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 MechWarrior Online

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MensajeTema: MechWarrior Online   Vie 9 Jun 2017 - 18:50

Acá irá todo lo relacionado a este juego

(Particularmente mis mechs :V)

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MensajeTema: Re: MechWarrior Online   Vie 9 Jun 2017 - 18:50

MY MECH BUILDS

"Leave the arms empty to protect yourself" blahblahblah NEVER!
I do damage! I am the destroyer! My mechs will never be empty! To hell with the metagame!


- NOTE: Something not so "to hell with the metagame" is that worryingly, "optimized" builds online use much less armor in the back (like only 4 at each space) than mine. At the very least, i have seen this to be the case with long rnge fire support mechs (ERPPC and Gauss Rifle). Maybe with others it is not the case. Perhaps when actually building mechs, that has to be the case, and always try to face attackers.
However, it is possible that the skill to apply this effectively is very high for my needs, and that perhaps building mechs "inefficiently" for the high tiers is still more efficient in my context (how I play + low tier metagame).

- Something else: My wolves are mostly TBR-S
But if others can jump with its stuff(omnipods) up to 5, then you can use another torso for the -1 weight, +1 storage space
Other variants can have better LRM quirks or other that interest me
TBR-D, TBR-WAR (hero), and TBR-Prime are all also good on hardpoints for my purposes, TBR-C also competes, so it will depend on quirks.
(None of them are as versatile on number of torso weapons like S, but there are omnipods... and TBR-A sucks for me though except it has good quirks that torso and arms doesn't give -probably energy quirks anyways, but it comes with ERPPC-; it has only one missile slot)

*************************************************************



Utterly insane Supernova for alpha strike

- Pack 8 ER-PPC in a single volley of destruction
- Can use chain fire, alpha strike or distributed fires (groups of two) modes

Variable notes:
- See the quirks of each variable to choose which will ultimately be;
More than one has the 8 needed energy hardpoints:
SNV-1
SNV-B
SNV-C
SNV-3 has 7, but maybe quirks make up for it

Saved as:
(Because of bug?, no XL engine... or maybe thay can't even have it)
http://mwo.smurfy-net.de/mechlab#i=512&l=bbe2fd106f6795d55181ce120b43bf51fca20be6
- Can change armor type to more concentrated and heavy to use double heat sinks
- Can change with minimum changes to any supernova variant listed above since they are all similar
- Could have more jumpjets (up to 3) to "poke" in first strike from a high place getting LOS, but will still suicide

***

Utterly insane Executioner-D for alpha strike

- Could replace one arm for +3 energy, but would lose possibly beneficial quirks (see any)

Saved as:
http://mwo.smurfy-net.de/mechlab#i=288&l=dd811f9160eab54c139ebba59d264db61dee4f02
Other variants:
Taking off the SRM6 and center lasers you could use large lasers, though I don't know if they keep firing after the mech inevitably shuts down.
A big targeting computer is not so necessary for these short-range things, but it does increase range and crit too.
Tonnage, lack of flexibility and big engine doesn't allow for max ERPPC assault (and quirks possibly wont help as much), but it can partially be done.

***

Actually quite sane Zeus with 5 PPC, fast, barely reasonable heat, blocking arm, AMS, and full armor:
http://mwo.smurfy-net.de/mechlab#i=259&l=b8720e5951d62e621c11d33714d7b751d9e4c671

***

Impossibly wrong mixed Dire Wolf with TEN(10) C-ERPCC, targeting comp VI, and NO ARMOR
http://mwo.smurfy-net.de/mechlab#i=171&l=5047ccbd34cf9420fd536cdbd9a6ea5993e291da

***

sTRANGE BUT SURPRISINGLY WORKING kODIAK
with 9 C-ERPPC, reasonable armor and AMS
http://mwo.smurfy-net.de/mechlab#i=410&l=f8f59b95c1e4ec417241aae25a4f2513f0081144
More alluring version with 8 C-ERPPC, faster and efficient:
http://mwo.smurfy-net.de/mechlab#i=410&l=eb15a9cca9c2343fd60190a685a03c459383d100

*************************************************************


MAD L-MISSILE WOLF
- Timberwolf Prime and WAR actually have bonuses to missile speed on their pods.

Timber Wolf S
- Ironically long range
- Use up to max LRM possibles (20 and 15 on each side; or 15 in all slots)
- Tag
- Can use NARC replacing a missile slot (there are plenty)
- If they get close, destroy them with short-range ballistics
- Try to add AMS (and ECM or BAP if at all possible)
- Run and jump, try to stay hidden behind obstacles and away from main fight; go always back and use evasion
- Strip armor if needed.

Variable notes:
- May change omnipods and/or variant (TBR-D), since twisting torso is not so important for this build and jumpjet bonus is not that large
- You may replace the short range ballistics VS light for more armor
- Can replace omnipods but this will diminish jumpjets if on torso (more missile space in TBR-D torso, but no version with missiles on arms)
- Can actually mount heavy AC on torso
- Can leave arms "empty", even using TAG
- Or can put flamer or lasers on arm for short-range eventualities
- Best use is more ammo and escape, though

Saved as:
Mixed glass cannon variant (armor-stripped to like 1/3, intended to poke over buildings with JJ just enough to fire LRM)
http://mwo.smurfy-net.de/mechlab#i=165&l=7eb9b0f6c4d28a6bd9ed10f476051dacacfa600b
http://mwo.smurfy-net.de/mechlab#i=165&l=c5d68a337d11de6ea118b38e77977c38c0be9c2f



*************************************************************

MARAUDER L-MISSILE ECM
Mech focused on ridiculous numbers of LRM with ECM and support measures (tag, artemis and

- Marauder IIC-D as main variant (it has ECM; see if others too... seems not)

BAH, MARAUDER IIC IS NOT AN OMNIMECH! I HAVE BEEN ROBBED! THIS AIN'T CLAN!
- Change Omnipods to get more missile hardpoints if possible (specially if some have missiles in torso and not weak arms)
- Marauder IIC8 has a [missile pod 20] and AMS on left torso
- Marauder IIC-B has TWO [missile pod 20] on left torso and still AMS (up to 4 LRM 20 max total)
- SCORCH version has also two [missile pod 20] on the other side of torso (but may be a premium-only mech/pods)
-- Still has no ECM, so... only would need that module for extra internal protection of missiles or more small ones

- Possible to LRM 20 on each arm by default

- ECM can hide you or disrupt enemy prescence
- Lots of ammo will be needed
- Use Tag (can have on head, so will never miss it no matter what replace)
- Can use NARC

- Put everything on being fast (XL engine or super big standard one)
- May strip armor specially on standard since everything but engine is redundant (many of the same missiles)

Variable notes:
- You can be slow and super armored, but this doesn't square so well with the ECM. This is more for the SCORCH version or a modified IIC8 or IIC-B, which exchange the ECM for other stuff.
- Brawler build: If you exchange the SCORCH not with LRM but with for SRM or Streaks (many and small ones) you can obviate most support measures; ECM should be set to disrupt, be fast AND armored and get into the opponent's face while also supporting your team by disrupting the enemy ECM.

Saved as:
Two LRM20 and 1 ERPPC with BAP, ECM, Artemis, max computer, max targeting, max armor, and max speed:
http://mwo.smurfy-net.de/mechlab#i=498&l=40f9280e1783df2e2ee55118b8c5045a0fe9a437
Single Heatsink variant:
http://mwo.smurfy-net.de/mechlab#i=498&l=4639e5754672c9c9104b200920231791685b9cf3
Needed more ammo:
http://mwo.smurfy-net.de/mechlab#i=498&l=ee57061bfcab7c12b761b148552fab44f43e0b35

*************************************************************

MAD, MAD SHORT CAT
This mech is focused on persecuting and destroying light mechs via superior capabilities.

- TBR-S for jumpjet and quirks. Don't change omnipods, torso twisting and jumps are actually important here.
- XL engine for fast

- Use Streak-SRM 6

Saved as:
http://mwo.smurfy-net.de/mechlab#i=165&l=2f903e0270852f830752c4766dd255ed9091e006
http://mwo.smurfy-net.de/mechlab#i=165&l=e020be853c7e089de1b6f22bc60980771b61237c
http://mwo.smurfy-net.de/mechlab#i=165&l=18cdb32ebf63f69647f88957969e888f2622a4a2
Not bad, 3/4 armor, 3 C-Streak SRM 6, 3 med-puls laser, BAP, TAG, Targeting Computer I, good ammo, 5 jumpjets, keeps quirks
Weak points: Rear, legs, overheat when laser use, SRM ammo on not very armored arms.
Strategy: Face firing enemies at all times and fire back stronger. This mech is a brawler so expect to be attacked by multiple anemies and many positions. Flee hot situations with jump jets. Attack and return to allies. Use lasers for pinpoint finish on damaged parts (visual cues), not regular fire. Stay on Override mode when in combat; given low armor, shutting down would be worse than any damage. Remember jump jets will still work as disruption even with one leg destroyed.
http://mwo.smurfy-net.de/mechlab#i=165&l=56ddbc4f4120237d9a4aa78b3c65ac094f8e7850
This "perfected" version is overall more armored, exchanges medium pulse lasers for lighter regular medium ones, with a bit more of range (they can easily be used before the streaks, even at max DMG) but less DPS. Adds even more ammo and switches some positions, plus a heat sink.

*****

Suicide Timber
http://mwo.smurfy-net.de/mechlab#i=165&l=e7aaa6950d94aafb2f69bc26f663892924b32865
(Iteration 1, short range)
- Two LBX20
- 4 c-streak LRM
- 5 Jumpjets
...
* Little armor (less than half)
* Little ammo
Management:
- Attack when the team is fighting, lightning fast to the rears and without mercy
- Use JJ for surprise, evasion and ambush
- Kill and/or Die swiftly and with a boom

http://mwo.smurfy-net.de/mechlab#i=165&l=e00cc4be05cc20c7189d5b98630441d78aacf899
(Iteration 2, mixed range)
Strategy:
- Attack with four LRM10 from jump and afar with tag and BAP
- Then end them/defend yourself with an LBX20
* Almost no armor, hide yourself
* Not so much ammo either
* Ending them/defending yourself not guaranteed

http://mwo.smurfy-net.de/mechlab#i=165&l=68295e3bf849c65231d38f2ae8d0b04d769d3601
- 4 LRM 15
- 3 ER medium lasers
- 5 Jumpjets
- BAP, TAG
- Acceptable armor, specially as you are long-range
- Enough ammo
Counsel:
- Be careful with LRM15 ghost heat and weapon groups
- Firing both lasers and LRM meay be a problem heatwise
- Ammo explosions can also be a problem

http://mwo.smurfy-net.de/mechlab#i=165&l=01ed1d08f7883d18c2b077122ce4b8a94795cbb4
Features:
- Near perfect
- Long range and hard punch with both energy and missile
- Assymetrical build with one stripped left arm for defense
-- 2 C-ERPPC on the same spot
-- 4 LRM5+Artemis
- 5 JJ
- BAP and TAG
- Great for rocket harass
- Perfect to combine LOS LRMing with dual ERPPCing for combined effect
Faults:
* "Stripped" arm actually has half LRM ammo, a heat sink, and 3 armor
* Can't make lower arm actuator work for right arm (left space open) [Seems this is from ERPCCs]
* Continous use of both weapon types will lead to rapid overheat (LRM5s are relatively hot)

http://mwo.smurfy-net.de/mechlab#i=165&l=8ce0d81e552ab31860eb23ca19d622ef69e5ab4b
- Same as the previous one but replaces ER PPCs with Large Pulse Lasers
- Large Pulse Lasers may go better with LRMS than ERPPCS, as they both require to follow target lock visually (like TAG)
-- PErmits to use both arm actuators and thus full arm shielding

http://mwo.smurfy-net.de/mechlab#i=165&l=c217ab02a09af9f71a7122dcf84be0898f7babc6
- Restores the ERPPCs, thus no right arm actuator
- Strips the other arm more fully

*****

Power TimberWolf Activate!
** Will possibly get half-nerfed as clan energy weapons are going to be fully... (applies to all next ones)
*- Not so grave as the main power is LRMs, but still
- Specially the lower ones, made fully of TBR-S components, can have even more armor directed from than back since it has twisting torso quirks
- All are focused on long-range LRMing, and are very fast and agile; most have 5 jumpjets with bonus, so small mechs shoudn't be able to back-stab you ever if you use them well.
- Internet LRM versions have less lasers and more ammo

http://mwo.smurfy-net.de/mechlab#i=270&l=6c2ec8d28325eab4cf86eba30e559a3ddce7d3d3}
http://mwo.smurfy-net.de/mechlab#i=270&l=ff61dcf797758a2e1065e6b54853f2763bdf1714
http://mwo.smurfy-net.de/mechlab#i=270&l=06d2174aea277a8f8a501de2348b24f64c9c3697
- This variant is more powerful and stable than any other before
- 2 LRM15 and 2 LRM10 permit to deal full damage with no extra heat.
- 4 C-ER medium lasers provide more than adequate support
- It even has a targeting computer MKI just in case
- BAP and TAG are active even with that energy loadout
- Armor is near maximum
- Ammo is quite good considering you still have the four lasers afterwards to mop up
- One of the highest firepowers, even at it's good range
- A fast and nimble heavy mech able to square both face to face and at range with lights and assault alike
*- Armor points to forward since it's a fire support mech
* No Artemis
* No jumpjets
* Cooling efficiency is low if you use both missiles and lasers at the same time... but you normally wouldn't
* The chassis is mixed from parts
Use notes:
- Coordinate volleys so that AMS can do less against them when fighting massed enemies specially (LRM15 and LRM10 have different recharge times)
- Clan LRMS will do damage even near point blank, unlike IS ones. You can fire them as last resort and annoyance to pests.

http://mwo.smurfy-net.de/mechlab#i=165&l=c890fa391221ae4b9518f1ea30c2329ce775f7c9
- Jumpjet version of the build
- Slightly assymetrical for blocking
- More ammo
- Uses all parts from Timberwolf-S, retaining bonuses
-- Tag comes from high torso like missiles
* One less laser
* Stores almost all ammo on arms
* No targeting computer (for more ammo)

http://mwo.smurfy-net.de/mechlab#i=165&l=36f053b67f82bfae533e3ab49da94854fa34fa39
- Artemis jumper version
- Artemis allows for better LOS targeting and less missile spread
- Still all TBR-S
* Some armor striped, specially from legs
* ALL ammo is on arms
* Just two Sml Pulse Lasers
* TAG on arm

http://mwo.smurfy-net.de/mechlab#i=165&l=4a20c1bce329614a7925b2d5defed0fa9615d2cd
- 4 LRM10+Artemis version
- Volleys will always be coordinated
- Can fire to face
- Three small pulse lasers
- Some Ammo and tag on torso
- Recovers half ton of armor
*Loses some LRM punch
*Ghost heat

http://mwo.smurfy-net.de/mechlab#i=165&l=85cb22d19fbdf0b87e74e8b4c5cd3080c6ac2790
- 3 LRM15 + NARC version
-- 3 LRM 15 do a full barrage
- 3 MEd Pulse Laser, for above average damage
- Full 12 NARC ammo
- Still TAG&BAP
- An almost stripped arm
* Little LRM ammo
* No Artemis (NARC compensates, but only if you use it well)
* No targeting computer for the lasers
* Stripped arm has one of the lasers

http://mwo.smurfy-net.de/mechlab#i=165&l=5cb5325ba46941e8ebcae89a3ab9ab4ab9e77a35
- One less pulse laser allows you to bring more ammo
- Left arm is fully stripped
* Nearly all ammo is on right arm, with the two lasers

http://mwo.smurfy-net.de/mechlab#i=165&l=51af5a57133668606cba53aadc75a7424b855947
- Regular C-ER med laser version of the other
- Three lasers and a targeting computer
- A bit of leg armor redirected left to protect last laser
** Will the medium laser be nerfed?

http://mwo.smurfy-net.de/mechlab#i=165&l=1c8eff4d8309c02441a802c24d00206920211ac0
- 4 LRM15 version
- 3 SML pulse laser + Targeting MKI provide proximity support
(THe computer and one of the lasers can be exchanged with a medium pulse lasers so its 2+1)
(SML pulse lasers can also be replaced in 1 to 1 basis with regular clan ER-medium lasers, which have much longer range from 165 to 405 but lower damage and extra duration)
- Most offensive firepower yet
* LRM ghost heat will be high if not fired in different salvos or continous (which would diminish anti-ams)
* 900 ammo though considered enough in other builds, will run out in just 10 full salvos with so many tubes
(you can get 360 more by removing MKI and one of the lasers, the one on the stripped arm)

http://mwo.smurfy-net.de/mechlab#i=165&l=8e8ffe6eb45d78a5b1d4e5ce6ca02982f15391a9
- Torso PPC version
- 2 C-ERPPC
- 2 LRM15
- 1 LRM10
-- Fulfills the dreams of Mech Commander 1 builds
-- They say PPC hits disable ECM for a short time (4 s max), enabling better LRM lock specially on cycling hybrid configurations
- Arms remain fully mobile to shield, and their importance is relative to low
- Most ammo is on torso
- 2 ERPPC lets you still be relevant after ammo is gone
- They are also no joke even at short range defense
-*- 1 arm completely stripped bare
-*- Only 3 jumpjets
* Mixed body
* Legs are at less than half armor. Be careful with smalls.
* not much ammo
* ERPPC hard to combine shots with LRMs
* No targeting computer to help PPCs
(you can take ammo to put it in, but there's not much of it)
(You can also take armor from right arm, and put the BAP on left torso)

http://mwo.smurfy-net.de/mechlab#i=165&l=0711e2d65ff58882980f091e13b9c87624f4fda0
- Replaced C-LRM10 for Artemis for both lrm-15
- Targeting computer
- More LOS-focused build to use ERPPCs
* Ammo is 15 LRM volleys
* Less LRM damage/missiles together
* Using ERPPC and LRM together will lower heat efficiency which is already considerably fragile

http://mwo.smurfy-net.de/mechlab#i=165&l=edc56944e48d4b6d37349fa9accd32fc89a08fdd
- Uses NARC instead of Artemis
- 12 NARC ammo
- With NARC, ERPPC, BAP, and TAG, this is the most anti-ECM you can get
* No targeting computer
* No artemis

http://mwo.smurfy-net.de/mechlab#i=165&l=6da42ad9b3a3233f30046b0ad19c57ad6e1e3c00
- 2 PPC on the same arm
- TAG is on body with LRMs
- Artemis for LRM15 is back instead of narc
(optimized for LOS)
- 5 jumpjets again from 3
- Is pure TBR-S
*no BAP or targeting computer, reduced to annul ECM with ERPPC and TAG
*No right lower arm actuator reduces left-arm defense recourse
http://mwo.smurfy-net.de/mechlab#i=165&l=6920bf39158497e31874ad25cd6584e954d597a8
- Less ammo to get BAP again
- Nothing explodes next to ERPPC
* Very little ammo

http://mwo.smurfy-net.de/mechlab#i=165&l=a9e8b656253b08101b29a4ea146d275a2183277a
- Artemis LRM20 version
- More upfront attack
* 2 less jumpjets
*- Not sure if badass or just bad
* Little ammo
* Mixed torso
* No BAP
http://mwo.smurfy-net.de/mechlab#i=165&l=e06e5946d06fafb52bf756164f68fdb8ace68afb
- BAP
- Full jumpjets
- Same torso again all-S
- Made for LRM indirect fire with PPC as direct fire support
* No TAG
* Still pathetic ammo

http://mwo.smurfy-net.de/mechlab#i=165&l=f796e81805c554072eb582105ee3ba0d41d6199e
(with LRM ammo)
http://mwo.smurfy-net.de/mechlab#i=165&l=502e5430b8e0bf49c707839503770c4ccc5ed55f
(With TAG instead)
http://mwo.smurfy-net.de/mechlab#i=165&l=4dadcc49be80c36a41c50bb87e18287b33125045
(Better TAG location)
- Focused on PPC poke
- 3 ER PPC, all on torso
- 2 LRMs10 without Artemis are basically for show, when you are not looking
- Active probe and Targeting Computer I
-*-3 JJ and mixed parts
http://mwo.smurfy-net.de/mechlab#i=165&l=53daf0f5286a179bb2c04f4f43ed3bc1a1ee9d33
- Version with TAG and Artemis, for poking LRMs with the PPCs on LOS
* No targeting computer
* No BAP
* Low ammo
* Firing all that at the same time will fry your mech

SUPER ERPPC versión
- On all pure-energy builds, nothing blows up... except your heat
http://mwo.smurfy-net.de/mechlab#i=165&l=b4dfa4448b158899a4125df8ba3a280016702002
- 3 ERPPC all in the high mount of the right side
- A big targeting computer MKV to help them be faster and have sensor range
- BAP
- 4 Heat sinks on now semi-stripped too right arm
* If someone destroys your left torso, you are fucked with no weapons
* You are supposed to defend with that side...

http://mwo.smurfy-net.de/mechlab#i=165&l=29612d9ad002118e246e559862ee1a95c8954379
- PPCs are distributed on both torsos
- You get FOUR of them
* Less heat sinks, and you would need them
* Targeting computer is now MKI
http://mwo.smurfy-net.de/mechlab#i=165&l=5262a2639442770b21726d2c33fd2778cbac75cf
- Better heatsink location
- Arms are now equally unimportant, so put more armor on legs

http://mwo.smurfy-net.de/mechlab#i=165&l=3745772173141feafd223104b3240cfaad540246
http://mwo.smurfy-net.de/mechlab#i=165&l=8059e8205c0fc52bbf741f26feef3b7a1d97ee5f
- Purely TBR-S PPC poke build
- 5 jumpjets
- Restored a part of armor
- Computer MKIII and BAP
- Defensive assymetrical left side
* Two PPCs on right arm, no actuator

- 4 PPC pure-S version
http://mwo.smurfy-net.de/mechlab#i=165&l=7cb9506284e51c8f0b1c74a57ea429c5d906b8cf
- For using 2x groups of 2 ERPPC
- Just jump and fire
- Good armor
* Nothing but ERPPC and jumpjets
* Not even BAP
* Not assymetrical

http://mwo.smurfy-net.de/mechlab#i=165&l=0c1efa280df3068d003eed601a4d71e1d0a9c695
- 2 C-ERPPC perfection version, on torso
- BAP and even TAG, just in case you need to know where you are pointing
- Targeting computer MKVII increases speed of shot, zoom, sensor range and criticals
- Assymetrical for left arm shielding
- Much armor
-*- 3 jumpjet
* Not much attack power
http://mwo.smurfy-net.de/mechlab#i=165&l=1c58e1eb42f1be03dbd46825fa31141ae2c16a98
- TBR-S pure version, with one ERPPC on arm and one on torso
- Has 2 MG to duke it out on low range specially with annoying lights (good DPS boost)
- 5 jumpjets helps both poke, close and escape
- Nothing important in right side, no electronics or big weapon, makes it actually good for blocking
* No right arm actuator makes left arm less defensive
* Weapon mount of PPC arm is not as high as torso, but with so much jump this shoudn't be much of an issue

http://mwo.smurfy-net.de/mechlab#i=165&l=0b7c7f023a22eefaec66ec21b6b80301b536a44f
- 2 ERPPC and 1 AC10 for fly-poke
* Small targeting computer and no BAP

http://mwo.smurfy-net.de/mechlab#i=309&l=1cb92706df1d33398e8e996a869a015d70bbb4bc
- 2 ERPPC on torso
- 3 Medium Lasers
- 2 Large Lasers
- Targeting MKII
- Assymetrical with one arm fully stripped
(Shield with LEFT side)
- Actuators, arms can move
* Cooling will be a problem
* Mixed variety
* No JJ

http://mwo.smurfy-net.de/mechlab#i=309&l=f229239dff54035209216be68a9b30a7e1252090
http://mwo.smurfy-net.de/mechlab#i=309&l=c5ce771af755a6cc916a51d8fc84fb81eacec6c2
¨¨ Medium lasers version of the one before
- 5 medium laser + 2 erppc
- Targeting MK IV
- More heatsinks
* Less ranged attack
* Ghost heat probable
* Some heatsinks actually on stripped arm

http://mwo.smurfy-net.de/mechlab#i=309&l=f33e12666a261195b51128b7775dbec03ef7ae25
¨¨ Semi-Med pulse lasers version
- 3 medium laser on arms and center + 2 medium pulse lasers on both torsos + 2 ERPPC on left torso
- More upfront near damage
- No ghost heat
*- No heatsinks on stripped arm
* Less overall range
...*Still two mixed components and no JJ
- Still the best varied pure-energy build done


**************************************************************

Hard Mafia Timber
http://mwo.smurfy-net.de/mechlab#i=163&l=7267cd6ba5d70b1e50bc0de28c4bcc3e3b6c31d4
http://mwo.smurfy-net.de/mechlab#i=163&l=b8957f3f02fc09ff519c15effb78234f1dbe6f0b
- 5 Mashingas
- 4 SRM 6
- Large Pulse Laser packs an extra punch
- BAP
- Near limitless ammo
- Reasonable
- Practically max armor
- Arms can be moved at will because of Actuators
* Nothing long range except laser
* Akward ammo position on arms
NOT, it's a big because of fixed jumpjets* Jumpjets don't appear as they probably need the S core to work

http://mwo.smurfy-net.de/mechlab#i=165&l=68793ac4bca12e6e0361d944942ef69bcb0dfb7a
[V2]
- Slightly asymmetrical build
- Use left armo to block
- Still has practically full armor
- Plenty of ammo, but also targeting computer MKII hoping it will increase crits of MG at the very least
*"Just" 4 mashingas
NOT, it's a big because of fixed jumpjets*For some reason doesnt display jumpjet jump still

Variant notes:
- Large Pulse Laser is replaceable with ERPPC

http://mwo.smurfy-net.de/mechlab#i=163&l=ca4934e6ee5937c241cf4fa76543d1dc2ca707c4
- 2 LBX-10
- 4 jumpjets for poking
- ECM
* Not so much damage
* Mixed guy
* Many jams

http://mwo.smurfy-net.de/mechlab#i=163&l=68623310874db9d3a4485c17dbf40e271ad8ff40
AC2 "The Force Multiplier"
- 4 jumpjets
- 3 AC2
- Targeting computer VI
- BAP
- Assymetrical for left shield
- Will never run hot
* Will run out of ammo (60 sec sustained fire)
* Mixed
* Useless if you can't keep looking at target

http://mwo.smurfy-net.de/mechlab#i=163&l=59a4e4e19e86ef65579a2928c55e36551d8ab987
- Compliments with ER medium lasers
- 3 AC2, 3ER medium
- Targeting computer IV
- Uses heat potential for something
- Can keep fighting even after ammo depleted
* Not very assymetrical
* Arms locked without actuator

http://mwo.smurfy-net.de/mechlab#i=163&l=887619d64b31bece3ec30dcf8058a98058ef88c0
- 2 AC2 and 2 ER-Large Laser
- Lasers can keep up with AC2 range and are better for poking with jumpjets
- specially with targeting computer IV
- Assymetrical
*Very little ammo, good for about only 60 seconds of continous full attack
(Can de-upgrade computer, remove jumps, or strip armor for more if proves insufficient)

http://mwo.smurfy-net.de/mechlab#i=163&l=68623310874db9d3a4485c17dbf40e271ad8ff40
- 4 LBX 2 gives very good, and self-upgradeable, firepower
- BAP
* You have to click very fast to take advantage, since its less than one second cooldown to begin with
* probably ammo will not be enough
* No targeting computer
* Not entirely assymetrical as there is an LBX2 in left (but no ammo or electronics)



**************************************************************

Ebon Jaguar LRM20:
http://mwo.smurfy-net.de/mechlab#i=283&l=407a33384bd3ef533d1687ac8b3cf4e8059bb475
- 4 LRM20
- 2 Mashingas para emergencia
- Mixeado de componente para TAG
- BAP y Artemis
- Sorprendentemente buen enfriado
- Armadura casi completa
* Munición es ridículamente baja para número de tubos, sólo puede atacar 4 veces

http://mwo.smurfy-net.de/mechlab#i=283&l=0a7d6c05c1f2077c402b894ad31ff5e5ed86e4d7
- Mashingas cambiadas por munición
* No cambió tanto...

http://mwo.smurfy-net.de/mechlab#i=283&l=bbfa0752359fc8a723e62ec3b534cde8b3cfa909
- Sin Artemis
- Regreso de las mashingas
- Aún más armadura y lo más importante, municiones


**************************************************************

Gato Sombra Mashinga y pesado
http://mwo.smurfy-net.de/mechlab#i=299&l=7d11512b68d9a8eb15aa982fe5a7b79c0b95bf83
- Ultra AC20 destroza armadura
- 6 mashingas hacen papilla los componentes internos
- Full armor en todo menos piernas
- Tiene 6 jumpjets enteros
- 97.2 Km/h
- Nada de calor
- Municiones suficientes para durar más que él
- Para usarlo como light disruptivo/ofensivo
- No mixea omnipods
Únicas "desventajas":
* Potencial de daño directo parece relativamente bajo; atacar y correr
* Calor es desperdiciado por falta de lasers
* Slots no alcanzan para LBX20
* Nada de largo alcance ni defensas activas
* Débil contra misiles por no ECM ni AMS
* No hay armas que no usen municiones
* Hay que saber jugar y moverse


**************************************************************

Nova-A de Demolición:
http://mwo.smurfy-net.de/mechlab#i=267&l=fe6a4c5559944fa1e36bfcee6422ab6a360edee9
- Con apenas 50 toneladas, esta monstruosidad no conoce el miedo, la razón, ni la supervivencia
- Vuela con un LBX20 y dispáralo repetidamente en la cara (o espalda) junto con laser de pulso medianos
- Con dos AMS y suministro central de municiones, los LRM y SRM son historia
- Usa todos los mismos módulos
- Diseño asimétrico
* Armadura deja que desear, especialmente en piernas
* Motor XL lo deja vulnerable
* No es tan rápido como otros medianos, hay heavys de su velocidad e incluso con algún jumpjet (ver mad cat/timber wolf)

http://mwo.smurfy-net.de/mechlab#i=267&l=2eba4971957eeeeb159572d96af4dfac2c98ab10
- Lasers de pulso cambiados por lasers medianos comunes
- Armadura notablemente mejorada
- Mejor opción a rango
- Corrige las debilidades del anterior
* Menos daño y aprovechamiento del calor

**************************************************************

Mad Dog LRM con NARC:
http://mwo.smurfy-net.de/mechlab#i=212&l=35118236ed7a447f319f60a326b2fff05df0f7d4
- Uno de sus lados LRM le da bonus quirk a sus misiles
- 2LRM20+Artemis
- 2LRM10+Artemis
- 3 SmallER Laser para lidiar con molestias
- TAG y BAP
- No mala armadura salvo brazos (semi-stripeados)
- Evita las penalidades de calor al mezclar dos tipos de LRM distintos
* Aún overheatearía mucho si disparara LRM y lasers a la vez
* Optimizado para LOS pero sin jumpjets ni ECM
* Lasers no son muy poderosos y como el TAG estan en puntos vulnerables
* Todavía se acabarán las municiones y habrá que usar los lasers eventualmente si siguen funcionando, lo cual es semi-suicida

**************************************************************

Incredible fragile gargoyle:
http://mwo.smurfy-net.de/mechlab#i=234&l=397168309772dd1898a17eb77307e6b02052e299
- Two LBX
- Almost no armor
- Run berserk at the first chance

**************************************************************

Paso todo el día haciendo MArauders IIC y resulta que lo van a nerfear...
https://mwomercs.com/forums/topic/252346-is-the-mad-iic-really-op-since-st/page__st__20
Oh, la calamidad.
Puede que también al timber wolf/mad cat
-______-



MAD LRM
(usando el chasis comprable...)
http://mwo.smurfy-net.de/mechlab#i=499&l=2de6c7718cdb380b17ca0d1105d506e2df9e880f
- BAP y TAG
- 4 LRM 20 + Artemis
- Municiones considerables
- Laser y dos machineguns para muy cerca
- Motor estandar y mucha armadura central frontal
- Buen enfriamiento
Desventajas:
- Brazos y piernas tienen poca armadura
- Falta de grandes opciones para cercanía
- Debido al motor estandar no es tan rápido como otros

Estrategia:
- Mantenerse lejos y no dar la espalda
- Sin embargo, tener línea directa de visión con el enemigo (para TAG/Artemis)

MAD experimental de núcleo inmorible:
Versión 1:
http://mwo.smurfy-net.de/mechlab#i=495&l=8033cf88f7b4d4a405994fafe8b632cd46604a6e
- 4 ER med laser
- 3 mashingas
- AMS
- Máxima velocidad (73Km/h) y estandar engine
- Máxima armadura en núcleo, poca en otros lugares
- Los heatsinks estan dentro del motor estandar más grande del mundo
Estrategia:
- Lentamente destruir los enemigos y absorber el daño por tu equipo
- Se focalizarán en vos mientras sobrevivís todo y el resto los destruye
Desventajas:
- Los brazos de laser no tienen tanta armadura
- Piernas son grandes y rápidas, pero débiles

MAD poderoso con AC20
(Versión 2:)
http://mwo.smurfy-net.de/mechlab#i=498&l=376124fa5aec323797e108413a80627a3b7855a9
http://mwo.smurfy-net.de/mechlab#i=498&l=66b37d9e8876d69737154998fbe8f11e50f39bd4
(iteraciones A y B)
- Tiene ECM y AMS
- No tan rápido (63Km/h), pero mayor armadura y rango
- Motor XL puede disminuir supervivencia, pero incrementa en combate
- Super armas:
-- 2 C-ER LRG laser
-- 2 STR-SRM 4
-- 2 C-ULTRA AC20
- Targeting Computer IV mejora lasers y cañones
- Ni un espacio desperdiciado
Estrategia:
- A primera vista es imposible perder. Lasers dan lentamente de lejos. ECM y AMS protegen de misiles.
- Si uno se acerca (incluido uno mismo), fusilamiento absoluto por parte de los LBX
Desventajas:
- Poca munición de ULTRA AC20 (incrementable por una de SRM, en la iteración B)
- Usar todas las armas a la vez incrementa mucho el calor

http://mwo.smurfy-net.de/mechlab#i=498&l=ccf9aa1b22eefefc92842be9d29dec4293f5e70f
(Iteración C)
- SRM 6 coinciden en tiempo y forma con LBX 20 para destrozar mechs cercanos
- Armadura casi al máximo (todo excepto piernas al límite)
- Más ammo AMS coincide con durabilidad extra
- Tonelaje perfecto
http://mwo.smurfy-net.de/mechlab#i=498&l=ba29ecdcb6369a1285e31a0d8cb04d55c6568a35
(Iteración D)
- Beagle Active Probe quitado ya que no usa streaks ni necesita soporte
- Más munición para los SRM asegura fuego continuado por mucho tiempo
http://mwo.smurfy-net.de/mechlab#i=498&l=a8ed14d9f15aea7027e53817528d41978ecb68a8
(Iteración E)
- Altamente especializada como cazadora de proximidad
- Laser pulse medium en lugar de grande asegura más daño a corto alcance
- AMS eliminado ya que se considera redundante con ECM
- Armadura completamente maximidada
- Computadora MKVI incrementa aún más alcance, velocidad de proyectil y chance de crítico
http://mwo.smurfy-net.de/mechlab#i=498&l=499942c40c64ee6353205d22270890326ec3406d
(Iteración F)
- Versión mejorada para lasers
- 1 pulso grande y uno grande
- Recupera el AMS por uso de rango
- SRM 2 reemplazan los SRM 6
- Más armadura de frente y menos atrás

MAD de largo alcance:
http://mwo.smurfy-net.de/mechlab#i=498&l=ccb1fc768f98f75763896294b164077cc81af8d2
(Iteración A)
- AC10
- C-LRM20+Artemis
- TAG, BAP, ECM, TargetComp IV, AMS
- Armadura casi al tope, pero más concentrada en frontal
- Buen coeficiente calor
- Motor 64Km/h
- Municiones en piernas (ajustar a otros)

http://mwo.smurfy-net.de/mechlab#i=498&l=1d4955b08fd95175ec856e65995e4ce3f803fdfa
(Iteración B)
- Hybrid build:
-- 2 LRM10 sin artemis pero con TAG y BAP
-- 2 Clan Ultra AC20
-- 1 Large ER laser
- Computer MKII
- AMS, ECM, tag, y todo lo demás
- Buena armadura y daño
- Buenas municiones
*- Desventaja: Eficiencia de calor deja que desear
*- Estrategia: Las armas cumplen roles distintos y no se disparan juntas ni en la misma circunstancia
- LRM: Arma largo alcance lenta
- ER laser: Arma largo alcance inmediato con vista + Complementaria de corto
- Ultra AC20s: Arma para fusilar de cerca

http://mwo.smurfy-net.de/mechlab#i=498&l=0a42d9f7f532e74c0f69b64d6e59389cb447e0f3
(Iteración C)
- Ventajas:
-- 2 C-LBX 20 pueden destruir cualquier cosa en segundos
-- Complemento de dos lasers grandes tanto a distancia como de cerca
-- Armadura maxeada
-- Computadora VI incrementa los bonuses aún más para ambas armas
- Desventajas:
-- Munición de LBX 20 extremadamente baja, usar sólo con seguridad de daño y ahí en repetición
-- Sin misiles
-- No hay BAP
-- Armadura configurada para débil atrás; mirar de frente
-- Sobran 0,80 t

http://mwo.smurfy-net.de/mechlab#i=498&l=15125ad0fd70e7daa89f59bd48fc8c2e33e436dc
(Iteración D)
Ventajas:
- Mismas armas que el anterior
- Todo espacio y tonelaje es usado a la perfección
- Incremento de municiones de LBX-20 a casi el doble, y seguridad
Desventajas:
- Menos armadura por cambiar a estandar, que aumenta el tonelaje


ANTI-HEAVY FAST MARAUDER WITHOUT ECM
Versión "SCORCH" (Quizás/seguramente premium)
http://mwo.smurfy-net.de/mechlab#i=499&l=9204d119be16078628055d9b27a9605002197198
(Iteración X)
- 4 Clan Streak SRM-6
- TAG
- BAP
- Rápido a 71/Km/h
- DOS Clan Ultra AC20
- Un laser mediano
Desventajas:
- Sólamente corto alcance
- Poca armadura para un mech así
- No AMS
- Sin Targeting Computer
- No se enfría bien

http://mwo.smurfy-net.de/mechlab#i=499&l=a6d46d5dc187f60f6eb42233fd3b0e7282a0aaa9
(Iteración Y)
- 4 SRM6+Artemis
- Mismos electrónicos
- Más municiones para SRM
Desventajas:
- Mayoría de mismas debilidades
- SRM6+Artemis puede ser peor que Streaks y gastar más ammo

http://mwo.smurfy-net.de/mechlab#i=499&l=1415852e1c4789ac9126604779da4545ee9acbad
(Iteración A)
Estrategia:
- Principalmente ataca a heavys y assault colocándose en su espalda y destrozándolos de uno-dos golpes
- Puede destruir fácilmente a mediums y lights si se acercan
Características:
- Targeting II
- 4 SRM6 sin guía
- 2 LBX20
- Intento de municiones, pero no hay muchas.
Desventajas:
- Si se queda sin Ammo, ya no puede hacer nada

http://mwo.smurfy-net.de/mechlab#i=499&l=2db195ec3957b690aac971d1ca371f7f09bdbdf4
(Iteración B)
- Municiones LBX de tonelaje completo optimizan la cantidad (+1 por cada; 7 en vez de dos de 3)
- SRM cambia a 2 para dedicar estas toneladas
- Armadura Standar provee más espacio
- Computadora MKIV bonifica la velocidad y críticos de los LBX aún más
- Perfección en tonelaje
Desventajas:
- Menos armadura en piernas
- Menos ammo SRM
- Menos ataque que el SRM6

http://mwo.smurfy-net.de/mechlab#i=499&l=d6bd0e3fa0084f6b64e2bcdc3737097fb445a386
(Iteración C)
- Más ammo de C-LBX20, hasta casi-50 (49)
-- 24 ataques completos a puntos vulnerables casi alcanzarían para destruir los mechs completos del enemigo
- Distribución de municiones
- Computadora bajada a MK2 de nuevo

***

HIGHLANDER IIC LRM+Short Option

http://mwo.smurfy-net.de/mechlab#i=379&l=574e30746458f8c180532d6ab89e12f64063fc9a
(Iteración A)
Advantages:
- Three Jumpjets
- All for LRM (except ECM)
- A Clan Ultra AC20 and a Pulse Laser provide short-range and no-ammo options
Disadvantages:
- LRM ammo is pathetically low for 60 tubes

http://mwo.smurfy-net.de/mechlab#i=379&l=dbfed86f005fa980cf55f0ee56b1500290b1c4a7
(Iteración B)
- More LRM ammo
- No AMS
- Somewhat less armor

http://mwo.smurfy-net.de/mechlab#i=379&l=d0ce6861c76db03f43747fd350f6667c7bdd7580
(Iteración C)
- Even MORE LRM Ammo
- Less jumpjets
- Max armor

**************************************************************
INTERNET VERSIONS

TIMBERWOLF "wub" guy:
http://mwo.smurfy-net.de/mechlab#i=165&l=2a8717bae77d205f4ca1123b086049741882626f
- Pure med pulse laser
- 3 jumpjets
- Targeting MKII
- No ghost heat (in it's time (?))
* Will get super nerfed with the clan laser nerf

TIMBERWOLF "gauss" guy:
http://mwo.smurfy-net.de/mechlab#i=165&l=b556076cc508e9254f5dca4e836f6f1473abbc00
- Considered bad
- Very assymetrical side-shield build
- Actually amounts to 76 tons today
- Take out more ammo for energy

MY MODIFICATIONS

"Gauss" modified
http://mwo.smurfy-net.de/mechlab#i=165&l=7077c9091b9202b3a9a3f348ccc0b6f7fe186872
- My version has 2 SRM 6 for brawl defense
- 3 jumpjets to poke
* Ammo is low
* Armor is pathetic

http://mwo.smurfy-net.de/mechlab#i=165&l=f174fb1519b5ca8dd1198d7ced5784cc62cd6c38
- still 2 gauss
- 3 er-medium lasers
- Targeting computer I
* only 1 jumpjet

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MensajeTema: Re: MechWarrior Online   Lun 19 Jun 2017 - 23:39


The POWER marauder
http://mwo.smurfy-net.de/mechlab#i=498&l=5edb4474e6ff86a238f42229226d370981edefbe
- 2 CLRM20+Artemis wither them from afar
- 1 CERPPC compliments and disables ECM
- Finish them with 2 CLBX5 (Can be exchanged for Ultras) for critical hits
-- Or if they get too close...
- Also TAG and BAP
- Even AMS
- ECM protects you
* Many different weapons to remember how to use them
* Is slow because ECM version
* 0,80 in weight doesn't have anything to do (no space and armor and XLengine maxed)
* Mech will get nerfed

http://mwo.smurfy-net.de/mechlab#i=498&l=69b1bf061af6f06f2fe050d5b0e9af06de643475
Version with Ultra AC5 instead of LBX-5
- Non-wasteful with weight maxed
- More potential power specially at long range
* No crits
* Even harder to use

http://mwo.smurfy-net.de/mechlab#i=498&l=3c6e206a7a45f2f457d602fd4461563540df2f2b
- LBX10 version for heavier finishups
- Great power
*- PPC replaced for ER large laser
* Less LRM ammo
* No Artemis

The Hitting Marauder
http://mwo.smurfy-net.de/mechlab#i=498&l=7e4607f58fe079eeb3c0f6acd6466085c807a38c
D- Inconceivable surprise short range version
(with ECM)
D- 2 C-Ultra AC20
D- 2 SRM6 with much spread
D- 1 large Pulse laser + 1 ER large laser
- Targeting computer MKII
* less armor on legs

The Hitting Marauder II
http://mwo.smurfy-net.de/mechlab#i=498&l=5259c7ae9d993260f3b81f25b09edf2744dc0b28
- Improved version with 2 large lasers and no pulse
- Better computer (MKIII) improves lasers
- A bit more armor mainly on legs
- BAP for even longer sensor range and targeting unpowered
- SRM4 for a bit less spread out fire
- Faster
* A bit less fire overall
* Only 1km/h faster

*************************************************************

Super Executioner MKI
http://mwo.smurfy-net.de/mechlab#i=288&l=9b04db4f4717cbd7bbd7c1e1564aee8f3fa18970
- 2 ER large lasers
- 2 large pulse lasers
- Can fire all four without heat penalty
- Targeting computer MKVI provides extra range, zoom, crit and lower time
- BAP
- Assymetrical build
- Super armored
- Can poke with 4 JJ
- Use MASC for suicide missions
* Little heat efficiency
* This is an opportunity-fire mech to use in cover and in groups

Super Executioner MKII
http://mwo.smurfy-net.de/mechlab#i=288&l=9a0e822de398eb436b1d3aee96ebb6a377689ce1
- Even bigger computer is now maxed
- Lasers reordered
* No BAP
(can be restored stripping armor:)
http://mwo.smurfy-net.de/mechlab#i=288&l=a5fcda02783f0f817197b9d7ed2b389a354c72e2

Executioner with LRM+Artemis and Large Pulse Lasers (can replace them for ERPPC the same)
http://mwo.smurfy-net.de/mechlab#i=288&l=1dc192f9a18505cd9d68705239805b48b5c59878
Version with two LRM20 without Artemis and with more ammo:
http://mwo.smurfy-net.de/mechlab#i=288&l=d03dca84e3bb2c829ab082416dd192103db2ce68
Two CLRM+Artemis-15 with targeting computer MKI for the lasers:
http://mwo.smurfy-net.de/mechlab#i=288&l=1e270439b1c5707e280debc0ee45f47f6c085161

THE INCENDIARY EXECUTIONER
(Remember, large pulse lasers are equivalent to ERPPC and there is no actuator problem here; and they also work with the computer)
http://mwo.smurfy-net.de/mechlab#i=288&l=0782f050f43ee54f3761fa7bd12a4f398a445a35
- No less than 8 flamers
- Two large pulse lasers + Targeting Computer III provide all-range firepower
- Heatsinks for 83% efficiency
- MASC and Jumpjets will allow flamers to shine despite assault mech
- Practically max armor
- Can shield with left arm
*- No BAP but can be exchanged by an extra heat sink (quite unnecesary)
* Little firepower for such a big mech

...THE REVENGE OF THE INCENDIARY EXECUTIONER
http://mwo.smurfy-net.de/mechlab#i=288&l=0782f050f43ee54f3761fa7bd12a4f398a445a35
- 3 ER large lasers replace pulse
- Targeting MKIV
- BAP for better detection and longer range scan
* 1 less flamer
* Ghost heat
* Lower heat efficiency
http://mwo.smurfy-net.de/mechlab#i=288&l=23f6667d21e8152ab6c00bc7a066c60af053f119
D- With 2 ER lasers and 1 Pulse
- No ghost heat and more damage
* Smaller computer to MKIII, worse super long-range coordination

...Fully Stripped left arm incendiary executioner version:
http://mwo.smurfy-net.de/mechlab#i=288&l=74b06042da6413c40bf207b561d7ba9cbff7afcc
- 2 pulse and 1 large laser gove more damage
- Biggest computer yet with MK V and BAP
- Extra armor on legs
* Less heatsinks

The Flaming Executioner
http://mwo.smurfy-net.de/mechlab#i=288&l=9e0239e93df23fd5aeb3bf7a1114730c915ca32a
- 8 Flamers
- 2 SRM6+Artemis with 300 ammo
- 2 CER large lasers, providing long-range capability
- BAP and targeting MKII
- Uses both arms usefully and all weapon points
* Less computer and long range
* Still just 50% efficient when using lasers
- When using just 1, 76% efficient, and 160% efficient when none
* Can't arm-shield sucessfully

Computational Lasershow Executioner
http://mwo.smurfy-net.de/mechlab#i=288&l=42056ae5229ef3a7d836f35c9576eb8e4cc2f13a
- 2 CER Large Lasers
- 4 CER Medium Lasers
- 4 CER Small lasers
- Targeting Computer MKVII
- BAP
- No ghost heat
-- Can Poptart due to reduced attack time (not sure (?)) and increased range and zoom
* Abysmal efficiency if fires everything
* If you shield with left arm as intended, your computer might eventually die
(even as large computers resist more and shoulder+three actuators reduce risk)

...Three Large Pulse Version:
http://mwo.smurfy-net.de/mechlab#i=288&l=85ed6d7ce8f92fd43d40865ae7c9d255d9a4742f
- 100% poptart build
(Can use two or three ERPPC instead)
- Can fire low efficiency on one alpha, or use chain fire

...Stripped left arm version with high torso mounts and computer on right side:
http://mwo.smurfy-net.de/mechlab#i=288&l=4bdac9173571a108ef077dbcf5c8fabf295e5261

Two Large Lasers and Two Large Pulses:
http://mwo.smurfy-net.de/mechlab#i=288&l=f8bfd44ec7e5b45e0aa80f404e097535e20a04a2
D- Targeting MKV (not so far from MKVII function)
- Stripped left arm still
- Made to poptart
(can exchange two large pulses for two ERPPCs)
* Low heat efficiency at just 34%

Do Not Toy With The Flame:
http://mwo.smurfy-net.de/mechlab#i=288&l=ecf4657948c052f170965ad3b228fcf1ccc3cb70
- 13 flamers and BAP
- Quickly shuts down enemies at melee
- Intended to kill enemies by overheat
M- Very cheap
- Max armor
- Max heat efficiency
* One mixed (Although not sure if it matters on this mech...)
* No range alternative
* No traditional damage
* Over 9 free tons
* Practically useless for damage or kill farming (1.3 damage per second, and the enemies will "self-die")

Do Not Toy With The Flame 2.0:
http://mwo.smurfy-net.de/mechlab#i=288&l=1b5979637116b075fd8cf1c0e3421391a71581e7
- 10 flamers
- 2 large lasers and 1 med pulse laser provide damage and range alternative
- Targeting MKII (Besides BAP)
- Perfect Tonnage
* Not max heat efficient (66%, still good)
* Still not good for damage or kill farming

Critical Flame:
http://mwo.smurfy-net.de/mechlab#i=288&l=8099566d8f5d3c1a18ba0f74d92217ee4f52af6f
- 1 LBX20
- 1 ERPPC (or large pulse laser)
- 2 machineguns
- 7 flamers
- Sustained DPS is nice for a flame build
* Just 14 ammo for LBX20
* ERPPC only long range weapon
* No real pinpoint damage, all spreads
* With ERPPC there is 58% of heat efficiency

*************************************************************

MAD, MAD SHORT CAT
This mech is focused on persecuting and destroying light mechs via superior capabilities.

- TBR-S for jumpjet and quirks. Don't change omnipods, torso twisting and jumps are actually important here.
- XL engine for fast

- Use Streak-SRM 6

Saved as:
http://mwo.smurfy-net.de/mechlab#i=165&l=2f903e0270852f830752c4766dd255ed9091e006
http://mwo.smurfy-net.de/mechlab#i=165&l=e020be853c7e089de1b6f22bc60980771b61237c
http://mwo.smurfy-net.de/mechlab#i=165&l=18cdb32ebf63f69647f88957969e888f2622a4a2
Not bad, 3/4 armor, 3 C-Streak SRM 6, 3 med-puls laser, BAP, TAG, Targeting Computer I, good ammo, 5 jumpjets, keeps quirks
Weak points: Rear, legs, overheat when laser use, SRM ammo on not very armored arms.
Strategy: Face firing enemies at all times and fire back stronger. This mech is a brawler so expect to be attacked by multiple anemies and many positions. Flee hot situations with jump jets. Attack and return to allies. Use lasers for pinpoint finish on damaged parts (visual cues), not regular fire. Stay on Override mode when in combat; given low armor, shutting down would be worse than any damage. Remember jump jets will still work as disruption even with one leg destroyed.
http://mwo.smurfy-net.de/mechlab#i=165&l=56ddbc4f4120237d9a4aa78b3c65ac094f8e7850
This "perfected" version is overall more armored, exchanges medium pulse lasers for lighter regular medium ones, with a bit more of range (they can easily be used before the streaks, even at max DMG) but less DPS. Adds even more ammo and switches some positions, plus a heat sink.

*****

Suicide Timber
http://mwo.smurfy-net.de/mechlab#i=165&l=e7aaa6950d94aafb2f69bc26f663892924b32865
(Iteration 1, short range)
- Two LBX20
- 4 c-streak LRM
- 5 Jumpjets
...
* Little armor (less than half)
* Little ammo
Management:
- Attack when the team is fighting, lightning fast to the rears and without mercy
- Use JJ for surprise, evasion and ambush
- Kill and/or Die swiftly and with a boom

http://mwo.smurfy-net.de/mechlab#i=165&l=e00cc4be05cc20c7189d5b98630441d78aacf899
(Iteration 2, mixed range)
Strategy:
- Attack with four LRM10 from jump and afar with tag and BAP
- Then end them/defend yourself with an LBX20
* Almost no armor, hide yourself
* Not so much ammo either
* Ending them/defending yourself not guaranteed

http://mwo.smurfy-net.de/mechlab#i=165&l=68295e3bf849c65231d38f2ae8d0b04d769d3601
- 4 LRM 15
- 3 ER medium lasers
- 5 Jumpjets
- BAP, TAG
- Acceptable armor, specially as you are long-range
- Enough ammo
Counsel:
- Be careful with LRM15 ghost heat and weapon groups
- Firing both lasers and LRM meay be a problem heatwise
- Ammo explosions can also be a problem

http://mwo.smurfy-net.de/mechlab#i=165&l=01ed1d08f7883d18c2b077122ce4b8a94795cbb4
Features:
- Near perfect
- Long range and hard punch with both energy and missile
- Assymetrical build with one stripped left arm for defense
-- 2 C-ERPPC on the same spot
-- 4 LRM5+Artemis
- 5 JJ
- BAP and TAG
- Great for rocket harass
- Perfect to combine LOS LRMing with dual ERPPCing for combined effect
Faults:
* "Stripped" arm actually has half LRM ammo, a heat sink, and 3 armor
* Can't make lower arm actuator work for right arm (left space open) [Seems this is from ERPCCs]
* Continous use of both weapon types will lead to rapid overheat (LRM5s are relatively hot)

http://mwo.smurfy-net.de/mechlab#i=165&l=8ce0d81e552ab31860eb23ca19d622ef69e5ab4b
- Same as the previous one but replaces ER PPCs with Large Pulse Lasers
- Large Pulse Lasers may go better with LRMS than ERPPCS, as they both require to follow target lock visually (like TAG)
-- PErmits to use both arm actuators and thus full arm shielding

http://mwo.smurfy-net.de/mechlab#i=165&l=c217ab02a09af9f71a7122dcf84be0898f7babc6
- Restores the ERPPCs, thus no right arm actuator
- Strips the other arm more fully

*****

Power TimberWolf Activate!
** Will possibly get half-nerfed as clan energy weapons are going to be fully... (applies to all next ones)
*- Not so grave as the main power is LRMs, but still
- Specially the lower ones, made fully of TBR-S components, can have even more armor directed from than back since it has twisting torso quirks
- All are focused on long-range LRMing, and are very fast and agile; most have 5 jumpjets with bonus, so small mechs shoudn't be able to back-stab you ever if you use them well.
- Internet LRM versions have less lasers and more ammo

http://mwo.smurfy-net.de/mechlab#i=270&l=6c2ec8d28325eab4cf86eba30e559a3ddce7d3d3}
http://mwo.smurfy-net.de/mechlab#i=270&l=ff61dcf797758a2e1065e6b54853f2763bdf1714
http://mwo.smurfy-net.de/mechlab#i=270&l=06d2174aea277a8f8a501de2348b24f64c9c3697
- This variant is more powerful and stable than any other before
- 2 LRM15 and 2 LRM10 permit to deal full damage with no extra heat.
- 4 C-ER medium lasers provide more than adequate support
- It even has a targeting computer MKI just in case
- BAP and TAG are active even with that energy loadout
- Armor is near maximum
- Ammo is quite good considering you still have the four lasers afterwards to mop up
- One of the highest firepowers, even at it's good range
- A fast and nimble heavy mech able to square both face to face and at range with lights and assault alike
*- Armor points to forward since it's a fire support mech
* No Artemis
* No jumpjets
* Cooling efficiency is low if you use both missiles and lasers at the same time... but you normally wouldn't
* The chassis is mixed from parts
Use notes:
- Coordinate volleys so that AMS can do less against them when fighting massed enemies specially (LRM15 and LRM10 have different recharge times)
- Clan LRMS will do damage even near point blank, unlike IS ones. You can fire them as last resort and annoyance to pests.
*- Has to be changed half ammos for full ammos (internal explosive power of half is same as full)

http://mwo.smurfy-net.de/mechlab#i=165&l=c890fa391221ae4b9518f1ea30c2329ce775f7c9
- Jumpjet version of the build
- Slightly assymetrical for blocking
- More ammo
- Uses all parts from Timberwolf-S, retaining bonuses
-- Tag comes from high torso like missiles
* One less laser
* Stores almost all ammo on arms
* No targeting computer (for more ammo)
*- Has to be changed half ammos for full ammos (internal explosive power of half is same as full)

http://mwo.smurfy-net.de/mechlab#i=165&l=b7adbd4a8b3b6da41685686f56c7b139d927926d
D- Large Laser version
- Better for poking and all-ranges firepower
- Assymetrical with one arm stripped
* Less armor
* No electronics (BAP or Targeting)

http://mwo.smurfy-net.de/mechlab#i=165&l=2f300005893d29c459aef8da4fa61b81712f3375
D- Less tubes version, replaces LRM10 for LRM5
- Targeting computer and BAP
- More armor and ammo
* Less upfront firepower and rockets

http://mwo.smurfy-net.de/mechlab#i=165&l=51b98c7f5ea19299d927a556bc8b5f399554755f
D- Mashinga version
- One less LRM ammo for 2 MG and half MG ammo

http://mwo.smurfy-net.de/mechlab#i=165&l=36f053b67f82bfae533e3ab49da94854fa34fa39
- Artemis jumper version
- Artemis allows for better LOS targeting and less missile spread
- Still all TBR-S
* Some armor striped, specially from legs
* ALL ammo is on arms and not enough
* Just two Sml Pulse Lasers
* TAG on arm

http://mwo.smurfy-net.de/mechlab#i=165&l=03600761413a7d3fc7145fb9c9205aadd2a91be1
- More very needed ammo permits in combat longer, specially given lack of alternate weapons
* Weaker backside armor
* Weaker lasers

http://mwo.smurfy-net.de/mechlab#i=165&l=4a20c1bce329614a7925b2d5defed0fa9615d2cd
- 4 LRM10+Artemis version
- Volleys will always be coordinated
- Can fire to face
- Three small pulse lasers
- Some Ammo and tag on torso
- Recovers half ton of armor
*Loses some LRM punch
*Ghost heat

http://mwo.smurfy-net.de/mechlab#i=165&l=85cb22d19fbdf0b87e74e8b4c5cd3080c6ac2790
- 3 LRM15 + NARC version
-- 3 LRM 15 do a full barrage
- 3 MEd Pulse Laser, for above average damage
- Full 12 NARC ammo
- Still TAG&BAP
- An almost stripped arm
* Little LRM ammo
* No Artemis (NARC compensates, but only if you use it well)
* No targeting computer for the lasers
* Stripped arm has one of the lasers

http://mwo.smurfy-net.de/mechlab#i=165&l=5cb5325ba46941e8ebcae89a3ab9ab4ab9e77a35
- One less pulse laser allows you to bring more ammo
- Left arm is fully stripped
* Nearly all ammo is on right arm, with the two lasers

http://mwo.smurfy-net.de/mechlab#i=165&l=51af5a57133668606cba53aadc75a7424b855947
- Regular C-ER med laser version of the other
- Three lasers and a targeting computer
- A bit of leg armor redirected left to protect last laser
** Will the medium laser be nerfed?

http://mwo.smurfy-net.de/mechlab#i=165&l=1c8eff4d8309c02441a802c24d00206920211ac0
- 4 LRM15 version
- 3 SML pulse laser + Targeting MKI provide proximity support
(THe computer and one of the lasers can be exchanged with a medium pulse lasers so its 2+1)
(SML pulse lasers can also be replaced in 1 to 1 basis with regular clan ER-medium lasers, which have much longer range from 165 to 405 but lower damage and extra duration)
- Most offensive firepower yet
* LRM ghost heat will be high if not fired in different salvos or continous (which would diminish anti-ams)
* 900 ammo though considered enough in other builds, will run out in just 10 full salvos with so many tubes
(you can get 360 more by removing MKI and one of the lasers, the one on the stripped arm)

http://mwo.smurfy-net.de/mechlab#i=165&l=8e8ffe6eb45d78a5b1d4e5ce6ca02982f15391a9
- Torso PPC version
- 2 C-ERPPC
- 2 LRM15
- 1 LRM10
-- Fulfills the dreams of Mech Commander 1 builds
-- They say PPC hits disable ECM for a short time (4 s max), enabling better LRM lock specially on cycling hybrid configurations
- Arms remain fully mobile to shield, and their importance is relative to low
- Most ammo is on torso
- 2 ERPPC lets you still be relevant after ammo is gone
- They are also no joke even at short range defense
-*- 1 arm completely stripped bare
-*- Only 3 jumpjets
* Mixed body
* Legs are at less than half armor. Be careful with smalls.
* not much ammo
* ERPPC hard to combine shots with LRMs
* No targeting computer to help PPCs
(you can take ammo to put it in, but there's not much of it)
(You can also take armor from right arm, and put the BAP on left torso)

http://mwo.smurfy-net.de/mechlab#i=165&l=0711e2d65ff58882980f091e13b9c87624f4fda0
- Replaced C-LRM10 for Artemis for both lrm-15
- Targeting computer
- More LOS-focused build to use ERPPCs
* Ammo is 15 LRM volleys
* Less LRM damage/missiles together
* Using ERPPC and LRM together will lower heat efficiency which is already considerably fragile

http://mwo.smurfy-net.de/mechlab#i=165&l=edc56944e48d4b6d37349fa9accd32fc89a08fdd
- Uses NARC instead of Artemis
- 12 NARC ammo
- With NARC, ERPPC, BAP, and TAG, this is the most anti-ECM you can get
* No targeting computer
* No artemis

http://mwo.smurfy-net.de/mechlab#i=165&l=6da42ad9b3a3233f30046b0ad19c57ad6e1e3c00
- 2 PPC on the same arm
- TAG is on body with LRMs
- Artemis for LRM15 is back instead of narc
(optimized for LOS)
- 5 jumpjets again from 3
- Is pure TBR-S
*no BAP or targeting computer, reduced to annul ECM with ERPPC and TAG
*No right lower arm actuator reduces left-arm defense recourse
http://mwo.smurfy-net.de/mechlab#i=165&l=6920bf39158497e31874ad25cd6584e954d597a8
- Less ammo to get BAP again
- Nothing explodes next to ERPPC
* Very little ammo

http://mwo.smurfy-net.de/mechlab#i=165&l=a9e8b656253b08101b29a4ea146d275a2183277a
- Artemis LRM20 version
- More upfront attack
* 2 less jumpjets
*- Not sure if badass or just bad
* Little ammo
* Mixed torso
* No BAP
http://mwo.smurfy-net.de/mechlab#i=165&l=e06e5946d06fafb52bf756164f68fdb8ace68afb
- BAP
- Full jumpjets
- Same torso again all-S
- Made for LRM indirect fire with PPC as direct fire support
* No TAG
* Still pathetic ammo

http://mwo.smurfy-net.de/mechlab#i=165&l=f796e81805c554072eb582105ee3ba0d41d6199e
(with LRM ammo)
http://mwo.smurfy-net.de/mechlab#i=165&l=502e5430b8e0bf49c707839503770c4ccc5ed55f
(With TAG instead)
http://mwo.smurfy-net.de/mechlab#i=165&l=4dadcc49be80c36a41c50bb87e18287b33125045
(Better TAG location)
- Focused on PPC poke
- 3 ER PPC, all on torso
- 2 LRMs10 without Artemis are basically for show, when you are not looking
- Active probe and Targeting Computer I
-*-3 JJ and mixed parts
http://mwo.smurfy-net.de/mechlab#i=165&l=53daf0f5286a179bb2c04f4f43ed3bc1a1ee9d33
- Version with TAG and Artemis, for poking LRMs with the PPCs on LOS
* No targeting computer
* No BAP
* Low ammo
* Firing all that at the same time will fry your mech

SUPER ERPPC versión
- On all pure-energy builds, nothing blows up... except your heat
http://mwo.smurfy-net.de/mechlab#i=165&l=b4dfa4448b158899a4125df8ba3a280016702002
- 3 ERPPC all in the high mount of the right side
- A big targeting computer MKV to help them be faster and have sensor range
- BAP
- 4 Heat sinks on now semi-stripped too right arm
* If someone destroys your left torso, you are fucked with no weapons
* You are supposed to defend with that side...

http://mwo.smurfy-net.de/mechlab#i=165&l=29612d9ad002118e246e559862ee1a95c8954379
- PPCs are distributed on both torsos
- You get FOUR of them
* Less heat sinks, and you would need them
* Targeting computer is now MKI
http://mwo.smurfy-net.de/mechlab#i=165&l=5262a2639442770b21726d2c33fd2778cbac75cf
- Better heatsink location
- Arms are now equally unimportant, so put more armor on legs

http://mwo.smurfy-net.de/mechlab#i=165&l=3745772173141feafd223104b3240cfaad540246
http://mwo.smurfy-net.de/mechlab#i=165&l=8059e8205c0fc52bbf741f26feef3b7a1d97ee5f
- Purely TBR-S PPC poke build
- 5 jumpjets
- Restored a part of armor
- Computer MKIII and BAP
- Defensive assymetrical left side
* Two PPCs on right arm, no actuator

- 4 PPC pure-S version
http://mwo.smurfy-net.de/mechlab#i=165&l=7cb9506284e51c8f0b1c74a57ea429c5d906b8cf
- For using 2x groups of 2 ERPPC
- Just jump and fire
- Good armor
* Nothing but ERPPC and jumpjets
* Not even BAP
* Not assymetrical

http://mwo.smurfy-net.de/mechlab#i=165&l=0c1efa280df3068d003eed601a4d71e1d0a9c695
- 2 C-ERPPC perfection version, on torso
- BAP and even TAG, just in case you need to know where you are pointing
- Targeting computer MKVII increases speed of shot, zoom, sensor range and criticals
- Assymetrical for left arm shielding
- Much armor
-*- 3 jumpjet
* Not much attack power
http://mwo.smurfy-net.de/mechlab#i=165&l=1c58e1eb42f1be03dbd46825fa31141ae2c16a98
- TBR-S pure version, with one ERPPC on arm and one on torso
- Has 2 MG to duke it out on low range specially with annoying lights (good DPS boost)
- 5 jumpjets helps both poke, close and escape
- Nothing important in right side, no electronics or big weapon, makes it actually good for blocking
* No right arm actuator makes left arm less defensive
* Weapon mount of PPC arm is not as high as torso, but with so much jump this shoudn't be much of an issue

http://mwo.smurfy-net.de/mechlab#i=165&l=0b7c7f023a22eefaec66ec21b6b80301b536a44f
- 2 ERPPC and 1 AC10 for fly-poke
* Small targeting computer and no BAP

http://mwo.smurfy-net.de/mechlab#i=309&l=1cb92706df1d33398e8e996a869a015d70bbb4bc
- 2 ERPPC on torso
- 3 Medium Lasers
- 2 Large Lasers
- Targeting MKII
- Assymetrical with one arm fully stripped
(Shield with LEFT side)
- Actuators, arms can move
* Cooling will be a problem
* Mixed variety
* No JJ

http://mwo.smurfy-net.de/mechlab#i=309&l=f229239dff54035209216be68a9b30a7e1252090
http://mwo.smurfy-net.de/mechlab#i=309&l=c5ce771af755a6cc916a51d8fc84fb81eacec6c2
¨¨ Medium lasers version of the one before
- 5 medium laser + 2 erppc
- Targeting MK IV
- More heatsinks
* Less ranged attack
* Ghost heat probable
* Some heatsinks actually on stripped arm

http://mwo.smurfy-net.de/mechlab#i=309&l=f33e12666a261195b51128b7775dbec03ef7ae25
¨¨ Semi-Med pulse lasers version
- 3 medium laser on arms and center + 2 medium pulse lasers on both torsos + 2 ERPPC on left torso
- More upfront near damage
- No ghost heat
*- No heatsinks on stripped arm
* Less overall range
...*Still two mixed components and no JJ
- Still the best varied pure-energy build done


**************************************************************

Hard Mafia Timber
http://mwo.smurfy-net.de/mechlab#i=163&l=7267cd6ba5d70b1e50bc0de28c4bcc3e3b6c31d4
http://mwo.smurfy-net.de/mechlab#i=163&l=b8957f3f02fc09ff519c15effb78234f1dbe6f0b
- 5 Mashingas
- 4 SRM 6
- Large Pulse Laser packs an extra punch
- BAP
- Near limitless ammo
- Reasonable
- Practically max armor
- Arms can be moved at will because of Actuators
* Nothing long range except laser
* Akward ammo position on arms
NOT, it's a big because of fixed jumpjets* Jumpjets don't appear as they probably need the S core to work

http://mwo.smurfy-net.de/mechlab#i=165&l=68793ac4bca12e6e0361d944942ef69bcb0dfb7a
[V2]
- Slightly asymmetrical build
- Use left armo to block
- Still has practically full armor
- Plenty of ammo, but also targeting computer MKII hoping it will increase crits of MG at the very least
*"Just" 4 mashingas
NOT, it's a big because of fixed jumpjets*For some reason doesnt display jumpjet jump still

Variant notes:
- Large Pulse Laser is replaceable with ERPPC

http://mwo.smurfy-net.de/mechlab#i=163&l=ca4934e6ee5937c241cf4fa76543d1dc2ca707c4
- 2 LBX-10
- 4 jumpjets for poking
- ECM
* Not so much damage
* Mixed guy
* Many jams

http://mwo.smurfy-net.de/mechlab#i=163&l=68623310874db9d3a4485c17dbf40e271ad8ff40
AC2 "The Force Multiplier"
- 4 jumpjets
- 3 AC2
- Targeting computer VI
- BAP
- Assymetrical for left shield
- Will never run hot
* Will run out of ammo (60 sec sustained fire)
* Mixed
* Useless if you can't keep looking at target

http://mwo.smurfy-net.de/mechlab#i=163&l=59a4e4e19e86ef65579a2928c55e36551d8ab987
- Compliments with ER medium lasers
- 3 AC2, 3ER medium
- Targeting computer IV
- Uses heat potential for something
- Can keep fighting even after ammo depleted
* Not very assymetrical
* Arms locked without actuator

http://mwo.smurfy-net.de/mechlab#i=163&l=887619d64b31bece3ec30dcf8058a98058ef88c0
- 2 AC2 and 2 ER-Large Laser
- Lasers can keep up with AC2 range and are better for poking with jumpjets
- specially with targeting computer IV
- Assymetrical
*Very little ammo, good for about only 60 seconds of continous full attack
(Can de-upgrade computer, remove jumps, or strip armor for more if proves insufficient)

http://mwo.smurfy-net.de/mechlab#i=163&l=68623310874db9d3a4485c17dbf40e271ad8ff40
- 4 LBX 2 gives very good, and self-upgradeable, firepower
- BAP
NO, this is ultra* You have to click very fast to take advantage, since its less than one second cooldown to begin with
* probably ammo will not be enough
* No targeting computer
* Not entirely assymetrical as there is an LBX2 in left (but no ammo or electronics)

Timber-S "The Flaming Whip"
http://mwo.smurfy-net.de/mechlab#i=165&l=ed05f502ba2f0990e8f606478bad4e6264e949a3
- 4 Flamers
- 3 SRM4
- 2 LBX2
- Nice ammo
- Good cooling
- Nearly maxed armor (even on legs)
NO- Targeting computer MKII helps LBX2 and lets you look unarmored parts (dammit, TC doesn't work with LBX)
- Flamers and LBX are both good for critting
How to play:
Attack with this mech the enemies that stray from the pack. It is designed to take down single enemies.
Don't go alone except in heavy urban tight enviroments.
When attacking an opponent look at it's diagram and where armor is thin or nonexistent; point flamers and LBX there
(flamers also keep them down while you attack them)
SRMs are there to degrade the enemy armor fast.
Target specially LRM mechs as not only will they be weaker on face to face, but also they have exploding ammo inside.
Also target Gauss mechs and make their gauss explode (but harder to know which the Gauss mechs are)
LBX2, besides being shotguns, have huge ranges. Take advantage of this as this is your only long-range weapon.
When facing multiple enemies, use jumping for evasion. It can be also used for surprise attack, but this isn't a poptart build. Your damage is continuos, not alpha.
* Your ammo is on the arms
* Not assymetrical, harder to shield
* Low range except LBX2
* No upfront single attack
* No-ammo damage with flamers is nearly nonexistent (but you can still shutdown, so there's that... and maybe they get damage from it)
http://mwo.smurfy-net.de/mechlab#i=165&l=cfb596d6e3a6e68683e77043bc3c0ff54ee7a0b3
D- Version without targeting computer, with BAP and Streaks
- Streaks let you "Pinpoint" the damaged armor sections somewhat better, instead of spreading all damage
- BAP lets streak target ECM and shut down mechs (which you will need since YOU shut them down)
- Targeting computer provided no bonus to LBX anyways
- More missile range
* Needs lockon
* Less total damage both alpha and over time

...The Machinegun Whip
http://mwo.smurfy-net.de/mechlab#i=165&l=5725ee5c294429f11bc968ccb19df92dc17fe713
- Perfect heat efficiency (and more, for the flamer accumulation)
- Near perfect armor (just -1 on each leg)
- Extra ammo
* No ranged attack

**************************************************************

Ebon Jaguar LRM20:
http://mwo.smurfy-net.de/mechlab#i=283&l=407a33384bd3ef533d1687ac8b3cf4e8059bb475
- 4 LRM20
- 2 Mashingas para emergencia
- Mixeado de componente para TAG
- BAP y Artemis
- Sorprendentemente buen enfriado
- Armadura casi completa
* Munición es ridículamente baja para número de tubos, sólo puede atacar 4 veces

http://mwo.smurfy-net.de/mechlab#i=283&l=0a7d6c05c1f2077c402b894ad31ff5e5ed86e4d7
- Mashingas cambiadas por munición
* No cambió tanto...

http://mwo.smurfy-net.de/mechlab#i=283&l=bbfa0752359fc8a723e62ec3b534cde8b3cfa909
- Sin Artemis
- Regreso de las mashingas
- Aún más armadura y lo más importante, municiones


**************************************************************

Gato Sombra Mashinga y pesado
http://mwo.smurfy-net.de/mechlab#i=299&l=7d11512b68d9a8eb15aa982fe5a7b79c0b95bf83
- Ultra AC20 destroza armadura
- 6 mashingas hacen papilla los componentes internos
- Full armor en todo menos piernas
- Tiene 6 jumpjets enteros
- 97.2 Km/h
- Nada de calor
- Municiones suficientes para durar más que él
- Para usarlo como light disruptivo/ofensivo
- No mixea omnipods
Únicas "desventajas":
* Potencial de daño directo parece relativamente bajo; atacar y correr
* Calor es desperdiciado por falta de lasers
* Slots no alcanzan para LBX20
* Nada de largo alcance ni defensas activas
* Débil contra misiles por no ECM ni AMS
* No hay armas que no usen municiones
* Hay que saber jugar y moverse


**************************************************************

Nova-A de Demolición:
http://mwo.smurfy-net.de/mechlab#i=267&l=fe6a4c5559944fa1e36bfcee6422ab6a360edee9
- Con apenas 50 toneladas, esta monstruosidad no conoce el miedo, la razón, ni la supervivencia
- Vuela con un LBX20 y dispáralo repetidamente en la cara (o espalda) junto con laser de pulso medianos
- Con dos AMS y suministro central de municiones, los LRM y SRM son historia
- Usa todos los mismos módulos
- Diseño asimétrico
* Armadura deja que desear, especialmente en piernas
* Motor XL lo deja vulnerable
* No es tan rápido como otros medianos, hay heavys de su velocidad e incluso con algún jumpjet (ver mad cat/timber wolf)

http://mwo.smurfy-net.de/mechlab#i=267&l=2eba4971957eeeeb159572d96af4dfac2c98ab10
- Lasers de pulso cambiados por lasers medianos comunes
- Armadura notablemente mejorada
- Mejor opción a rango
- Corrige las debilidades del anterior
* Menos daño y aprovechamiento del calor

**************************************************************

Mad Dog LRM con NARC:
http://mwo.smurfy-net.de/mechlab#i=212&l=35118236ed7a447f319f60a326b2fff05df0f7d4
- Uno de sus lados LRM le da bonus quirk a sus misiles
- 2LRM20+Artemis
- 2LRM10+Artemis
- 3 SmallER Laser para lidiar con molestias
- TAG y BAP
- No mala armadura salvo brazos (semi-stripeados)
- Evita las penalidades de calor al mezclar dos tipos de LRM distintos
* Aún overheatearía mucho si disparara LRM y lasers a la vez
* Optimizado para LOS pero sin jumpjets ni ECM
* Lasers no son muy poderosos y como el TAG estan en puntos vulnerables
* Todavía se acabarán las municiones y habrá que usar los lasers eventualmente si siguen funcionando, lo cual es semi-suicida

**************************************************************

Incredible fragile gargoyle:
http://mwo.smurfy-net.de/mechlab#i=234&l=397168309772dd1898a17eb77307e6b02052e299
- Two LBX
- Almost no armor
- Run berserk at the first chance

**************************************************************

Paso todo el día haciendo MArauders IIC y resulta que lo van a nerfear...
https://mwomercs.com/forums/topic/252346-is-the-mad-iic-really-op-since-st/page__st__20
Oh, la calamidad.
Puede que también al timber wolf/mad cat
-______-



MAD LRM
(usando el chasis comprable...)
http://mwo.smurfy-net.de/mechlab#i=499&l=2de6c7718cdb380b17ca0d1105d506e2df9e880f
- BAP y TAG
- 4 LRM 20 + Artemis
- Municiones considerables
- Laser y dos machineguns para muy cerca
- Motor estandar y mucha armadura central frontal
- Buen enfriamiento
Desventajas:
- Brazos y piernas tienen poca armadura
- Falta de grandes opciones para cercanía
- Debido al motor estandar no es tan rápido como otros

Estrategia:
- Mantenerse lejos y no dar la espalda
- Sin embargo, tener línea directa de visión con el enemigo (para TAG/Artemis)

MAD experimental de núcleo inmorible:
Versión 1:
http://mwo.smurfy-net.de/mechlab#i=495&l=8033cf88f7b4d4a405994fafe8b632cd46604a6e
- 4 ER med laser
- 3 mashingas
- AMS
- Máxima velocidad (73Km/h) y estandar engine
- Máxima armadura en núcleo, poca en otros lugares
- Los heatsinks estan dentro del motor estandar más grande del mundo
Estrategia:
- Lentamente destruir los enemigos y absorber el daño por tu equipo
- Se focalizarán en vos mientras sobrevivís todo y el resto los destruye
Desventajas:
- Los brazos de laser no tienen tanta armadura
- Piernas son grandes y rápidas, pero débiles

MAD poderoso con AC20
(Versión 2:)
http://mwo.smurfy-net.de/mechlab#i=498&l=376124fa5aec323797e108413a80627a3b7855a9
http://mwo.smurfy-net.de/mechlab#i=498&l=66b37d9e8876d69737154998fbe8f11e50f39bd4
(iteraciones A y B)
- Tiene ECM y AMS
- No tan rápido (63Km/h), pero mayor armadura y rango
- Motor XL puede disminuir supervivencia, pero incrementa en combate
- Super armas:
-- 2 C-ER LRG laser
-- 2 STR-SRM 4
-- 2 C-ULTRA AC20
- Targeting Computer IV mejora lasers y cañones
- Ni un espacio desperdiciado
Estrategia:
- A primera vista es imposible perder. Lasers dan lentamente de lejos. ECM y AMS protegen de misiles.
- Si uno se acerca (incluido uno mismo), fusilamiento absoluto por parte de los LBX
Desventajas:
- Poca munición de ULTRA AC20 (incrementable por una de SRM, en la iteración B)
- Usar todas las armas a la vez incrementa mucho el calor

http://mwo.smurfy-net.de/mechlab#i=498&l=ccf9aa1b22eefefc92842be9d29dec4293f5e70f
(Iteración C)
- SRM 6 coinciden en tiempo y forma con LBX 20 para destrozar mechs cercanos
- Armadura casi al máximo (todo excepto piernas al límite)
- Más ammo AMS coincide con durabilidad extra
- Tonelaje perfecto
http://mwo.smurfy-net.de/mechlab#i=498&l=ba29ecdcb6369a1285e31a0d8cb04d55c6568a35
(Iteración D)
- Beagle Active Probe quitado ya que no usa streaks ni necesita soporte
- Más munición para los SRM asegura fuego continuado por mucho tiempo
http://mwo.smurfy-net.de/mechlab#i=498&l=a8ed14d9f15aea7027e53817528d41978ecb68a8
(Iteración E)
- Altamente especializada como cazadora de proximidad
- Laser pulse medium en lugar de grande asegura más daño a corto alcance
- AMS eliminado ya que se considera redundante con ECM
- Armadura completamente maximidada
- Computadora MKVI incrementa aún más alcance, velocidad de proyectil y chance de crítico
http://mwo.smurfy-net.de/mechlab#i=498&l=499942c40c64ee6353205d22270890326ec3406d
(Iteración F)
- Versión mejorada para lasers
- 1 pulso grande y uno grande
- Recupera el AMS por uso de rango
- SRM 2 reemplazan los SRM 6
- Más armadura de frente y menos atrás

MAD de largo alcance:
http://mwo.smurfy-net.de/mechlab#i=498&l=ccb1fc768f98f75763896294b164077cc81af8d2
(Iteración A)
- AC10
- C-LRM20+Artemis
- TAG, BAP, ECM, TargetComp IV, AMS
- Armadura casi al tope, pero más concentrada en frontal
- Buen coeficiente calor
- Motor 64Km/h
- Municiones en piernas (ajustar a otros)

http://mwo.smurfy-net.de/mechlab#i=498&l=1d4955b08fd95175ec856e65995e4ce3f803fdfa
(Iteración B)
- Hybrid build:
-- 2 LRM10 sin artemis pero con TAG y BAP
-- 2 Clan Ultra AC20
-- 1 Large ER laser
- Computer MKII
- AMS, ECM, tag, y todo lo demás
- Buena armadura y daño
- Buenas municiones
*- Desventaja: Eficiencia de calor deja que desear
*- Estrategia: Las armas cumplen roles distintos y no se disparan juntas ni en la misma circunstancia
- LRM: Arma largo alcance lenta
- ER laser: Arma largo alcance inmediato con vista + Complementaria de corto
- Ultra AC20s: Arma para fusilar de cerca

http://mwo.smurfy-net.de/mechlab#i=498&l=0a42d9f7f532e74c0f69b64d6e59389cb447e0f3
(Iteración C)
- Ventajas:
-- 2 C-LBX 20 pueden destruir cualquier cosa en segundos
-- Complemento de dos lasers grandes tanto a distancia como de cerca
-- Armadura maxeada
-- Computadora VI incrementa los bonuses aún más para ambas armas
- Desventajas:
-- Munición de LBX 20 extremadamente baja, usar sólo con seguridad de daño y ahí en repetición
-- Sin misiles
-- No hay BAP
-- Armadura configurada para débil atrás; mirar de frente
-- Sobran 0,80 t

http://mwo.smurfy-net.de/mechlab#i=498&l=15125ad0fd70e7daa89f59bd48fc8c2e33e436dc
(Iteración D)
Ventajas:
- Mismas armas que el anterior
- Todo espacio y tonelaje es usado a la perfección
- Incremento de municiones de LBX-20 a casi el doble, y seguridad
Desventajas:
- Menos armadura por cambiar a estandar, que aumenta el tonelaje


ANTI-HEAVY FAST MARAUDER WITHOUT ECM
Versión "SCORCH" (Quizás/seguramente premium)
http://mwo.smurfy-net.de/mechlab#i=499&l=9204d119be16078628055d9b27a9605002197198
(Iteración X)
- 4 Clan Streak SRM-6
- TAG
- BAP
- Rápido a 71/Km/h
- DOS Clan Ultra AC20
- Un laser mediano
Desventajas:
- Sólamente corto alcance
- Poca armadura para un mech así
- No AMS
- Sin Targeting Computer
- No se enfría bien

http://mwo.smurfy-net.de/mechlab#i=499&l=a6d46d5dc187f60f6eb42233fd3b0e7282a0aaa9
(Iteración Y)
- 4 SRM6+Artemis
- Mismos electrónicos
- Más municiones para SRM
Desventajas:
- Mayoría de mismas debilidades
- SRM6+Artemis puede ser peor que Streaks y gastar más ammo

http://mwo.smurfy-net.de/mechlab#i=499&l=1415852e1c4789ac9126604779da4545ee9acbad
(Iteración A)
Estrategia:
- Principalmente ataca a heavys y assault colocándose en su espalda y destrozándolos de uno-dos golpes
- Puede destruir fácilmente a mediums y lights si se acercan
Características:
- Targeting II
- 4 SRM6 sin guía
- 2 LBX20
- Intento de municiones, pero no hay muchas.
Desventajas:
- Si se queda sin Ammo, ya no puede hacer nada

http://mwo.smurfy-net.de/mechlab#i=499&l=2db195ec3957b690aac971d1ca371f7f09bdbdf4
(Iteración B)
- Municiones LBX de tonelaje completo optimizan la cantidad (+1 por cada; 7 en vez de dos de 3)
- SRM cambia a 2 para dedicar estas toneladas
- Armadura Standar provee más espacio
- Computadora MKIV bonifica la velocidad y críticos de los LBX aún más
- Perfección en tonelaje
Desventajas:
- Menos armadura en piernas
- Menos ammo SRM
- Menos ataque que el SRM6

http://mwo.smurfy-net.de/mechlab#i=499&l=d6bd0e3fa0084f6b64e2bcdc3737097fb445a386
(Iteración C)
- Más ammo de C-LBX20, hasta casi-50 (49)
-- 24 ataques completos a puntos vulnerables casi alcanzarían para destruir los mechs completos del enemigo
- Distribución de municiones
- Computadora bajada a MK2 de nuevo

***

HIGHLANDER IIC LRM+Short Option

http://mwo.smurfy-net.de/mechlab#i=379&l=574e30746458f8c180532d6ab89e12f64063fc9a
(Iteración A)
Advantages:
- Three Jumpjets
- All for LRM (except ECM)
- A Clan Ultra AC20 and a Pulse Laser provide short-range and no-ammo options
Disadvantages:
- LRM ammo is pathetically low for 60 tubes

http://mwo.smurfy-net.de/mechlab#i=379&l=dbfed86f005fa980cf55f0ee56b1500290b1c4a7
(Iteración B)
- More LRM ammo
- No AMS
- Somewhat less armor

http://mwo.smurfy-net.de/mechlab#i=379&l=d0ce6861c76db03f43747fd350f6667c7bdd7580
(Iteración C)
- Even MORE LRM Ammo
- Less jumpjets
- Max armor

**************************************************************
INTERNET VERSIONS

TIMBERWOLF "wub" guy:
http://mwo.smurfy-net.de/mechlab#i=165&l=2a8717bae77d205f4ca1123b086049741882626f
- Pure med pulse laser
- 3 jumpjets
- Targeting MKII
- No ghost heat (in it's time (?))
* Will get super nerfed with the clan laser nerf

TIMBERWOLF "gauss" guy:
http://mwo.smurfy-net.de/mechlab#i=165&l=b556076cc508e9254f5dca4e836f6f1473abbc00
- Considered bad
- Very assymetrical side-shield build
- Actually amounts to 76 tons today
- Take out more ammo for energy

MY MODIFICATIONS

"Gauss" modified
http://mwo.smurfy-net.de/mechlab#i=165&l=7077c9091b9202b3a9a3f348ccc0b6f7fe186872
- My version has 2 SRM 6 for brawl defense
- 3 jumpjets to poke
* Ammo is low
* Armor is pathetic

http://mwo.smurfy-net.de/mechlab#i=165&l=f174fb1519b5ca8dd1198d7ced5784cc62cd6c38
- still 2 gauss
- 3 er-medium lasers
- Targeting computer I
* only 1 jumpjet

;-------------------------------------------------------------------------------------------------------

SECOND BATCH

Some are based on greater understanding of mechanics (such that ultra-acs are the multi-clicks, and LBX are shotguns, or that each C-UltraAc20 uses 3 ammo per shot)

;*******************************************************************************************************

The Claw TWolf (super-meme useful working mech)
http://mwo.smurfy-net.de/mechlab#i=163&l=ef2dbef15c88e3adea6939b0a10d5343d40da20b
4 SRM4 + 5 machineguns + 1 C-large pulse laser
- Srms strip armor in all body
- Large pulse laser pinpoints armor remaining
(Can also be used to range-fire when closing)
- Machineguns destroy components up close)
- Has 4 jumpjets to reach enemies
- Has heat sinks for 53% cooling efficiency
- Practically full armor
- Good ammo
* Is not full unique mech but many modules, and isn't TBR-S
* Almost no ranged attack
* No electronics (most woudn't be useful individually)

The Biting TWolf
http://mwo.smurfy-net.de/mechlab#i=163&l=bb32e0e4b27c918ec48666615434160f996961d3
Same modules that the other but completely different configurations
- 2 UAC20
- Reasonable ammo
- 4 jumpjets to surprise them
- Left and right torso stripped
* Arm-dependant
* No targeting computer or electronics
* Leg armor and some torso partly stripped too

The Howling TWolf
http://mwo.smurfy-net.de/mechlab#i=164&l=273cf9cabf23948978cb829d16b054bee11ae312
- Indirect fire long-range 2 LRM20
- 2 medium pulse lasers provide short-range backup
- Has AMS for extra protection and durability
- Has NARC and TAG
- BAP
- Optimized for long games, with lots of ammo
- Assymetrical
*No jumpjets to run away faster
*LRM 20 without artemis may scatter a bit much
*Lacks upfront firepower compared to others

...The Lone TWolf (From Howling)
http://mwo.smurfy-net.de/mechlab#i=165&l=8e25ef6b8cc53beeada3793047b9e178319d47cc
- Full TBR-S version of the former
- 2 LRM15, 1 LRM10
- More damage power for LRMs
- Less tubes means more concentrated fire
* Not fully coordinated volleys
* Less powerful lasers for short range brawls (still, use LRMs on them)
* No AMS

...The Running TWolf (From Lone)
http://mwo.smurfy-net.de/mechlab#i=165&l=6cb9b923dc8fe7575bcd65ac41f65163534cf5f0
- Even more indirect fire
- Has 2LRM15 and 2LRM10 with reasonable ammo
- Very powerful on this missile front
- 2 C-ER LARGE lasers makes it more viable at all ranges without ammo or in pinpoint
- Jumpjets to position itself and/or escape
* Bad cooling and still limited LRM ammo for so many tubes, choose your weapons according to situation
* No NARC as it is to fire from very far and without much LOS
* Partially armor stripped as the idea is that you never see direct contact

The Streak TWolf
http://mwo.smurfy-net.de/mechlab#i=165&l=6848971e0e834f273c3792938ccb32cd93a74acf
- 4 S-SRM6
- 2 Large Lasers
- 2 Machineguns
- TAG
- Useful at any range except no-LOS
- Pure TBR-S
- Five jumpjets
*Ammo on arms
*Not really much assymetrical
*Armor not maxed
*No electronics
*If right arm is destroyed, you are done

...The Staring TWolf (From Streak)
http://mwo.smurfy-net.de/mechlab#i=165&l=048ded9d0ed70e4edc445dfb587406aff3d00ef4
- 4 S-SRM4
- 2 mashingas
- 2 medium pulse lasers
- 1 ERPPC
- Same TBR-S and Jump
- More armor
- Better ammo distribution
- BAP and ERPPC provide extra anti-ECM
* Low heat efficiency
* Not so much poking at range as two large lasers
* Harder to use weapon combination

...The Thundering TWolf (From Staring)
http://mwo.smurfy-net.de/mechlab#i=165&l=2b25cd315cf8b9fb1ff5e84b1e9cf7746ec77f7d
D- 4 Streak SRM4
D- 2 ERPPC, one on torso and one on body
- Has both TAG and BAP
*- 200 SSRM ammo (12 volleys give or take)
- 2000 MG ammo
- Assymetrical build for real
- Can poptart
* One actuator less
* Bad cooling
* Legs not very armored

...The Thunderstorm TWolf (From Thunder)
http://mwo.smurfy-net.de/mechlab#i=165&l=d1e8b8f1386a057ad2f6c85bd2824ae3b935d964
http://mwo.smurfy-net.de/mechlab#i=165&l=f0f465850b13de04616a7d3a1670f2dd695d11b3
(Arm ppc version, as TAG needs to be high for LRMs)
D- 2 ERPPC
D- 2 CLRM10 and 2 CLRM5
- BAP and TAG
- Better poptart
- Long range for all main weapons
- Direct and indirect firepower
*- 610 CLRM ammo
*- Still has 2 Machineguns even though not much use
*- 1000 MG ammo
* Legs still weak
* Still no actuator
* Firing all weapons is extremely heat consuming

...The Mistlaser Wolf
http://mwo.smurfy-net.de/mechlab#i=165&l=0f7ab1e2289d990a70557aea95c0c1732059b9b7
http://mwo.smurfy-net.de/mechlab#i=165&l=3ce6e0c532a970dc7ac8a24cb41ce931cecafdda
(Arm pulse version, as TAG needs to be high for LRMs)
D- Replaces ERPPCs for two large pulse lasers
- Effective at all ranges
- Not so bad heat
- Actuator is back, for better blocking and pointing
* Worse poptart than PPC
* No ERPPC anti-ECM

...The Mistlaser Wolf II
http://mwo.smurfy-net.de/mechlab#i=165&l=5347b15933f62739c758d4ca89fd5dfcaaab1b05
D- Large pulse lasers replaced
D- for 2 CER large lasers
- Considerably more ammo, nearly double for LRM and double for machinegun
- Targeting computer MKI (can be replaced for more leg armor)
* Not so good poptart
* Needs to point more

...The Miserymissilelaser Twolf
http://mwo.smurfy-net.de/mechlab#i=165&l=cca6f9e471c0234c3f2a7c3b71f1e35a23018377
http://mwo.smurfy-net.de/mechlab#i=165&l=3486432a19be4bbbe6baf04e4003c57acc2cbaf6
(Doubtlessly improved performance and layout version)
- Devastating LRM power backed with 2 large lasers
* Not much ammo
* Similar to other previous builds

...The Evil TWolf (From Streak and Staring)
http://mwo.smurfy-net.de/mechlab#i=165&l=157122ca759d819320b38cb3cb978f23576e9ce5
http://mwo.smurfy-net.de/mechlab#i=165&l=5173c1a38566d986f7cf8a0979b885fb4ae63fb5
D- 4 S-SRM4
- BOTH large lasers and 1 ERPPC
- BAP
- Truly assymetrical build with one fully stripped arm
* No TAG (Supplement with ERPPC and BAP)
* Low heat efficiency
* Very low ammo

...The Hissing TWolf (From Evil)

...The Crazed TWolf
http://mwo.smurfy-net.de/mechlab#i=165&l=216c57a841556ffbe3f938f6ab0c9ec4b462afe0
*- Weapon perfection is a fragile thing
- 2 CS-SRM4 and 2 CS-SRM6 avoid ghost heat
- 2 ERPPC allow to poptart, also disable ECM and give no-ammo capability
- Machineguns still there
- Assymetrical build with one stripped arm
* Very very low ammo (just like 8 full streak attacks, and only half ammo for both MGs)
* Full attack with everything is very heat-inefficient (but there's no-heat MGs)
http://mwo.smurfy-net.de/mechlab#i=165&l=0d69c2725a02eefd96ff9294a63e5d8e2ada5577
Alternate "All ammo on right arm to protect one high PPC" layout

...The Rehabilitation Wolf (from Crazed)
http://mwo.smurfy-net.de/mechlab#i=165&l=6f9cbb75bea2e5ea668c61297cbd9ad172f484f2
- 2 CER Large Lasers replace both ERPPC
- Clan Active Probe replaces anti-ECM purpose
- More Ammo (but just for 10 full CSSRM strikes)
- Right Actuator back
- Targeting computer MKI (can be replaced for extra armor or ammo)
- More armor on legs

...The Eye TWolf (Continuing from before)
http://mwo.smurfy-net.de/mechlab#i=165&l=5329f38e8492f9368c1ed4ba04972e348d8248e0
- BAP and TAG, with tag on torso
- 2 large pulse laser for wait-poking and damage (forces them to come close)
- Better heat efficiency
- A bit more ammo
* No ERPPC
http://mwo.smurfy-net.de/mechlab#i=165&l=19cb177509bfc68769d4108a2f68fb0e31abf03b
- Tag and Laser location switched:
-- It increases the "you are being damaged from afar" effect, and high monture is better for laser

...The Thunderous TWolf
http://mwo.smurfy-net.de/mechlab#i=165&l=21b4f06640518c494541a593d9fb505c2e62cb9a
- Large Pulse Lasers changed for 2 ERPPCs
- Anti-ECM effect
- Even better range and damage
* Lowers heat efficiency
* Loses one arm actuator
* Harder to use

...The Mauling TWolf
http://mwo.smurfy-net.de/mechlab#i=165&l=5cd06ef0a763a61d6b0600b9db8b050fa45030be
- 3 C-Med pulse lasers + the 4 Streak4
- Highly reinforced including more armor on legs and left arm
- Good heat efficiency with extra heatsinks (40% compared to just 28% on Thunderous)
- Optimized for short range
- Enough ammo
- Targeting Computer MKI for laser range and crit extension
- BAP and TAG
* Not so powerful alpha strike
* Not totally assymmetrical
* No long range options

______________________________________________________________________________________________

Flame Locust
http://mwo.smurfy-net.de/mechlab#i=107&l=6f62b86049643c143d2b7a44ac6a02bf2d15ab5b
- 5 flamers
- Cheap
- Kills enemies with heating
- 2 AMS with ammo to wait long time until it's right
* Possibly boring to wait
* Normal damage is pathetic

version with 5 pulse lasers instead of flamers:
http://mwo.smurfy-net.de/mechlab#i=107&l=5669ad9e246cfeced5dceb22c5b2a40d3e086fed
- More damage
- No ghost heat
* Supposseddly illegal, needs 3 more heatsinks

Arctic Cheetah: The Beginning
http://mwo.smurfy-net.de/mechlab#i=291&l=950dd62377bae7fd946d6f11958d015899d4f6a6
- Max armor
- 2 Streak SRM 4
- 4 ER small laser
- ECM (can disrupt)
- 6 JJ class V
- All on same Prime-Build (Bonuses)
* No AMS
* No TAG or BAP
* Only short range

Kitfox Close Support:
http://mwo.smurfy-net.de/mechlab#i=264&l=146026a34dc126b6a3cdbc5c11e0aca211fb149e
- ECM
- 3 AMS with lots of ammo
- Maxed armor
- Targeting computer MK1
- 3 C-medium pulse lasers
- 2 machineguns
-- Perfect against LRM and SRM
-- Stay close to big mechs and protect them
-- If someone closes in, shoot them
http://mwo.smurfy-net.de/mechlab#i=264&l=f2e1a5f930e3228872e001a06f78a74da9e87298
- This version doesn't have ECM, but BAP
- This makes you and your near allies be shot with LRM and Streaks more
- This means the AMS has more chances to hit!
- As AMS attacks give money and XP, this is more meta

Jenner IIC ministreak
http://mwo.smurfy-net.de/mechlab#i=362&l=d1d2c8a3197667d76e7ca230f2777e358db74e56
- Has AMS
- 7 jumpjets
- Very fast
- Good for pinpoint SRMing

Jenner IIC "The Watcher"
http://mwo.smurfy-net.de/mechlab#i=362&l=3b663b2fe3aa07ea3d8b032dcaae56506770f6d2
http://mwo.smurfy-net.de/mechlab#i=362&l=1d6fdb71dd83f45241b18c95381be4c549846c01
- AMS
- 7 Jumpjets
- 1 C-LRM15, 2 C-LRM10, 2 C-LRM5
- Good ammo
- Max armor
- BAP
- Relatively assymetrical (Left side shield)
- No ghost heat
Strategy:
- Absolutely dedicated to Lurming enemies to death from afar
- Put in inaccesible areas or near ECM/AMS allied mechs
- Run when there is trouble
* No arm actuators on this model
* Non-coordinated volleys
* No TAG, artemis or other countermeasures/enchancements for LRMs

...The Witcher (From Watcher)
http://mwo.smurfy-net.de/mechlab#i=362&l=1d6fdb71dd83f45241b18c95381be4c549846c01
- This more direct-fire version sacrifices 2LRM5's for one NARC
- Allows to better counter ECM and lock faster when even a little LOS appears
* Less firepower (which also affects anti-AMS)

...The Wurmer (From Witcher)
http://mwo.smurfy-net.de/mechlab#i=362&l=ae41f3c57e7f589c5ec41fcb965d87c67a6ce87b
- 2 LRM10 and 4 LRM5
- Uses all tubes
*Ghost heat from +LRM5
- Heatsinks to compensate

...The Wanker
http://mwo.smurfy-net.de/mechlab#i=362&l=f28da2b5e720e606bdc7b21c28d79ad66dfd494c
- 6 LRM10 fireable at the same time
- Alpha strike beast
*¨Super slow for its size
* 17% heat efficient
* "Not enough heatsinks, you have 5 and need at least 10"
* Attacking is probably semi-suicide if possible to use this at all
* Basically a meme mech

______________________________________________________________________________________________

UAC20 Hunchback, "The Opportunist"
http://mwo.smurfy-net.de/mechlab#i=367&l=172a7fcccd8e0180e9923c7421bae3dcb56f2167
- Dual UAC20
- 4 JJ
- Many ammo
- Targeting MKI helps UACs
- Faster than normal hunchback
* Arms stripped
* Even without lasers or anything, bad cooling for a semi-brawling mech (44%)

"The Hunchback IIC of Notre Dame"
http://mwo.smurfy-net.de/mechlab#i=369&l=fb2a983a1292a43d4bb3f16c36547eaf9f3ab717
- This guy isn't even kidding
- 2 LRM20 and 2 LRM15
- BAP and TAG
- AMS
- Left arm shield
- 4 JJ
*- Fire on LOS not to waste, use JJ to poptart
* Not the fastest medium mech
* Heat efficiency is lacking
* Will ammo be enough? Probably not.

..."The Hunchback IIC of Notre Dame: Revenge"
http://mwo.smurfy-net.de/mechlab#i=369&l=efc958545d0d84896a6602786b8e503f305eea62
- This time it's personal
- Standard armor for 1 extra ammo slot (and a half)
* Even slower
* 1 less heatsink

...
http://mwo.smurfy-net.de/mechlab#i=369&l=ec87fa3e683f841187149e875e1a7c139f5ecef8
- AMS and a bit of armor replaced for AMmoS (2 extra LRM ammo)
* Less protection

...The Timid Hunchback IIC
http://mwo.smurfy-net.de/mechlab#i=369&l=3bd0fc453460bf23c49fea8194bf4d807610a397
- No artemis version
- Optimized for indirect fire with huge ammo reserves
- Still has TAG
- AMS
- Lots and lots of ammo (1620)
- Larger engine to run from heavier mechs
* Low heat efficiency is more notable on indirect fire

...The Raging Hunchback IIC (AKA Hulk)
http://mwo.smurfy-net.de/mechlab#i=369&l=cb8c0eb4c201686e02d7fa6e2cd9b32f2c7b5005
- 4 S-SRM6
- BAP
- ERPPC helps streaks in both targeting ECM and damage, plus provides range
- Largest engine at 89 Km/h allows to outrun Timber Wolves
- Ammo is on legs and JJs on torso
- AMS provides extra protection
- Both arms are fully stripped and with actuators and hands, can shield
* Can't close in sneaky because of no ECM
* No TAG to help S-SRM lock in faster

...The Berserker Hunchback
http://mwo.smurfy-net.de/mechlab#i=369&l=91912518ce4343bc0b741848e2609e4ea4f30a22
- 4 SRM6 + Artemis
- 2 C-med pulse laser
- Doesn't need to lock on
- More ammo to compensate lack of pinpoint damage
- Heatsinks
- Extra armor
*- Damage farmer
* No long range alternative
* Heat efficiency still not high
*- No BAP to help allies, but can be changed for one ammo on head and it's probably a better mech:
http://mwo.smurfy-net.de/mechlab#i=369&l=91912518ce4343bc0b741848e2609e4ea4f30a22


Sneaky Shadowcat OF DEATH
http://mwo.smurfy-net.de/mechlab#i=299&l=fcc1c88d153b5914704541a30267c883ce8e9e8a
- 3 mashingas
- 1 C-UltraAC20
- Enough ammo
- Has MASC to suicide attack
- 6 jumpjets
- ECM for sneaky
- Backstab your enemies and crit them
- You can wait ECMing your allies if you are a pussy
* Mixed for ECM
* Could have 3 more mashingas if not
* Not really asymetrical

Fast Shadowcat of DOOM
http://mwo.smurfy-net.de/mechlab#i=299&l=c0c4e97da0f137ed3a67aa09c79a147c5e33fbfa
- 1 large pulse laser can even poke from afar
- 2 SRM6+Artemis
- 6 mashingas intended to finish weathered enemies
- Improved armor
* Low ammo, specially for the mashingas
* No ECM means using the laser and waiting for the time to strike
http://mwo.smurfy-net.de/mechlab#i=299&l=490b330ef128693a4bbb75627481c6a198a5485a
- Laser downgraded to ER large laser to fit more MG and SRM ammo
- Less burst damage, but longer range and non-energy weapons will sustain longer

Mixed Shadowcat of Critical Death
http://mwo.smurfy-net.de/mechlab#i=299&l=bfc0772700440acb22c456e0d6f0c7c89a67ca9a
- 2 LBX2
- 5 mashingas
- Nice ammo (at least for the LBX)
- Good armor
- Jumpjets
- MASC installed with engine
* No good alpha
* No AMS, ECM, BAP

Shadow What
http://mwo.smurfy-net.de/mechlab#i=299&l=3a39cd2264159582abbc5374dc72c2ac90523523
- PPC and 2 streak6 version
- 3 Machineguns
- Back with ECM which can also be run in Disrupt mode
* 3 less machineguns (could be restored for ECM and 0.25/0.75 armor to add more ammo)

Shadow Streak
http://mwo.smurfy-net.de/mechlab#i=299&l=5b73716899c1675ba41d5d00f32029ad0aab38dd
- ECM and TAG
- ERPPC
- 3 Streak SRM4
- Maxed Armor
* Not so much firepower
* Bad heat efficiency


LRM cat from the Shadows
http://mwo.smurfy-net.de/mechlab#i=298&l=17bc42e68fc1aca9d7a780640eb14c2ee8280f20
- Stay hidden from view, always striking
- ECM, MASC, BAP, and 6 JJ assure your survivavility by escaping ans staying away
- 2 artemis C-LRM15
- TAG
- You can stay LRMing after everyone else is dead
* AMS will be your bane
* Ammo though large isn't impressive, and you have no backup plan

Coward Cat (AKA pussy)
http://mwo.smurfy-net.de/mechlab#i=298&l=adba967fe761f5aae274e54c0efe1d9439432f22
- Switched LRM15 for LRM20, to ensure out-of-sight damage
* No Artemis or TAG

Runner Cat
http://mwo.smurfy-net.de/mechlab#i=298&l=8e6f3dd83b86487ec36264baeb9f91cc1f4c3886
- Built for both firing the first salvo and outlasting all enemies while dishing out damage
- Ammo enough to being able to fire 42 times in a game
- TAG
- Both ECM and BAP (for extra sensor range)
- MASC and Jumpjets also help staying out of range and harm
- Differently to other variants, is armored near to max}
- One stripped arm (but no actuators on this mech)
* No backup plan
* No artemis
* No AMS

______________________________________________________________________________________________

Night Gyr of Missile Storm
http://mwo.smurfy-net.de/mechlab#i=446&l=3746869863507379efaf62e8bf226f893d07c2f1
- Very little modification from original
- 4 CLRM20+Artemis
- Added C-ERPPC (to disrupt ECM), BAP and TAG
- Armor is nearly maxed
- Has four jumpjets
* 4 Ammo will probably not be enough for so many tubes
* Low cooling efficiency
* Ghost heat forces to not link-fire
* No assymetry
* All ammo is on arms
* If you get attacked, you blow up

Night Gyr of Missile Hurricane
http://mwo.smurfy-net.de/mechlab#i=446&l=d5b5ba518956e980f5930d163ca1ffd0ca85cd71
- 2 CLRM15+Artemis and 2 CLRM20+Artemis
- Allows more space and weight for extra ammo on torso
-- It will fire and fire until the world ends
- No ghost heat
*Still low cooling efficiency
*If you get attacked you blow up even harder

OrionIIC
-- Mech with fixed actuators so you never can't shield
-- All variants of this mech have significantly increased base armor on all parts as quirk (except possibly rear torsos)
META:
- IIC mechs are cheaper
- You can replace armors and engines
* But they have no omnipod capability so you are stuck with the variant you bought

Orion of missile El Niño
http://mwo.smurfy-net.de/mechlab#i=373&l=dd6824b6a9a3791e1e5fd3ed0b594b97e97bf34b
- 4 LRM20 for two consecutive volleys
- At 74km/h, not bad for a heavy
- Not bad heat efficiency
- Ammo to last a lot
- Assymetrical loadout leaves one empty right arm to shield,

- Has AMS
- BAP and TAG
* No jumpjet capability
* No alternate weapons
* No artemis and so many tubes makes it inaccurate


OrionIIC of missile Katrina
http://mwo.smurfy-net.de/mechlab#i=373&l=a400a048d85cdbf64235ab96d8142a95101e78ab
- Perfected version with more pointed power
- 2 CLRM15 and 2 CLRM20 lets you fire all at once without ghostheating
- ARTEMIS for all LRM reducing spread and increasing lock-on on sight
- AMS BAP and TAG intact
- More heatsinks, and less heat (53% efficient)
- Standard engine increases survivability
* Significantly slower at 57.2 kph further hampers mobility
* No satisfaction of firing 4 CLRM20 possibly at once

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Experiencia 50
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MensajeTema: Re: MechWarrior Online   Vie 4 Ago 2017 - 18:21

_______________________________________
https://mwomercs.com/forums/topic/249748-what-do-these-skills-do/

Skills for my TBR-S:
Version1:
https://tarogato-mwo.github.io/mwo_skill_planner/?a34376aa-59cb-11e7-ae4c-7f509b3ab3ff
(all-weapon focus, with a bit for missiles and LRM [on sensors])
[To do: Take out "speed retentioN" since only works with one-leg]

Anti-LRM (radar deprivation) go-solo attack short range version:
https://tarogato-mwo.github.io/mwo_skill_planner/?69e84a87-59d0-11e7-ae4c-3f9d54046ccf

LRM out-of-combat skills (useful for OrionIIC and others too, can cut jumpjets for more operations and sensors):
https://tarogato-mwo.github.io/mwo_skill_planner/?c00aa3f3-59cd-11e7-ae4c-ebbd8fac4db9


Executioner (flamer) skills:
https://nbarnes.github.io/mwo_skill_tree_planner/?c36b08bf-7504-11e7-9e0d-a710c773f816
https://nbarnes.github.io/mwo_skill_tree_planner/?eaa5531f-750c-11e7-9e0d-0194b1def3d9
__________________________________________________________


General forum notes:
- See if cooldown skill affects Machinegun, ask correction if not
- See if struture skills affects extra mech structure from quirks (normal+quirk)+skill%, ask correction if not
- Same on "base armor"

COMPLAIN:
- High explosive skill is OBJECTIVELY weak

PROPOSAL:
- Duel mode. 1v1, 2v2, 3v3 chosen mechwarriors. No rewards. (so no cheating or server overload)
(In lore: "Trial of Grievances")
__________________________________________________________

Awesome forum notes:
- Research/Report if rocket launcher 10 works correctly on 5-slot of missiles.
- Research/Report if structure quirk bonuses works correctly including bonification from 'mech skills

__________________________________________________________

BADly made ATM tbr-s (have to use 9 instead of 6+3):
http://mwo.smurfy-net.de/mechlab#i=165&l=b57f9cb9658ef0ba2f984a58b9d4c830b4b12819
Stats
Free slots 5
Engine (375-375) CLAN XL ENGINE 375
Speed 81.0 kph 0.0 kph
Heatsinks 15
Armaments
C-TAG 1
C-HEAVY LRG LASER 2
C-ATM 3 2
C-ATM 6 2
Ammunition
C-ATM AMMO 180
C-ATM AMMO (1/2) 45
Equipment and Modules
CLAN ACTIVE PROBE 1

Good version of it:
http://mwo.smurfy-net.de/mechlab#i=165&l=0042a0b754403c230609b3b32d3cbfb4a826abfc
Stats
Free slots 6
Engine (375-375) CLAN XL ENGINE 375
Speed 81.0 kph 0.0 kph
Heatsinks 15
Armaments
C-TAG 1
C-HEAVY LRG LASER 2
C-ATM 9 2
Ammunition
C-ATM AMMO 270
C-ATM AMMO (1/2) 45
Equipment and Modules
CLAN ACTIVE PROBE 1

Machine-gunned version:
http://mwo.smurfy-net.de/mechlab#i=165&l=1f1221795d9af152ef2e2cd6f9669f0cc22535c1
Stats
Free slots 4
Engine (375-375) CLAN XL ENGINE 375
Speed 81.0 kph 0.0 kph
Heatsinks 15
Armaments
C-MACHINE GUN 2 (o light)
C-TAG 1
C-HEAVY LRG LASER 2
C-ATM 9 2
Ammunition
C-MG AMMO (1/2) 1000
C-ATM AMMO 180
C-ATM AMMO (1/2) 45
Equipment and Modules
CLAN ACTIVE PROBE 1

MIXED FLAMING TIMBER of somewhat slowed death
http://mwo.smurfy-net.de/mechlab#i=165&l=fb8f9ef39ee1586e3d7aaab1fc4da8f2552447ad
Stats
Free slots 2
Engine (375-375) CLAN XL ENGINE 375
Speed 81.0 kph 0.0 kph
Heatsinks 17
Armaments
C-ULTRA AC/2 1
C-FLAMER 6
C-SRM 4 2
C-HEAVY LRG LASER 2
Ammunition
C-U-AC/2 AMMO 150
C-SRM AMMO 200
Equipment and Modules
TARGETING COMP. MK I 1
CLAN ACTIVE PROBE 1
___________________________________
Budget modification AWS-9M try to use it,
Variant 1:
http://mwo.smurfy-net.de/mechlab#i=32&l=a628b3ec08496126910b54d9a1792dc370f61dc3
3 ERPPC and rocket launchers

Variant 2:
http://mwo.smurfy-net.de/mechlab#i=32&l=356e353d8302632d4ddcdfd2ca1e065d48623ed5
3 ERPPC and SRMs (with endosteel and AMS)

Optimized (except engine) PPC brawler (more expensive cause of snub noseds):
http://mwo.smurfy-net.de/mechlab#i=32&l=923f85767b6aa8ab8e4322916c4ced0d6def126d
Stats
Free slots 0
Engine (160-385) XL ENGINE 320
Speed 64.8 kph 0.0 kph
Heatsinks 15
Armaments
ER PPC 2
AMS 1
SNUB-NOSE PPC 2
MRM 20 1
Ammunition
AMS AMMO 2000
MRM AMMO 300
Equipment and Modules
BEAGLE ACTIVE PROBE 1
IS TARGETING COMP. MK I 1

Alpha-Heavy overheat version:
http://mwo.smurfy-net.de/mechlab#i=32&l=00dd79670a8297ed59652b554c41e879c70476d0
Free slots 1
Engine (160-385) XL ENGINE 320
Speed 64.8 kph 0.0 kph
Heatsinks 14
Armaments
ER PPC 2
HEAVY PPC 1
MRM 40 1
ROCKET LAUNCHER 10 2
Ammunition
MRM AMMO 300
Equipment and Modules
IS TARGETING COMP. MK I 1


Shortrange PPC alphaer:
http://mwo.smurfy-net.de/mechlab#i=32&l=1ac4f8eb35f3cbdc4e73ed4eca3bd165a9250201
Stats
Free slots 0
Engine (160-385) XL ENGINE 320
Speed 64.8 kph 0.0 kph
Heatsinks 15
Armaments
HEAVY PPC 2
SNUB-NOSE PPC 2
ROCKET LAUNCHER 15 1
LASER AMS 1
Equipment and Modules
IS TARGETING COMP. MK III 1

SRM alpha version:
http://mwo.smurfy-net.de/mechlab#i=32&l=74a46a4533d8058e7f464cab509c35a22a31f689
Stats
Free slots 0
Engine (160-385) XL ENGINE 320
Speed 64.8 kph 0.0 kph
Heatsinks 15
Armaments
SRM 6 1
SRM 4 2
ER PPC 2
HEAVY PPC 1
LASER AMS 1
Ammunition
SRM AMMO 200
Equipment and Modules
COMMAND CONSOLE 1

__________________________________________________________

NEW eXECUTIONER:
http://mwo.smurfy-net.de/mechlab#i=288&l=3385a69402e734cd8c863cd09c893e4c542e8042
- Powerful and stable
- Can hit at all ranges, peaking at mid-short
- lasers are combinable with tracking ATM missiles
* Somewhat hard to use and heat-manage weapons
* Mixed (but lists no quirks)
Stats
Free slots 0
Engine (380-380) CLAN XL ENGINE 380
Speed 64.8 kph 0.0 kph
Heatsinks 18
JumpJets 4 of 4 (24.06m)
Armaments
C-ER MED LASER 2
C-TAG 1
C-AMS 1
C-ER MICRO LASER 2
C-HEAVY LRG LASER 2
C-ATM 6 1
C-ATM 9 1
Ammunition
C-AMS AMMO (1/2) 1000
C-ATM AMMO 180
C-ATM AMMO (1/2) 45
Equipment and Modules
Clan MASC Mk IV 1
CLAN ACTIVE PROBE 1

__________________________________________________________


Great Loki of the Brawl:
http://mwo.smurfy-net.de/mechlab#i=230&l=505d70cb1c88c46d9d70087f8ba726051e77aed3
Tactical:
t- Use MGs when heat is high. There's four of them and as lights their range is not so bad.
t- Close in with high speed (use speed and structure quirks, plus weapon ones), then finish
t- ECM and laser AMS protect you from detection and harm (specially missiles)
m- AMS can be switched to regular one with ammo on other part of the body (CT)
* Lacking on the long range department with less-damage Heavy Lasers as the only option (up to 900 m with negligible output), can still force unwary enemies to hide and retreat because of cowardice and not measuring the damage.
* Made from mixed parts, not sure if hero ones available for public
...APPARENTLY NOT, WILL NEED RECONFIGURE (ARMS)
Stats
Free slots 12
Engine (325-325) CLAN XL ENGINE 325
Speed 81.0 kph 0.0 kph
Heatsinks 18
Guardian ECM Installed
Armaments
C-STREAK SRM 6 1
C-LIGHT MACHINE GUN 4
C-HEAVY MED LASER 3
C-HEAVY LRG LASER 2
C-LASER AMS 1
Ammunition
C-S-SRM AMMO 100
C-LMG AMMO 2500
Equipment and Modules
TARGETING COMP. MK I 1
CLAN ECM 1

Non-Premium no-MG more streaked tagging version:
http://mwo.smurfy-net.de/mechlab#i=230&l=b590be5e86035311ddd8fc4dcec0d928a7f28a85
Stats
Free slots 17
Engine (325-325) CLAN XL ENGINE 325
Speed 81.0 kph 0.0 kph
Heatsinks 16
Guardian ECM Installed
Armaments
C-STREAK SRM 6 2
C-HEAVY MED LASER 3
C-HEAVY LRG LASER 2
C-LIGHT TAG 1
C-LASER AMS 1
Ammunition
C-S-SRM AMMO 100
C-S-SRM AMMO (1/2) 50
Equipment and Modules
TARGETING COMP. MK I 1
CLAN ECM 1

CERPPC+SRM torso-only version
http://mwo.smurfy-net.de/mechlab#i=230&l=0aff68bc0ab0c4a3c6a4b872a15ff6a063db4b85
Stats
Free slots 22
Engine (325-325) CLAN XL ENGINE 325
Speed 81.0 kph 0.0 kph
Heatsinks 18
Guardian ECM Installed
Armaments
C-ER PPC 2
C-SRM 6 + ARTEMIS 2
C-LASER AMS 1
Ammunition
C-SRM AMMO + ART. IV 200
Equipment and Modules
TARGETING COMP. MK I 1
CLAN ECM 1

_______________________________________

SUMMONER:

ARM-ed ATM+AMS guy:
http://mwo.smurfy-net.de/mechlab#i=188&l=6d227f8a4c9a1ea2f7ef30e264eb7132780ddd1f
For long range and/or hidden attack.
Stats
Free slots 12
Engine (350-350) CLAN XL ENGINE 350
Speed 81.0 kph 0.0 kph
Heatsinks 14
JumpJets 5 of 5 (37.67m)
Armaments
C-AMS 2
C-ATM 6 2
C-ATM 9 2
Ammunition
C-AMS AMMO (1/2) 1000
C-ATM AMMO 270
Equipment and Modules
CLAN ACTIVE PROBE 1

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