VTR-9S "Valkyrie" (2x LL, 3x SRM6+A, 2x MG, 1x JJ, AMS, XL385)

Thread in 'VTR-9S' started by Roegan, Aug 5, 2014.

  1. Roegan

    Roegan Junior Member

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    NOTE: This setup has been modified from it's initial creation after many hundreds of matches. This is now what I consider my most effective victor 9s brawling setup. Originally this was a supportive build, but now an all out close range build with emphasis on SRM's as a primary weapon. Thank you Auriga for input and suggestions.

    The victor is absolutely my favorite mech, because once you get bored of the 2x UAC5/2x PPC spam you start to find it's quite flexible for a myriad of roles.

    This setup is specifically designed for someone whom has this mech at least at an ELITE level, providing you with a turn rate and torso twist on par with a medium mech. Master level would help: The extra module really does now come in quite handy since the new module changes.

    The setup:


    1xJJ for hillclimb
    85.8kph speed with tweak, you can keep up with timberwolves easily.
    Artemis for extreme PP burst on the move.
    MGx2 For critseeking
    2x LL for distance poke.


    Module Recommendations:
    -Radar Deprivation
    -Advanced Sensor Range (with mastery)
    -LL range 5
    -Srm 6 cooldown.


    ALTERNATIVE VARIANT:



    Gain a BAP, lose about 3kph. the last ton can be used on an AMS with 1/2 ton ammo, more ammo in general, or gain +1 heat sink. I fit it with the extra heat sink in this example.


    Good luck, now go ruin someones day with a super fast IS assault mech.
     
    Last edited by a moderator: Oct 3, 2014
  2. Auriga

    Auriga MechSpecs Addict

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    I honestly tried something like that, but i came back to the typical 2xUAC5+SRMs+MLas+LLas. Anyways, if u feel comfortable in this, i think u can trade a minimum amount of speed, downgrading to XL375, that still have 5 internal slots for DHSs, and 1 JJ for a more than necesary BAP, more ammo for both systems, and more armour for the arms. U could allways sacrifice 1/2 ton ammo AC10 and 1/2 ton ammo SSRM for the JJ i took out:



    Actually the BAP makes u way more usefull as team support, just my standard equip in any that fits SSRM, but also in any mech dedicated to front line duty (and i own a LOT of these last ones :D :D )
     
    Last edited by a moderator: Oct 3, 2014
  3. Roegan

    Roegan Junior Member

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    BAP is a great suggestion, helping to nullify ECM making you even more full supportive. The ammo however is already at a minimum, so i probably will not sacrifice any of it. I personally choose to use the 385 engine for the maximum possible speed in a victor (which is a pretty fast mech for an assault).

    Jumpjets i'll see about sacrificing 1, i generally prefer all 4 because i fight while jumping a majority of the time (i use the shift-arm unlock to aim while flying and let go of spacebar to get a 100% accuracy shot. lasers continue firing straight when you press spacebar again). Might be better if i sacrifice a DHS instead, i have no heat trouble at all piloting this.
     
  4. Auriga

    Auriga MechSpecs Addict

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    Take a suggestion from a guy with well over 200 battles in Victors (more than 100 in the -9S): add more armour to the arms, when they are gone, so u are, basically :)
     
  5. Roegan

    Roegan Junior Member

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    I spent time playing further with my setup, as I couldn't put down the xl385 (it bugged me having to give up that extra speed...i wanted to make a viable speed build).

    I finally came to this



    Dropped the AC10 for 2 machineguns, switched the SSRM's to SRM 4's for a better burst (also 1 ton more ammo). Switched the MLAS with the space saved into Large Las, providing some distance poke.

    The result is better short range burst, better overall DPS, more ammo, better range capabilities, and a Beagle active probe. You get all this whilst maintaining superb speed at the cost of SOME heat efficiency, but it stays at a nice 1.3 rating. Oh also, 4 jumpjets still :D

    I took your advice and maxed the armor on the arms, and if you want to drop 1/2 a ton of machinegun ammo, you can get the legs at 53 armor each.

    Trading the streaks means you're relying more on machineguns and your LLas for shooting lights. I can live with that.
     
    Last edited by a moderator: Oct 3, 2014
  6. Auriga

    Auriga MechSpecs Addict

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    Looks REALLY interesting. Im a big fan of MGs in groups, cause 1 MG and nothing is the same, but in groups they can deal a million criticals really easy. In overall, post ur appreciations cause this looks good, main trouble being the heat of SRM4s, but i think that shouldnt be a trouble, if u chainfire the LLas and the SRM4s the heat should be enough to let u alpha twice in a row on cooldown, probably 3 or more if u arent chaining previously. As i said, looks really interesting :)
     
  7. Roegan

    Roegan Junior Member

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    It's VERY fun. Been in 6 matches now, im able to outrun timberwolves, keep up with most mediums... and my damage has stuck around 600 every match with 2-3 kills. The machineguns seem to do well once the enemies armor has been shaved off by the SRM's and LLas, quite a menace.

    Heat has not been an issue on standard maps, but on mordor...
     
  8. Roegan

    Roegan Junior Member

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    Updated this fit recently with regards to the new module changes and a ton of experience in matches with this setup.
     
  9. Blagg Zear

    Blagg Zear Star Lord

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    Not sure about this build, but it looks interesting on paper! What i wouldn't do is Triple SRM6+A on this Mech, because the Tubes are 10', 5' and 2'. So you would shoot your SRMs in three Volleys, one 13, then comes 3, and finally the last 2. That means you need to look longer into the face of the enemy before you can torso twist away if he'd return fire. Not really optimal.

    Here is a Mod with a bit shorter Face2Face time (also only 2 Volleys instead 3):


    btw updated your thread title according to our build title convention.
     
    Roegan likes this.
  10. Roegan

    Roegan Junior Member

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    Admittedly your build would be a lot easier to manage, and does have shorter face time, Though I do use the multitube launching for screenshake reasons...as right now the victor penalty to turning makes it a super pain in the butt to turn with in brawls. I find it's way easier to "Strafe" past big enemies when attacking in a generalist manner, then charging close with that screenshaker tube and critseeking mg for the finisher. The large lasers are kept standard for heat control and for midrange poking.

    After they remove the negative quirks and change jumpjets turning abilities and boost, I believe your modified version of my build will be a go-to build. Though i'd bring the SRM 6's down to SRM 4's due to no artemis, and use the extra 2 tons to get 4/4 jumpjets for maximum boost/turning
     
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