http://mwo.smurfy-net.de/mechlab#i=119&l=ac61c2c5615b7112a1cc580b9265bb527b70e28d Trying to master my Battlemasters. I just can't get this build to work It's the one I'm the most keen on using, because the triple autocannons tear stuff apart and look awesome, but somehow I keep dying to XL explosion after doing only pisspoor 300 damage. When staying away from the frontlines to snipe with my AC2s i just get yelled at for not being in the frontlines as a large assault. Any tips on how to attract less attention fire to myself? Note: I prefer playing as a brawler which automatically attracts attention, but even from afar people seem to be instantly locked at my position.
Maybe swap 1 ton of AC5 ammo to CT, IIRC it'll be used there before legs, and the CT slot will be empty sooner. Maybe you use a color scheme that attracts enemy fire ? (bright red w/ green concentric circles around your center torso comes to mind...)
maybe use another more punchy Build? maybe this here: http://mwo.smurfy-net.de/mechlab#i=119&l=162a45d0611bcdc0202dcde2a253daab69da64b3 personally i don't like the AC5 + 2x AC2 Build on the Battlemaster. Even if you stay far to the frontline for Suppressing fire, the DPS Fire attracts too many Enemies and you need to avoid Focusfire-Powersnipe.Damage, but then you need much more Agility, what the Battlemaster can't provide even with an expensive XL380-400 - plus you sacrifice too much tonnage for having additional bigger bunz than some MLas as Backup. I would play it more like a classic Terminator. Sneak in and then unload everything you got on one Sidetorso of the enemy, before he can blow your own sidetorso. Just like a Jagermechs similar weak Sidetorsos. Else if you still suffer Sidetorso.Destruction, then maybe switch to STD.Builds. If you still want to stick to the triple AC mix, then at least load two LLas to give you more Range Firepower to have some more Damage Score before dying.
While the battle master is a front line mech, it shouldn't be soaking up the damage. Are you letting friendly fatlas' engage before you do so they get focus fired and soak up damage? Are you making extensive use of cover? When I pilot my Highlander, I stick to areas where my range is perfect to my weapons, and where I have a good amount of cover to weave in and out of. That being said, I will charge over the hill if I have a coordinated lance, or I know if the enemy team is much weaker than I am. Just some things to think about since it's not a light or medium cruising around at respectable speeds.
1D I've had really good luck with your modification of The Duke using a STD 325 engine. My affectionate nickname for him is "Luigi Dakka." I've found that slowing the Battlemaster 1D down a tad and acting as an anchor point for the fire-support 'mechs allows him to be very effective (to the tune of 700+ damage). 1S The 1S is a different animal altogether. As an LRM boat, it's too heavy unless you're the only LRM boat or you're running in a lance of nothing but lighter LRM machines. I've seen plenty of SRM/XL 1Ses here on Mechspecs, but I've yet to see on live in the field. SRMs just don't have the feel of a primary weapons right now. I've considered running it with 2xLRM15+A and 2xSRM6+A, but finding a good balance is tricky. 1G Ah, the ugly duck. The poor torso twist range. The high-mounted energy hardpoints that never seem to work quite right. The oft-ignored missile rack. And, of course, more energy hardpoints than you can shake a stick at. My build is inspired a bit by "1v1 me, bro" and your modifications to Durka Durka. I call him Mario Dakka. Essentially, I follow the same idea as the 1D: slow it down, bring the pain. Summary A Battlemaster cannot tank like an Atlas, and it can't firefight like a Victor. In response, I've set out to make mine stable fire-support 'mechs. I usually run the Dakka Brothers just behind the heavies providing much-needed support while drawing the fire of the longer-ranged enemies. When it works, it works well. People see the extra tonnage I have over a Jager, Fract or Shadowhawk, and bump me up their target list just long enough for my comrade to light them up. When they change focus back to my buddy (and he retreats to safety), I remind my enemy that there's an assault 'mech that they've been ignoring. I've also had many good matches using the Dakka Brothers as zone denial. I use their height and excellent visibility to keep an eye on my team's main force, and use their dakka to suppress/punish/kill would-be harassers. (Basically like an over-sized meerkat.)
I'm used to piloting Mediums and Heavies since they sacrifice less mobility for firepower, and used to run Jenners a lot (basically a super fast medium in weapon loadout I know). I'll try to make use of the LBX10 build you posted blagg, maybe the autocannon wombo combo isn't as strong on my battle master as it is on the shadow hawk or jager. Regarding knowing when to engage, that's a weakness in my skill level. I find it hard to determine where to position myself besides 'behind this building they can't shoot at me'. I have a tendency to play too safe or too rambo (the latter usually gets me killed and the former usually gets me killed eventually because I'm a bit of a liability to my team). Can you give me some signs from which I can determine the power of the enemy team in most games? I tried running my STD325 engine modification but it was dying equally quickly since I have even slower torso twist thus it's even easier for enemies to his the parts they want (usually the CT). I'm doing fine in my 1G using my Cheapskate build, and my 1S is an LRM boat (my only LRM boat) for when I'm tired of putting in effort. Great tips so far guys, thanks a lot!
All right, getting the hang of it already. Doing away with the triple AC build I can protect what I need because i have cooldowns for defense. Since I'm running Blagg's build (or a variation of it with a STD325 engine) I've consistently been doing 600 damage! Variation: http://mwo.smurfy-net.de/mechlab#i=119&l=f8035d237f66d5a1b7d2e3e36c7a454c679e388c
I usually play my Battlemasters as (long range) support with a 375XL. As long as you can stick to other assaults you should be fine and deliver enough damage. I never had that many problems with my side torsi (?), the big engine helps playing very cautiously and gaining good positions, the arm on the 1D is the way weaker spot My S (uber-support): http://mwo.smurfy-net.de/mechlab#i=120&l=de76cea03eef26891e7756bbf660be8fb4cf0f4d My D (dakka...dont know how you can stay below 300dmg ): http://mwo.smurfy-net.de/mechlab#i=119&l=ca647496e0cd317d47ba65c09e472cfa55c04aa8 I have a macro for a 160ms cyle of those 3 AC2s, just as a panic button...often works like a stunlock and lets me retreat from dangerous situations.
at first, glad that the build works for you. I still don't own the Battlemaster, but from what i have seen on the battlefield so far, they seem to work pretty similar to the thunderbolt and i'm doing good success with the thunderbolts recently, especially with the Lasercombos for Alphastrike and turn away for cooling, and then Alphastrike again and again. The Battlemaster should be played similar, as a Alphastrike-Monster! Double-LLas plus some MLas, and if you can load in a big Ballistic - even better! Now to your question: Sometimes it's hard to tell the power of the enemyteam early. If you sight Champions, then maybe you can guess that they might run the (trial)stockloadouts. The rest is absolutely observating the battlefield and scan the enemies one by one for their weaponloadouts. If you see crap loadouts, then you should be able to guess the "power" of that single target-pilot. If you see they have short-range weapons, then suppress them from distance, if you see they have multiple Ballistics or Powersnipe-Loadouts - Beware! And whenever you see them not running in a big mob together, it's quite easy to kill off careless separated Lances. Just be sure, that they don't use any tactics to distract or flank your mates. You really need good Scouts in your team to check the positions of the enemy team. Sometimes it's crucial to foresee the enemy's movements to calculate risks and how to deal with their thoughts/ideas/plans. Sometimes i intentionally go in solo and then lure the enemies to my mob, so that we can focusfire them, if they take the bait.
This is the build I used to elite the BLR-1D. http://mwo.smurfy-net.de/mechlab#i=119&l=4d87673af6576e1f7726f9dbb5f13cfeda42596b What I do is think of the Battlemaster as a heavy not as a assault since it can go faster than most of the assaults. It helped a lot, but because of that thinking, I ended up not using my Thunderbolts as much.
Hello and I am glad to see another Battlemaster enthusiast. Advise: Don't be intimidated by PUGs asking you to tank, you are not the Tank you are the Killer. the Way I load out my Battlemaster is STD engine 300 ish, and 3 AC2 4 med lasers. No missles. 18+ double heat, and something like 6-7 tons ammo I usually get 400+ damage (realistic) when I pug and When my Unit is With me I jump to 600-900 damage almost every time. And My team always says to me WOW you did that with AC 2's how? well here is what i tell them in Short Stay at 500 Meters, This is well within your AC2 perfect range and out of EVERY medium and Short range weapons. so its your ac2's vs their long range weapons if they have any? Use Cover jump in and out of Cover and HOLD your trigger down! your AC2 does 2 points ever 1/2 sec. so 3x2x2=12 damage every sec. Other builds like ac5s for instance do 5 damage every 1.5 sec. = 2 (space) x 5 = 10 every second and a half. Only use the Md Lasers if you get close. If you manage your Heat you will Seldom ever over heat and the Constant barrage of ac2 dakka dakka pisses off many undisciplined players into making a mistake that your closer teammates can take advatage of.
I know the BLR is built for speed, but i am ALWAYS leary of an XL in an assault. Assaults usually have the most firepower, to make it 1 of 3 areas they can destroy to kill you instead of 1 of 1 ( not including cockpiting because most games dont end with a cockpit shot) seems like gambling too much. The BLR may not be the most tanky of assaults, but it is by far one of the most fearsome in the firepower/speed department. For a Laser Boat 1G http://www.mechspecs.com/forum/index.php?topic=5192.0 Or maybe a little more Daka: http://www.mechspecs.com/forum/index.php?topic=4409.0 All in all, when I pilot assaults, I run a mantra in my head "You are Slow; Move with Purpose. You are Powerful; Fire For Effect." Dont over extend, don't rush in headlong without your team, and make your shots count.