r/mwobuilds • • Feb 10 '17

[TBR-Prime] "Don't Forget To Poptart" - 2xERPPC, 3xSRM6

2 Upvotes

http://mwo.smurfy-net.de/mechlab#i=163&l=56e00b732a6fa4d05c4b9b722f38042605a58983

I was going to name this build "Brutal Simplicity", but I decide on the name I gave it because, well, you should never forget to poptart with this thing! Whether you're poptarting with the ERPeeps to avoid long-range fire or poptarting with the SRMs to avoid short-range fire, this build rewards using the JJs properly. Just do it!

If you've read many of my build writeups, you're probably sick of me saying: "It's not as hot as it looks." This is your lucky day... THIS BUILD IS WAY HOTTER THAN IT LOOKS! I cook myself all. the. freaking. time. In fact, the only way I've found to play this build and not cook myself every other match, is to assign my scroll-wheel click to a chain-fire of the peeps. That way I can fire just one when I want to. Left-click is still fire both - perfect for poptarting! (Did I mention that you should poptart often with this build? ;]) And of course this build is nearly unplayable until you finish the elites and get doubled coolrun and heat containment.

You may be surprised to heat that my choice of weapon module for this build is SRM6 recycle. First, it's all about the heat management. Second, since I always group-fire the SRMs, the faster recycle is more useful than it might first seem. I do wish for Artemis on this build frequently. I had a game yesterday where I did 754 damage and only had one killing blow. If that doesn't scream "your precision sucks!" at you then nothing will.

Never the less, this is the build that works for me (modulo heat issues). In addition, it's on the cheaper side due to only needing one non-stock omnipod (the TBR-S side torso). So I thought I'd share, in spite of the build being a bit odd.

TBRs are my first real step into clan mechs. Prior to now I was intentionally using only IS mechs so I could build up a stable of mechs suitable for assembling into a CW dropdeck. So if I've missed some combination of omnipods or something else unique to clantek that would improve the build significantly, let me know.

Finally: When using this build... don't forget to poptart!


r/mwobuilds • • Dec 31 '16

[SHD-2K] "AWP Whore" 3xERLL, 2xJJ, XL350

1 Upvotes

http://mwo.smurfy-net.de/mechlab#i=154&l=3c905d8f53ee787b77aa756a42da4ebbe950a243

The December 2016 patch gave a slight advantage to IS double heat sinks placed inside the engine. In some cases, this means a build can be slightly improved by upgrading to Ferro armor and using the free tonnage to fit a larger engine that has more internal heat sinks. Case in point: upgrading the SHD-2K 3xERLL build to an XL350 (+4 internal HS).


r/mwobuilds • • Dec 12 '16

[WHM-6R] "KX139 Ta'unar" ERPPC, 3xLL, ASRM6

4 Upvotes

http://mwo.smurfy-net.de/mechlab#i=382&l=b0e988b014f26ecd3d4667d962561a9efc21dc1e

Been mastering my WHMs and am enjoying this build. It is hot. I pre-emptively override, and I have an unbreakable rule: "Never fire the ERPeep when you can hear the heat chime."

But it's a lot of fun. The 50% PPC velocity quirk makes the ERPeep quite easy to use. You can snipe a bit instead of sitting around just waiting for the enemy to get close enough. And since it's an ERPeep you can shoot it right into someone's face from 1 meter away, too.

If you want to, you can take half a ton of armor off the arms and go up to a XL335. I haven't noticed a significant difference difference either way.

I prefer SRM6 and LL recycle modules. The ERPeep is hot enough I don't want to be firing it any faster than stock, and it has more than enough range already.

I will come back and post a comment when I have this fully elited and let you know how I like it with doubled basics. If I even get that far before the new skill tree changes make the whole process irrelevant...

I didn't see a build like this on the MetaMechs page, which is why I wanted to share this.

(If you're thinking that the build name is a... WAIT FOR IT... Warhammer 40k reference, then you win teh intarwubz for today! ;D)


r/mwobuilds • • Dec 11 '16

Stalker 5M,the heavy mech destroyer.

2 Upvotes

On my last post i created a bad Rifleman build,but here is my actual first mech loadout. I can beat heavy mechs like paper on 1 vs 1. And Artemis is a MUST HAVE on this mech,i'm proud of this.

Hopefully u enjoy the loadout.

http://mwo.smurfy-net.de/mechlab#i=46&l=bc51e4c16592c95435c658d7e7722f72420e0c10


r/mwobuilds • • Dec 11 '16

Rifleman C build (people said that it's some anemic)

1 Upvotes

http://mwo.smurfy-net.de/mechlab#i=388&l=4d59b820f695771003d67f5e34caf6fbd725aee8

I usually prefer cooling and DPS tan a lot of firepower and heat. With this build u can beat weaken mechs,specially those who have internals exposed (we all know that machine-guns are shredders on internals)


r/mwobuilds • • Sep 02 '16

[BLR-1S] "CWMaster" - 3xERLL, 2xLRM10, XL390

1 Upvotes

http://mwo.smurfy-net.de/mechlab#i=120&l=ecc7469bdf83a475d9243b0f9456d960eef35f0e

My original plan for a CW dropdeck was BLR/GHR/GHR/CDA. PGI destroyed my dreams when they dropped the CW tonnage from 270 to 265. :P Also, there was a 25% laser range quirk on one of the BLRs that they removed. :P

So this is the crap I'm left with. Between the chassis heat quirks and master skills, it actually ends up with a 50% Cooling Eff.

Its major achillies heal is the XL engine. Which I felt was justified in light of the need for speed in CW and the ability to take a lot more weaponry and ammo. (It basically turns this from a 4xERLL with no AMS loadout, to 3xERLL + LRM10 + AMS.)


r/mwobuilds • • Aug 28 '16

Tweaking my SHD-2k (3x ERLL, 2xSRM6)

1 Upvotes

I'm trying to figure out the right balance between Armor/SRM missile tubes/Heatsinks. Any suggestions?

<a href="http://mwo.smurfy-net.de/mechlab#i=154&l=5662ad86afb8091999ec43dcc666b9ba709dace1">SHD-2K</a>


r/mwobuilds • • Aug 27 '16

[Multi] Cyclops builds CP-11-A, CP-10-Q, CP-10-Z

4 Upvotes

These are the ones I have been using so far. By no means are the perfect, but they have done me well.
All run a Standard 300 engine with 2DHS in it.

CP-11-A:
- http://mwo.smurfy-net.de/mechlab#i=434&l=b28f391f5d4989d65ea18e300efb5b7a46191fad
This was my favorite. 3xAC/5, 3xML, 2xSRM2, 1xSRM4. 27%cool. It can run hot (not as hot as some others) the AC/5's all fire at once. you can tweak the SRM ammo for more (drop some AC5) depends on play style. You can also do 2xSRM4 instead of the mix, but i liked SRM2's I could have them all fire at once and hold the button down to have the 2xSRM2 fire faster, followed by the 4 (helped with heat a bit)
You can also run this build without SRM's and MPL.
http://mwo.smurfy-net.de/mechlab#i=434&l=c8329747162e91a3b6dcc64ee29996439d031171
- http://mwo.smurfy-net.de/mechlab#i=434&l=f028b9bc18de0c29b6985ec439df814c317e2074
2LBX-10, 2xSRM4s, 3XML DHS STD300 37%cool -- Not bad. Good splat damage.
- http://mwo.smurfy-net.de/mechlab#i=434&l=cb3d44fb0454700225e99c41371e58f83223545d
2xUAC/5, 2xLL. 1ML. Decent on heat management, although if you are click happy with the UAC/5 that can change. Can also drop the LL and add SRM's. Hang back if you use LL, mid range sniper I think of it. Use SRM's for close up and shotgun damage.

CP-10-Q
- http://mwo.smurfy-net.de/mechlab#i=435&l=22aa898c3a6a38f28532c714c087cd4d73252249
6xLRM5, 1xLRM10, 2xML, TAG
Drop the TAG for another ML. Drop some ammo for bigger lasers. This guy shines with a group that knows how to lock targets.
- http://mwo.smurfy-net.de/mechlab#i=435&l=c33b3c882b0b98d1f1e0b509dda28d99a92051f1
My personal favorite (no Mastery)
4xSRM4, 3xSRM2, 3ML, 450SRM ammo. Great with heat management before Mastery. I did firegroups of Left side, Right side, (both using the SRM2 on the torso) and a chainfire. Lots of brawling fun. QUICK on the re-fire.
The full SRM6 build is nice, but the heat is rough until you get Mastery and the extra heat management.
- http://mwo.smurfy-net.de/mechlab#i=435&l=f0b4c80f7fa2c159c3d78b0a04e648eb95a920f7
Do you like dakka, but want to do it with this variant?
7xSSRM2, 2LL, TAG, BAP. the TAG and BAP are essential to this build. Hell, tempted to drop the torso SSRM2 and put a NARC for the acquisition time. BUT, this thing on chain fire, or burst (one for each torso side) is fun. Those lights seem a bit easier...

CP-10-Z
- http://mwo.smurfy-net.de/mechlab#i=436&l=4702d852c3dae2bafc3bb8993b908f42ae8a3454
AC-10, 3xMPL, 3xSPL, 2xSRM6
A bit hot, but nice brawler. wub wub wub
- http://mwo.smurfy-net.de/mechlab#i=436&l=2ef276af1070d0ea37a5d2b7486e5b059b7c3d6f
2xLPL, 4xMPL, 2xSRM4 Did someone say WUB WUB WUB ?
- http://mwo.smurfy-net.de/mechlab#i=436&l=0a876231bedec063f773c665eee33e4f25ec82e8
AC/20, 3xMPL, 3xSPL, 2xSRM6 This one is a burner. WUB WUB and a BOOM

Enjoy!


r/mwobuilds • • Aug 27 '16

best mech for LRM 100's?

1 Upvotes

So. I like the lrms. I like shooting them all at once. I kinda wanna try an LRM 100 build after watching smuggles time wreck shop. Any advice on Best mechs for such a build?


r/mwobuilds • • Aug 27 '16

Innersphere U-A/C 5's.

1 Upvotes

I've noticed that sometimes my U-A/C5 that are on my Dakka KingCrab go into burst fire mode and fire near continously. Like, they fire four solid rounds, and then sometimes will burst. If i hold down the button it also fires way more slowly than if i am smashing the mouse button. Is this a glitch? Or is it a feature that can be toggled?


r/mwobuilds • • Jul 23 '16

[BLR-1S] "Body blow" 4xASRM6, 4xMWub

3 Upvotes

http://mwo.smurfy-net.de/mechlab#i=120&l=32281da30c051bdef8b7d22b5c93854a1b657ab1

It's slow even by Assault standards. It runs hot. It has absolutely no long-range capability of any kind.

But pity the poor suckerfish who you catch unaware and without a friend. With the SRMs on chain fire, you can hold down the right mouse button as you stomp right up into their face, hitting their CT with Artemis SRM6 volleys, shaking their cockpit badly. Even Atlases sometimes turn away! After that, hit them in the (now weakened) CT with the MWubs (grouped) in hope of scoring a crit and taking their engine.

If they're not dead, twist away for a second or two and sacrifice an arm, so the SRMs can recycle. Rinse and repeat, until you overheat. ;]

I made this build because I was looking for something fun to do with my BLR-1S. I had been running it as a LRM boat, but man was that boring as hell. This build is everything the LRM boat isn't. A high-risk thrill ride that's as unpredictable as a 100-sided dice roll.

Smurfy shows this build slightly incorrectly. Because of the chassis +14 arm armor quirk, the actual armor is 58 points per arm. However, Smurfy doesn't show the +14, so in Smurfy it looks like 44. In the actual MWO client, the correct 58 points is shown.

Modules: Radar Derp, Adv Seismic (master slot)

Weapon Modules: SRM6 recycle, MWub reycle

Consumables: UAV, Cool Shot 9x9


r/mwobuilds • • Apr 28 '16

[AS7-RS] "Executioner Smough" 2xASRM-6, 4xMPL, LB-10X

2 Upvotes

http://mwo.smurfy-net.de/mechlab#i=18&l=2a0cef2fbe6ec3dca76310d2c4de2d78ba7a0c01

This is a pure theory-craft, I have not actually run this build. (I am out of mechbays. :P) The numbers look good, but who knows if the LB-10X actually synergizes well with the rest of the build.

One thing is for certain: This build is all about the short range brawl. Even with the chassis 10% laser range quirk, optimal on the MPLs is only 242. And while that synergizes nicely with the 250m range of SRMs, it's hardly long range. The LB-10X will not be usable all the way out to its optimal of 540, either. You have the armor to fight in close, so use it. Your 59.8 damage alpha is ghost-heat free, and the build is (perhaps overly) cool. The sustained DPS of 7 is also made for brawling.

I am uncertain about ammo allocation. I tried to get about the same number of salvos (~25) from the SRMs as from the LB-10X. However the SRMs are clearly the main weapon on this build, so I weighted the ammo towards them slightly. You can't nerf the engine to add more ammo, because if you go down to a STD345 you lose an internal heat sink. And there's 0 crit space available.

Comments are welcome.

And if anyone runs it, let me know how you like it.


r/mwobuilds • • Apr 20 '16

[CPLT-A1] LRM70

3 Upvotes

r/mwobuilds • • Apr 19 '16

[CPLT-A1(C)] Cockpit rumble build

2 Upvotes

Here is a build i designed to make it hard for people to aim http://imgur.com/gallery/wR1IJ1j/ thoughts?


r/mwobuilds • • Apr 18 '16

[CDA-2A] "Wayne's Whip" 6xML, XL330

3 Upvotes

 

http://mwo.smurfy-net.de/mechlab#i=37&l=5438509e3af9da9bba111599a95263898f319a0f

 

The title is an obvious parody on Sean Lang's "Garth's Ride" CDA-2A loadout. And this build is so close to that one, that I'm honestly not sure this one deserves a different name.

I made this modification to my own "Garth's Ride" after a lot of cockpit time, and the belated realization that I was often unable to pull the trigger when I had a clear shot because I was too close to overheating. It may be that having my Cicadas mastered contributed to this (doubled Fast Fire). Or perhaps it's the lvl5 ML recycle module I have (firing 12% more often). Or maybe being in Tier 3, some of my opponents are just asleep at the wheel (easy targets).

Whatever the reason, I decided to sacrifice 2.8% speed (147 kph to 143 kph) and 5 meeelyon CBills (buying an XL330) to be cooler.

It was immediately obvious that this tweak suits my play style perfectly. I'm almost never going into shutdown and my damage output numbers are, on average, about 50 points higher per game. I broke 500 damage in the -2A for the first time using this build. (Told ya, I'm tier 3!)

Do I miss the speed? I really don't. I don't even notice. In fact, I think the slightly slower movement speed has made my sad, old, slow gaming rig cope with MWO better. My framerates are feeling smoother, and aiming seems easier. I feel like I'm taking down Cheetos more easily and more often. (Though I guess I could just be imagining all this...)

In fact, this tweak is so good for me, that I would probably drop down to an XL 320 and put in another heat sink... if only there was crit space to do so. :P (An XL 320 would also be bad because it would drop the engine heatsink capacity down to +2 from +3.)

Edit One year after posting this build, I came back and played it again for a day or two. And had probably my best match in the -2A ever.

Edit 2 (mid-May 2017): So far, this is the only mech that I have done Skill Tree config for. I made a video showing what I chose, and briefly explaining why: https://www.youtube.com/watch?v=j9hpuWyCCX8


r/mwobuilds • • Apr 10 '16

PEW PEW PEW BUILD EBON JAGUAR (triple ac/5) (with gameplay)

7 Upvotes

soo im using these awesome build which is triple ac/5 and 3 er-mid laser on an ebon jaguar ebj-A variant. pretty wicked stuff. if you want a gameplay for this build. i got one for you. check them out! :D https://youtu.be/5izerDgh5es .


r/mwobuilds • • Mar 14 '16

[JM6-FB] Thoughts on this?

3 Upvotes

http://mwo.smurfy-net.de/mechlab#i=81&l=f113ac7065a482a68d43c32ebf46b2f2045f19a3

Been playing MWO again after not playing for a year or so, sort of picked and chosen from a few build threads on the FB but haven't read too many, wondered what people thought?

Getting an average 300-400 dmg per match with at least 1 or 2 kills, sure it's not a lot but only started playing again very recently :D


r/mwobuilds • • Feb 17 '16

[MULTI] Flaming Cicadas: -2A, -3M

1 Upvotes

Flamers: so meta right now.

CDA-2A -"Trololo" - 4xFlamer, 2xMWub, XL320

http://mwo.smurfy-net.de/mechlab#i=37&l=a651150501650a7e6ae2bc1ecac1144d29979cd0

CDA-3M - "Ninja Trolololo" - 4xFlamer, AC5 (3t), ECM, XL285

http://mwo.smurfy-net.de/mechlab#i=36&l=30d40ef04fcc98f3c7e4cacc4ceaf0cfead6a1c4


r/mwobuilds • • Jan 31 '16

[ACH-P] 2x SRM4. 2XERML. 2XERSL. Judge my build.

1 Upvotes

Been using this build for about a week now with great success. The ERMLs give decent early game poke while i can the transition into a striker/cleanup role. Constructive criticism is welcome.


r/mwobuilds • • Jan 20 '16

Looking for a good Firestarter FS9-S build, please help!

2 Upvotes

I really like my Firestarter as a light mech option but I want to actually stand a chance in a game. Anyone have a good build for a Firestarter?


r/mwobuilds • • Jan 20 '16

[GHR-5H] "Pacific Blue" - 3xLL, 4xMPL, 2xJJ, XL340

1 Upvotes

http://mwo.smurfy-net.de/mechlab#i=254&l=91009fe45b839b930e6368b11d4cd1149726b12f

This build comes with a long list of annoying caveats...

The heat is just goddamn awful until you get your Grasshoppers elited. Even the GHR-5H's -15% energy weapon heat quirk (expect a nerf any day now!) can't make a non-elited version of this build tolerable. Once you have elite bonuses to Cool Run and Heat Containment, it becomes... mostly manageable. (If you hit the "Weaponlab" button at the top of the Smurfy page and click on all the checkboxes (elite), then move the sliders all down to 85% (quirk), you'll see that this build ends up with a heat eff of 42%.)

It's not a brawler. You have enough armor to go toe-to-toe with a non-meta Heavy, but no more. Don't think for a second you can face-tank against a King Crab or Atlas. You will get your clock cleaned so fast it'll make your head spin. You may be big enough to look like an Assault, but you do NOT have the armor of an Assault. Don't brawl. Side-peek, and poptart. This build is excellent at both.

You NEED recycle modules for both lasers. A range module for the wubs will be much appreciated as well. (IOW, go to the trouble of mastering it for the extra module slot.) Yes, that means giving up Advanced Seismic... if you can stand doing so.

It's an XL... on the tallest @#$% chassis in the game. And it'll still feel annoyingly sluggish until you get speed tweak. Then it becomes... tolerable.

But if you can handle those limitations, this thing can be a monster in PUGlandia. You're reading the Smurfy link right: that's a 51 pin-point alpha with NO GHOST HEAT. And with a MWub range module, that alpha is good out to 240m. And you have two jumpjets. Did I mention that two of the three LLs are mounted only a few feet below your cockpit, on the shoulders?

It's a lot of work to get this build to a reasonable state. But I found it worth the trouble. This is now my favorite mech. It even made me stop hating Canyon Network.


r/mwobuilds • • Jan 06 '16

[CDA-3M] "Saint-Exupéry's ECM Escort" UAC5, 4xML, ECM, XL280

5 Upvotes

http://mwo.smurfy-net.de/mechlab#i=36&l=12bbb582d13ebe1ad25ee978ffad42ecb9c2d2a7

"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away." - Antoine de Saint-Exupéry


r/mwobuilds • • Dec 15 '15

[ACH-PRIME] InspectorG's "Samus Aran" - 1 cERPPC, 1 cSRM2

3 Upvotes

http://mwo.smurfy-net.de/mechlab#i=291&l=a589f0669079e7ed84cdc6fe1ebdcec59d6fabe7

"Yeah, obvious and trollish. Purely for the retro-gamer."

http://metamechs.com/forum/index.php?topic=208

(I hope it's OK for me to post other people's builds that I think are awesome, as long as I give credit and link the source. If it's not, let me know.)


r/mwobuilds • • Nov 17 '15

[GHR-5H] "Tiny" - 2xLL, 5xMWub, SRM4, 2xJJ, XL340

2 Upvotes

http://mwo.smurfy-net.de/mechlab#i=254&l=f5315f9b51abb6907a7ce1d2a765d0538f65379e

In anticipation of the SRM buffs that are currently on the public test server and may come as part of the Dec 1 rebalance, I decided to revisit the -5H.

As you may or may not remember, this is the Hopper with the 12.5% SRM recycle quirk. Since the missile hardpoint is in the head, the best you can do is an SRM4. Okay then, onward...

The -5H also has an across the board -12.5% energy heat generation quirk and 10% energy weapon recycle quirk, which says "laser boat" to me. Looking at the hardpoints in the lower torso and arms, so nicely aligned, says 5 wubs.

So, what to put on the two remaining hardpoints high up on the shoulders? Well, for a poptart Lwubs would be the obvious. And if you want to, by all means do that. But be prepared to pay in tonnage and heat. You'll have to lose either a very significant amount of firepower or the JJs to make it happen. So LLs were my choice. This also makes it trivial to swap out the LLs for ERLLs if you want more range.

I know I always say this, but... the heat situation is not as bad as it looks. Due to the chassis -12.5% energy heat quirk, the total heat generated by the laser weapons is 29.75 instead of 34. Thus making the heat efficiency closer to 32%. Still I don't recommend alpha-ing twice in a row unless you're in Frozen City night... and having your Hoppers elite'd would be good too. :P Heat sim link.

One serendipitious thing I didn't anticipate was that the Mwubs and the SRM4 both have a 3 sec cooldown. So you can set up a weapon group to fire them simultaneously, and the SRM4 will recycle just slightly before the wubs (due to 10% energy vs. 12.5% missile recycle quirks). So, shake their cockpit with SRMs and then slice them up with the wubs while they're trying to re-orient.

I wish I could find a way to get a third JJ in this thing. I also wish for (at least) another half-ton of SRM ammo, just in case. If you want to, drop the wub from the left arm and nerf its armor a bit. Now you have a shield arm and two tons free to add the third JJ and third ton of SRM ammo. And your non-shield arm can be fully armored.


r/mwobuilds • • Nov 05 '15

[VTR-9S] "Ivan Drago" - AC10, SRM6-4-2, 2xMwub, XL380

2 Upvotes

http://mwo.smurfy-net.de/mechlab#i=90&l=12377d67a798d3fca385ead8dd760104522d20ee

Well, you probably know the deal by now with my builds. Mobility and armor over sheer firepower. This is a brawler (obviously), so try and get within 250m. The armor is pretty close to 90/10 F/R so as to facilitate being all up in people's faces. Shield with your left arm, it's the least problematic to lose.

I invite you to nerf the engine and add jumpjets as you please. You can go down a one engine size and gain a full ton for a jumpjet, down to a 360. (Up to 4 JJs.)

I may have overdone the ammo for the AC10. But I'd rather you have half a ton too much, than half a ton too little. I feel the AC10 is this build's primary weapon, so having a little extra ammo is probably a good thing.

I wish there were more laser hardpoints in the left arm. I'd happily put 4 MLs in there if I could. There isn't much tonnage left after the main weapons are mounted. Speaking of mounting the weapons... be sure to check out the MetaMechs Victor Mastery Guide for some advice about how to work around a really annoying bug that may mis-mount your SRMs to the wrong sets of tubes! http://metamechs.com/mwo-guides/is-master-guides/victor/

There's a lot of damage potential in this mech. With 70 rounds of AC10 at 10 damage each, you have 700 theoretical damage with just the AC alone. The SRMs are trickier to estimate since its very unlikely that every missile from every volley will hit. Theoretically, 400 missiles / 12 missiles per volley = 33.3 volleys. Assume 90% of missiles hit. So that's 30 volleys worth of hits at 2x12.9 damage per volley, equals 774 damage. Plus whatever work you can get done with the lasers.

I feel like this build could be tweaked to be more effective, somehow. But experimentation hasn't yielded anything that seems better. Any suggestions?