS in open engine slots

Left Torso: 2x SSRM-2, 1 DHS

Left Arm: LL, ML, DHS

Left Leg: 2 tons Streak SRM ammo.

 

 

Atlas RS - Brawler Style

Same upgrades, same engine

Armor: 576 - Head and torsos same as above

Arms: 68 each

Legs: 65 each

 

Armament and Equipment: 18 total DHS, 2 Large lasers, 2 Med lasers, 2 SRM-4 +Artmemis (2 tons ammo), 1 AC/5 (3 Tons ammo), AMS (1 ton ammo)

RA: LL, ML

RT: AC/5, DHS

CT: Engine + 4x DHS in open engine slots

LT: 2x SRM-4 + Artemis, 2x DHS

LA: LL, ML, DHS, AMS, 1 ton AMS ammo

LL: 2 tons SRM ammo

RL: 2 tons AC/5 ammo

Head: 1 ton AC/5 ammo

 

Spread ammo to legs/head to fit in another DHS (couldn't fit another DHS when CASE was used). Both worked rather well in testing, but I prefer the second build over the first because of additional DHS and AMS. They are more effective than I thought but also about 2 kph slower than I thought.

Fri, 12/14/2012 - 13:55
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Hey what sup guys, 

First time posting on forums really, so if anything is off please let me know.  I was trying to imbed a picture but couldn't quite figure that out... mabe next time :)

 

as requested, here is my go to Atlas.  

 

Chassis: Atlas DDC : "My general Purpose Atlas"

Upgrades: DHS, Artemis, Endo-Steal

Arms: Large Laser, Gauss Ammo (1x), Std. Armor (x60)

R.Torso: Gauss Riffle, UAC-5, 64/20 std. Armor (Front/Back)

L.Torso: SRM6 (x2), SRM 4, 64/20 std. Armor (Front/Back)

C.Torso: STD 290 w/ 1 DHS, ECM, 99/25 std. Armor (Front/Back)

Legs: 57 std. Armor (Front/Back), SRM ammo (x2), UAC-5 (x2)

Head: Gauss Ammo (x1)

Methodology: 

you CANNOT alpha strike in this build (or in any that i make for that matter), Heat = 0.87.  However, the large lasers are the only thing that will overheat you, you are able to fire all the SRMs and UAC-5 almost with out worrying.  so long as SRMs and Large lasers aren't fired close together, you will do fine.

Tue, 01/15/2013 - 23:56
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Stalker Builds incoming.....

3F

 

5M

 

5S

Tue, 01/22/2013 - 18:29
Euphor Kell's picture
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AS7-D

Weapons:

Group 1:

2xMPlas in CT

Group 2:

2xSRM-6 in LT

LBX-10 in RT

Group 3:

ERLLAS in RA

RELLAS in LA

Ammo:

3Ton SRM in LT

3Ton LBX-10 in RT

 

Equipment:

Std300 engine

17 Double Heat Sinks

Artemis Missile System

 

Armour:

H        18 

CT/R  90/34

RT/R  60/24

LT/R  60/24

RA      68

LA      68

RL      81

LL      81

608/614 (drop 3 from each leg from max)

 

Heat Efficiency 1.1

 

this build has served me well, even from beta.

the 2xSRM-6 and LBX-10 are for brawling, their spread helps me as much as hinders me since i'm running about 250ms ping most days thanks to being in Oz.

the Twin MPLAS in the CT are there for when heat allows me to shoot them, or when i'm not confident that the brawler weapons will hit or are reloading

The Twin ERLLAS are for pot shots at range, or when scouts are harrassing me, their heat means i can't use them with the other weapons, but if the enemy is fast, being mounted in the arms really helps me track them so much better.

If heat becomes a problem, you can switch the ERLLAS for LLAS

also to note that there is no CASE, so keep an eye on your heat and be very cautious of overriding the shutdown...

 

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