VTR-9B "Executor" (1x UAC5, 2x AC2, 1x SRM6, 1x SRM4, 2x ML, 2x JJ, XL300)

Thread in 'VTR-9B' started by Aylek, Jan 5, 2014.

  1. Aylek

    Aylek Administrator Staff Member

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    I already presented this build in Blagg's Megaman and 'Vedrfolnir XL' thread. This build is clearly similar to his builds, but there are are some significant differences justifying an own thread in my view.


    But Aylek, this thing is hot as hell on paper.
    Yes it is. It requires a certain playstyle to succeed. Mindlessly smashing buttons will only lead to overheat.

    So how do you do use this build?
    This build highly relies on it's 'Durka Durka'-style ballistic arm. All of the ACs are grouped together. As there's a lot of ammo for both types of ACs, you shouldn't hesitate to simply pull and hold their trigger. I also put a single AC2 in another weapon group, but I can't remember if I ever used that one.

    Those medium lasers are only mixed in if heat allows so. According to a team mate of mine they aren't even needed in this build at all, but since you've got the hardpoints... But sometimes their little extra 'Oomph!' helps for sure.

    The SRMs finally are for finishing opponents whose torso armor was already stripped of. They are what makes this build tick in addition to the ACs. I can only reiterate about this: I use them nearly exclusively for the final blow. Allthough there are exceptions to this rule of thumb, the autocannons and lasers are doing the main work for me prior to the finishing strike. The SRMs provide a massive punch, but ammo is limited for them.


    [​IMG]
     
    Last edited by a moderator: Oct 3, 2014
  2. The Verge

    The Verge Moderator Staff Member

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    I love the ability of this mech to run Very close to a Jager. 2AC2's backing up the UAC5 when it jams is really great. 5-5 stars
     
  3. HozeMonky

    HozeMonky New Member

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    I just picked up victors. I've got enough XP to elite the 9S but need to get two others through basics. I've been trying a few builds for the 9B (including this one) but I find the projectile speed differences of mixed ballistics frustrating on moving targets. Have you found a good way to manage this issue? Do you just hit with the AC/2s figuring that those are doing the bulk of your DPS and let the UAC5 rounds go where they will?
     
  4. The Pull Out Method

    The Pull Out Method New Member

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    This build is absolutely a monster. My first two rounds with it (with no and one basic efficiency unlocked respectively) I made 790 and 700 damage. It is a super build. However, knowing how to play it is extremely important. Gotta use the ACs and the 2xmlas to do the bulk of your damage, then as soon as you see an exposed ct/st, unload with the SRMs. It's a devastating combo.

    I only have one question: would this build be better with an AC/5 instead of a UAC/5/? I notice that the UAC/5 jams early and often. I wonder if overall DPS wouldn't be better served with just a standard AC/5.

    EDIT: Another benefit of this build is that it uses an engine everyone has.
     
  5. Aylek

    Aylek Administrator Staff Member

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    Thanks for the feedback so far. This build indeed turned out to be a beast for every single pilot I gave this to (there aren't that many MechSpeccs users in my unit for example).

    When playing this build I pull the trigger on the ACs as soon as I see a good shot and keep shooting. The UAC will jam early occasionally, but will spit out 30-like damage in just a few seconds in other situations. I try to think positively on this for either case: I'll either deliver a massive amount of burst damage or the UAC doesn't work on my heat scale.

    On a side note, this build is so tightly designed that the weight and spaced saved by switching the UAC for a regular one can only go into another ton of ammo. When doing this you'll notice you're carrying far too much AC5 ammo, so you'll probably reduce it by two tons to mmount an AMS. Then you'll realise you used up all critical space, but you're still having 0.56 tons to spare... which leads to downgrading the SRM6, downgrading the armor and installing an XL 325.

    And there you are - a nice variant of the OP with more speed and added AMS, but the same cooling and lowered firepower. I'd rather stick to the original build, but this variant might appeal to one or two of you out there.

     
    Last edited by a moderator: Oct 3, 2014
  6. The Pull Out Method

    The Pull Out Method New Member

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    Hmmm good point. I'd really love to see a theoretical DPS over time chart comparing the UAC/5 with the AC/5, when the user is not restraining the UAC/5. I really do think you're better off overall with the AC/5. However, I see your point about the rabbit-hole having .56 tons free leads to. What I was thinking was downgrading to the AC/5, removing a ton of AC/5 ammo, and adding a BAP. I know that this build doesn't have streaks so the BAP might seem useless, however I find I really like the increased sensor range and reduced target info acquisition time, especially when combined with the target info module. Plus, knocking out 1 nearby ECM is always helpful to the team. Furthermore, the AC/5 enjoys a greater range than the UAC/5, which synergizes better with the AC/2s. Thoughts?

    I tried fiddling around with increasing the engine size but you're right, jumping to an XL325 requires sacrificing too much armor. Any engine smaller than an xl325 isn't worth the minute improvement over the XL300, especially for people who are strapped for CBills (like me).

    Edit: Actually, whether it's BAP or AMS w/ 1 ton ammo, what's so bad about having .56 tons left over? I don't think it's a problem if the AC/5 will provide better DPS.
     
  7. Blagg Zear

    Blagg Zear Star Lord

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    I want it faster:



    Hi Aylek, somehow the comparison of your concept and my 2+1 build reminds me of the discussion in the JM6-S thread from Trounce's Hoser Build and my 3+1. It's just taking away one AC5 in both build and voila you got these here.
    The Core Question is: 2x AC5 or 1xUAC5 + 1xAC2 ? (dropped also one AC2)

    Personally i go for the cool and reliant AC5s, while i admit that the other concept is good for higher DPS before the Jam comes. Besides it's a different style of bulletstorm - while you have synced fire with the AC5s, you have more dakka.shake with the other.


    Another Mod i would suggest for making the build less ammo.heavy:

     
    Last edited by a moderator: Oct 3, 2014
  8. TankerActual

    TankerActual New Member

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    What's everyone's opinion about the side torso vulnerability of installing the xl engines? Is it much of a problem in actual game play? I'm a little leery about spending the cb's and being disappointed about survivability.
     
  9. Lan

    Lan Mech Wrangler

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    Generally speaking, it is a gamble and one you have to weigh in each chassi together with your gameplay style aswell. Let me give you a cpl of examples.

    1: Assaults are generally slow tankning behemoths that is not largely effected when you put in a engine of 300 or 350 size, their speed increases at glacial rates. Kinda like the Atlas, going from a 300 to 350 means 48kph vs 56kph (without speed tweak). When a mech doesn't gain enough move speed to enable it to get away from trouble, that's one sign it's a bad idea with a XL. Still there are advocates who like to go for max firepower with a XL. Kinda crazy but hey, it's their build. Most assaults are meant to tank and take damage, the STD means you can loose the sidetorsos without going down.

    2: On a Victor though you can use a XL and get above 70kph quite easily, with jumpjets! You have the mobility to maneuvre, escape from danger or outflank other assaults. With a large enough XL engine, the Victor becomes agile and able to spread damage around with excellent torsotwist and jumping.

    Here's my rule of thumb:
    What are the hitboxes like on the mech? Catapult sidetorsos are very small for example.
    Define your mechs role, should it soak or evade damage? Some mediums like the griffin and Wolverine have one whole shieldside that can be used to soak damage with a STD engine.
    Does it get to or above 70 kph with XL? In a scout, skirmisher och LRM boat, always go XL.
    What's the weapon loadout and demands? If you have weapons with a longer reloadtime, XL works good. If you are using sustained weapons like AC2's XL may not be the best weapon since you have to orient your torso full on and keep it there, ie present the enemy with the same target profile.
     
  10. TankerActual

    TankerActual New Member

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    Thanks for the excellent explanation.
     
  11. Majestic

    Majestic New Member

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    Well the uac question is always difficult to answer. From the math standpoint the uac does 3% more damage then the normal version if fired indeffinetly which will never be the case. The weapon does 25 damage ib avarage 5 shots before jaming on avarage. The big advantage is that the 25 damg is done in half the time of the ac. This translates to 4.5 sec burst without jam on avarage. With this build thus worjs extremly well because it is not so good to have too much exposure in the field with a victor
     
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