MWO: Quick Heavies

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A proper splatcat is just as fast as that Laserpult, fyi. Mine always runs a tweaked 300XL. In fact, without being fast, splatcats are almost useless, as their entire applicability in combat revolves around surprise and flanking maneuvers. Otherwise they get primaried and blown to pieces quickly. I think you mightve confused the splatcat and the kc20 cat, which is slow and lumbering due to no XL engine.
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While the splat cat can meet the speed of the Laserpult, it is high profile. Everyone knows your alpha can put up big numbers so you're priority kill #1. Good groups will focus down a Splatapult by instinct at this point. The goal of this piece is not to say that Boom and Splatcats aren't good, rather there are builds and a play style that is underutilized with the current metagame.
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Oh, I wont disagree with you there. Splatcats are priority number one. I was just pointing out something in your article that didnt sound quite right, that being splatcats are slow and lumbering. As far as a laserpult would be concerned though, I personally would run a build like that on a K2 moreso than a C1, but with LLas/LPLs instead of the MPLs. The new mechanics (HSR) allow a build like that to burn through armor like crazy. The only reasons I could see to run that on a C1 are for JJs, which could be fun, and empty arms for armor.
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That K2 build would have serious heat issues and having the two lasers in the catapult's ears rather than the 2 MPL in the CT makes you easier to gimp. But as always, it's a trade off between risk and reward. Thanks for the constructive thoughts.
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(Possible repeat comment- the tubes seemed to have swallowed my last one)I find the lack of Dragons in an article titled 'Quick Heavies' sad. Flame (1 Gauss + 4 ML) and the 1C (4 LL) with 350 XL's are both excellent flankers, do 95 kph stock and over 100 with ST, and mount enough weapons to do just as much DPS (or higher alpha at longer range for the 1C) than the Cat and Phract above.Reason you skipped them over out of curiosity?
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God damnit Mintfrog, are you seriously telling me your machinegun marmoset build that actually made me vomit with laughter during one of our slosh ops is actually a thing now? Fuck.
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"Now, I am become Death, the destroyer of worlds."
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LPLAS + MLAS is a better combination. Both have approximately the same range, and exactly the same cycle time.The two tons you save barely impacts your laser Damage output, but improves your range versatility and heat profile. Which in turns, allows you to use that saved tonnage to good effect.This is an example: http://mwo.smurfy-net.de/mechl...Neglecting the two SRMs in your build limits your damage output in the crucial first 20-30 seconds of a brawl in favour of sustainability after that point. Realistically, combat happens in bursts, and you can accept a lower heat efficiency for higher damage for the duration of that burst.Equally, as a fast CTF this works better than your -IM: http://mechromancer.wordoflowt...Higher Damage output within 20s, and more range versatility. Unfortunately, no cool MG sounds. (On which note, MGs are still bad, even with enhanced critting).Edit: I am coming around to Mechromancer due to it's ability to compare Damage over Time.
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Never-the-less, the fact that you didn't bother doing the research on the archetypal 'fast heavy' before writing an article on that role is insulting.Whilst this site has long derided DGNs as 'the shit heavy' many people have been using them effectively: research outside of the Lowtax player group may have been able to fill the hole.
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Are you gettin' mad about robots? Stop gettin' mad about robots.
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Noted, but keep in mind there's a price to pay for having to keep your medium lasers on target. More face time means more exposure to the Catapult's large and easily knocked out cockpit.

As with all aspects of life, it’s important to know your role. Some people are leaders, and others are great at organizing. The people I want to have a drink with excel at getting into the faces of others and ruining their day. These are the people who may be served by this guide on creating a Quick Heavy.

What is a Quick Heavy?  It’s a Heavy-class mech that sacrifices the relative security of a standard engine in order to live on the razor’s edge of an XL build. It sacrifices high alpha strike capability in order to cram in the largest engine possible. Speed and maneuverability is favored, which creates a mech that can be as fast as a medium while still carrying a heavy armor loadout.

Laserpult

For example, The Catapult C1 can be turned into a solid medium/short range brawler through the use of two Large Pulse Lasers and two Medium Pulse Lasers.

The Laserpult

It’s a thoroughly unconventional use of a chassis typically built around the two missile points on the mech, but it can do significant damage for a lengthy amount of time as a fast moving heavy brawler. It’s also very effective at taking down the lights pestering your assault teammates.

At this point you might be asking why someone would want to take a mech like the one above rather than a Catapult A1 armed with pure SRMs,  or a Catapult K2 with dual gauss rifles or AC-20s. The response comes in the form of good advice for any digital war zone: Keep a low profile. Your job as a quick mover is to bust up armor in a situation where mediums would get chewed up and then get out alive. When a Splatapult slowly lumbers onto the field they are anything but low profile. Their high alpha comes at the cost of speed and survivability. They instantly become primary targets when facing an opposing team able to coordinate fire.

The Laserpult is underestimated by most opponents in favor of the high alpha mechs, and that buys you time to tear off back armor, knock off the legs of light mechs, and hunt down LRM boats.

MG Muromets

MG Muromets

Once relegated to the dustbin of special snowflake comedy builds, the MG Muromets and it’s cousin the MG4X Cataphract have become viable in a post machine gun tweak world of MWO (Patch Notes - 1.2.190). With three Machine Guns, three Large Pulse Lasers, and an XL 340 engine, the MG Muromets is a very agile and dangerous build. At 86.6KPH with speed tweak, the MG Muromets will keep up with most mediums and many lights. It also can run circles around slow assault mechs. The three Large Pulse Lasers pack a powerful punch, and the three Machine Guns will pay for themselves quickly when hitting internal slots with weapons and ammo.

With the MG Muromets you are always moving, always close, and capable of putting up big damage numbers in most matches.

These mechs, along with other Quick Heavies, are viable alternatives to the standard fare in your evening MWO matches. While they are not likely to find themselves in the pantheon of standard builds seen in almost every match, you could find a place for them in your heart and ready slots if you want to live life on the edge.

Note: These builds are recommended after extensive testing in 4 and 8 man drops. In no way, shape, or form am I advocating their use in an serious business battles unless you are prepared to take the blame (deserved or undeserved) for a loss.

[name_1]
A long-time tabletop and video game fan, MintFrog's antics offer no good explanation for why he hasn't yet been eaten by wolves.