MWO Assault Builds
#1
Tue, 08/14/2012 - 08:35
MWO Assault Builds
*******************************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.
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
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.
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)
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.)
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.
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).
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.
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.
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.
Stalker Builds incoming.....
3F
5M
5S
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...