VTR-9S "Mac 2.0" (1x Gauss, 2x LL, 2x SRM4+A, 3x JJ, XL360)

Thread in 'VTR-9S' started by Argent Kaiser, Aug 14, 2013.

  1. Argent Kaiser

    Argent Kaiser New Member

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    This is perhaps my new favorite. I love trying to push my building skills to the limits and eek every last ounce of performance out of a mech. Armed for combat at every range, more than enough ammo to get through a fight, run cool enough to be a serious threat on any map, fast enough to chase down most mediums or get back to base to stop those pesky lights from capping you out and with enough armor to make sure you come back home to your loved ones at the end of the day as long as you use your head, your speed, your jump jets and the terrain to your advantage. Fight hard but fight smart. *Salute*

    This build is also valid for ALL variants of the Victor including the Dragon Slayer which only requires you to relocate one or both lasers depending on the pilots preference.

    I have posted a modified version of the Mac after a potential flaw was pointed out to me.

    Please Rate.




    Ok here is my Mac 2.0 build with the extended ammo for Gauss. I am keeping the other up so that the mechwarriors can pick which they prefer more, extra ammo or higher damage.

     
    Last edited by a moderator: Oct 3, 2014
  2. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    The only thing I disagree with on this mech.

    With 12v12s, my Victor runs 2T of SRM ammo for the same load-out. However, I almost always run out near the end of a round. It's not enough that I would use another full ton, so, I have not changed that. However, with a Gauss in 12v12, I always try to carry at least 3T if not 4. Far too good of a weapon to run out of stopping power! :D

    I would run like so;


    or;


    Also, I have never once been headshot in a Vic, however, I have been legged several times. So I moved 8 points of head armor to legs.

    As is, I think you have a very good build. Great long range killing power that can all still be used and only increases when you get into high-five range. The only thing making me hesitate for that fifth star is the Gauss ammo.
     
    Last edited by a moderator: Oct 3, 2014
  3. Argent Kaiser

    Argent Kaiser New Member

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    You are absolutely right, the ammo for the gauss was conservative. When I build my mech I build them with the experience pilot in mind. The ones who pick their shots. Thank you for bringing this flaw in my process to my attention. My only true disagreement with your modification of the design is the removal of the 3rd jump jet. From my experiences with the Victor it is meant to be an extremely mobile assault mech, and from the extensive playing I have done with this mech 3 jump jets is just enough to get to the top level of almost any canyon wall in Canyon Network. I agree with dropping the SRM6 to a SRM4 that only makes ammo efficiency go up and free 1 ton for extra ammo for the gauss. I will modify my design to allow for the extra ammo, and I will keep your points in mind on future builds. The armor distribution however is a moot point I think since everyone finds they have different parts blown off first according to how they move, the armor total itself however I think is sufficient that you can redistribute as the individual mechwarrior sees fit.
     
  4. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    I agree with the JJ. I never run with less than three, personally. I was trying to keep your weapons the same as much as possible.
     
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