Casual WHM-6R "Ultra Hammer" (2xUAC10, 6xML, XL300)

Thread in 'WHM-6R' started by CarloArmato, Nov 13, 2019.

  1. CarloArmato

    CarloArmato Professional Potato Carrier

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    Already maxed skills are required.

    Fast medium range mech with good to decent brawl capabilities: stick with your team, double tap UAC10 while getting close, alpha strike and peek-a-boom whenever target is below 400 meters (ML optimal range should be ~310 meters, so at 400 meters ML will still apply 2/3 of max damage). Don't forget that arms are expendable: once you performed an alpha strike, torso twist to shield CT and side torsoes.

    Why only 3 tons of ammo? Because this build aims to fit the hugest alpha strike close range without sacrificing too much range, hence UAC10 should be fire along MLs whenever possible, plus the additional DHSs will stack with lower heat generation, further enhancing cooling and the importance of MLs. Last but not least, 3 tons of ammo with full skils are worth 20 full alpha strikes with double taps, which is exactly my sweetspot for such a peek-a-boom build. With such thing in mind, this build can potentially deal 1410 damage if you manage to fully apply 20 full alpha strikes.

    Now that I think about it, maybe it can also work in solaris... But it has been a long time since I've played in Solaris 1vs1.

    Anyway, if I'm not bad at math...
    7 + 19.38 + 7 = 33.38 >>> alpha heat with doubletap (inlcuding quirks, according to mechDB)
    33.38 * (1-0.105) = 29.88 >>> alpha heat with heatgen nodes
    29.88 - (3.08 * 4.4) = 16.32 >>> heat generated every alpha strike (4.4 are ML's 3.5s cooldown + 0.9s duration)
    52 / 16.32 = 3.1 >>> number of alpha strike possible before overheating
    ... this build can alpha strike 3 times before overheating. I didn't considered cooldown nodes and the fact laser duration will be shorter, but I'm pretty confident that if we included human error (a bit delay between each alpha strike) and most importantly coolrun nodes, results will be similar.

    About skills, I would take something similar to the following: max heat, max ammo, max laser duration, good to almost maxed range, max UAC jam, good survivability (best bang for the buck), almost maxed coolrun, radar derp (LRM / ATM counter), seismic sensors.
    https://kitlaan.gitlab.io/mwoskill/...c000000000000002871667ea5df76000000#s=Weapons

    P.S.: build is actually very similar to WHM-6R "JagerHawk" (2xAC10, 6xML, XL300), but by simply swapping UAC10 to AC10 and refilling any stripped armor value would still leave some free tonnage which can't be spend to upgrade engine (XL305 weights +1.5 ton), so despite being similar, there are new compromises to make. That's why I've started a new thread.
     
    Last edited: Nov 13, 2019
  2. Lorgot

    Lorgot Advanced Member

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    When mechdb already tell you how many alphas you can do, but I concur and applaud your efforts

    My cooler take on this concept
     
  3. CarloArmato

    CarloArmato Professional Potato Carrier

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    There is a little catch: mechDB doesn't take double taps into account, in fact mechDB alpha coefficient is 4.1, the one I calculated is 3.1
     
    Lorgot likes this.
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