I tried Captain Obvious but it was not for me. So I went with what I know and love.. LRRRRMMMS!!! It's surprisingly good in solo PUG drops.
Clan LRMs are disgustingly tonnage and slot efficient (almost as disgusting as SRMs). I like that you can abuse the property that PPC disables ECM, which definitely helps with locks. The Captain Obvious is by far my favourite warhawk, but I'm going to use this as inspiration for the filthy WHK-B I currently have. My planned WHK-B adaptation: I prefer mounting TAG in actuated arms so it's easier get lock and keep it on target. Alternatively: set-of-8 whkB (not worth it, only gets ballistic CD, NARC buffs and a bit of yaw angle)
I would also normally put TAG in the actuated arms... but I like the symmetry on the energy weapons too much to do so on this build.
I know this is a bit old but im a new player and I picked up a whk-prime for the 4erppc build and I wanna play around with this too. I got it working just dont have a tag but I was wondering waht skill setup yall would suggest for this.
In order of importance: Firepower: almost max range, max heatgen (as a hot sniper, it is important to fire as much as you can and to reach the furthest away possible) Operations: max coolrun (as said early, the cooler you are, the more you can fire) Sensors: advanced zoom (not mandatory, but it is more than welcome when fighting other "poky" builds at range) and radar deprivation (enemy mechs will lose targeting and lock on you faster, so you will be a bit safer against lock-on builds such as LRM boats) Survivability: skill most armor nodes, left branch only. Auxiliary: airstrikes or artillery (so you can hit someone hiding behind cover) and cool run (so you can cool off a bit in those emergency situations when you are running hot) I also made a guide on skill trees: it a "heavy reading" for you if you just started playing, but there are a lot of examples and pre-made skill trees depending on your builds and preferences. https://www.mechspecs.com/resources/skill-tree-maximizing-build-efficiency.35/ EDIT: in fact, this is a combination of the following skill examples: Firepower: PPC only Survival: Armor branch Operations: Assaults/Heavies/Mediums hot build Sensors: Minimum Recommended Auxiliary: not linked, only explained
I got the skills for the 4erppc I was wondering what i should change to use the 2erppc and lrms. Also the Skills read I will def read through ive been wanting to know a bit more about it all.
Everything Carlo said ^.... but I would also prioritise target decay and missile buffs for any LRM heavy build like this one.
IMHO 4xERPPC are better due to better pinpoint, but that's because I personally hate LRMs due to their ineffiency at pinpointing damage: you can't choose where those LRMs will land, but with PPCs you can hit any component you like with proper aiming. It 's a lot harder, but they work with proper aiming. Still, 4xERPPC WarHawk is not a build I recommend for beginners. If you like clan tech, Hellbringer and ebon jaguar are one of the best, adaptable and strongest clan mechs. If you really like assaults mechs, mad cat 1 has a variety of builds and is a good starter assault, but costs a lot of cbills
I already got it and Ive been enjoying sniping with the 4erppc I just wanted to play around with some LRMs too. So far I kept all the skills as you shown them I just removed 2 heatgen for 2 missile rack, I got rid of cooldown 8 and heatgen 7, picked up cooldown 10 and missle rack 2, then I got rid of heat gen 14 for missile rack 1. As for getting other mechs im pretty broke now lol. But I will keep those im mind as my next to get. I was looking for a Medium mech next.
If you are a new player, the best all-arounder medium Clan mech I can think of is the Huntsman: it's not excellent because it's quite slow and wastes some tonnage in unneeded JJs from time to time, but the ability to swap omnipods and decent to very good hardpoint location make it a very solid and reliable mech to try out different weapon loadouts. Hunchback is very fragile, but extremely powerful: it's clanner's glass cannon with good hardpoints in it purest form. Due to the inability to swap omnipods you have to stick with the hardpoints and variant you have chosen, but it grants finer tuning compared to Huntsman. Both hunchback and huntsman can achieve the following builds / metas: dual UAC10 plus back-up lasers ATM boat with JJs (I hate them because I think they are a bit too cheesy, but they work darn well) vomit laser (HLL + ERML) PPC poptart SRM boat (6 or 8 for huntsman, only 4 for hunchback, the latter is not worth it) MPL boat There are also the road runners (ice ferret, stormcrow, viper, arctic wolf, black lanner), but I don't really recommend them because they are bit overly specialized and do not grant too much freedom in customization and build.
Yea I was thinking Huntsman as my next. I know with omnipods i can make iff builds but which variant would you suggest I get that has the best quirks for atm or long range build. Im not 100% on what i want to do with it all the time but i know I was lookin at it for an atm build originally.