Drop Decks

Thread in 'MechWarrior Online' started by Fherot, Dec 11, 2014.

  1. 75, 75, 65, 25 = 240
    Timberwolf - 2xLPL, 1xERPPC, 2xERML
    Timberwolf - 4xLRM15, 6xERSL
    Hellbringer - 6xMPL, ECM
    Mist Lynx - 1x ERLL, 3xERSL

    I am thinking about upgrading the Mist Lynx to a Kitfox (2xERLL,1xSPL, 2xMG, ECM, 2xJJ), but not sure if I want to switch a TBR for another Hellbringer or bring a Stormcrow for the Hellbringer. The ECM on HBR seems pretty nice for pushes. Any thoughts?
     
  2. Abigail Acerose

    Abigail Acerose Active Member

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    So far in my brief stint on the Clan side of Community Warfare, I've gone: 75, 75, 55, 35 = 240

    Timberwolf - 2xERPPC
    Timberwolf - 2xLPL, 4xERMLas
    Stormcrow - 4xSSRM6, 2xERMLas
    Trial Adder


    Clan laser builds have been awesome so far, especially on Boreal, and especially playing defense. It took me a while to figure out my playstyle, but I decided that having at least two heavier mechs is essential for it. Playing defense on Leoben/Boreal is the vast majority of my experience, but once I got the hang of things, I usually endured the whole match in my first Timberwolf, raking in damage, kills, n' cbills!

    With all 12 enemies going into chokepoints, it's nice to have a heat efficient mech that can shoot whenever you have a good target, and even better with the alpha and range cERPPC's provide.

    2xLPL, 4xERML does nicely, but it's also a bit hot, with closer range, and can have hit reg issues on CW maps.

    I've not tried it, but I've seen 4xERLL Timberwolves perform excellently, though I suspect they are less effective than both of the above builds up close and on the hotter CW map.

    Hellbringers have a great place in CW, providing ECM, and having those high shoulder points for peeking (so I've observed).



    As far as my observations on IS builds go...

    Coordinated LRM groups can be effectively annoying and annoyingly effective, especially with NARC, tag, etc. If their opponents are hesitant to push, these groups will eat them alive. Assertive teams will take some damage, but ultimately clean house if the LRM's are all huddled together like they usually are.

    In my eventual IS deck that I'll use next week, I'm hesitant to use any of my go-to Dakka mechs... while I do very well with them in pug/group queues, the (eventual) lack of ammo for the primary weapons irks me. Though I'm sure I'll find some way to use 'em well.

    Overall, it's very nice to have a mech with lots of lasers for the first encounter (unless you're doing a hard push/attack on the hot CW map), because you can trade damage as long as you need to without worrying about resources. Like someone mentioned above, ammo-effective builds are good picks for 2 of your 4 mechs, because if you die on the first round, chances are that the next encounter will be closer range, with enemies who are (hopefully) well damaged or split up for a powerful, heat-efficient, dps push/counter that dakka provides.

    Though having a Jager with 80 rounds of Gauss for the first pick might be effective too!

    Hope y'all are having fun. ^_^
     
  3. rjbass3

    rjbass3 Well-Known Member

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    If you need some help figuring out your drop decks, i created a handy but not so pretty dropship calculator that up to ten people can use at once. Here you go -
     
    SirHitman, Remarius, epikt and 2 others like this.
  4. Gasboy

    Gasboy Advanced Member

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    rjbass3, is it possible to get a text link to this, so that we can make a copy for our own personal google docs folder? So that we don't mess up what others have set up already.
     
    Abigail Acerose likes this.
  5. rjbass3

    rjbass3 Well-Known Member

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    You can change it all you want. Just make sure somebody isn't working in the dropship before you change something. None of the configs are meant to be permanent. When I post a link it puts it into the post, let me try to do it the old fashioned way.
     
  6. epikt

    epikt Benefactor

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    Nice tool, but not very practical if everybody's modifying the same file at the same time (though quite amusing)

    You might want to modify them a little to load more ammo, but I see no reason not to bring dakka (or any other ammo build). Only 5 drops isn't a large enough sample to draw irrefutable conclusions, but so far the DRG-1N (mostly relying on the double AC/5) always has been my best mech of the four.
    I don't think I'd use an ammo dependent mech as my fourth and last, but for the 3 first slots I don't mind.
     
  7. rjbass3

    rjbass3 Well-Known Member

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    That was why I created 10 dropships, so ten people can all work on it at once. I have yet to see more than 5 at a time so it shouldn't be an issue.
     
  8. Karl TenBrew

    Karl TenBrew Star Lord

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    My current, n00b1sh, solo dropship plan:
    Battlemaster (1G)
    Thunderbolt (5S)
    Griffin (1N)
    Locust (1V)

    Built with an eye towards range and heat efficiency, and taking smaller versions of ammo weapons to pack more ammo if space otherwise allows. Obviously, it's for grinding LP. I'll let you know how badly I fail at it once I manage to get some drops tomorrow!
     
  9. Durandal

    Durandal Min-Max Maniac

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    I built a new version of Grid Iron that I'm going to be subbing in for my Jenner, mainly because I've been having my most useful matches by sniping enemies down. Even while attacking, being the guy softening people up from behind has been a huge asset, and has helped teams to victory more than once. So, once I get it re-outfitted, my drop deck will be:

    Raven 3L
    Cicada 3M
    Ember
    Grid Iron
     
  10. LT Satisfactory

    LT Satisfactory Benefactor

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    I'm happy with this:
    1. tdr 9s - 2erppc, 3ml: on defense, pokes gate nicely or the lights that try to shoot gate power; on attack you can get to the turrets from a nice safe distance to help in the wave 1 assault of opening all the gates and clearing as many turrets as possible)
    2. drg 1n - 2ac5, ppc (Defense: will generally sacrifice myself after ammo is gone by scouting which gate their 3rd wave will hit. On Offense you can finish out any turrets or put some good lead into the generator)
    3/4 depending. shd 2k - 3erll
    4/3 depending. sparky - 1 lpl, 5ml
    (give up 5 tons but meh)

    More defensively-minded deck but I'm 5 for 5 (4 defends, 1 counter-attack) so haven't felt the need to tinker any more yet.

    I don't find assaults worth it. Too slow to take for attacking since the best bet is killing the generators and it's not like you're tanking that much to make a difference. On defense, instead of the tonnage where you're forced to take a light to offset, I'd rather have more staying power instead of a lucky/skillful crippling shot on a leg.
     
  11. Durandal

    Durandal Min-Max Maniac

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    I would definitely agree that ammo-dependent mechs (dakka, LRM boats) should be the ones you drop in first, saving at least one energy boat for the endgame. Conversely, I would argue against using any close range brawler mech in the first drop unless it has some long range counters. I cringe when I see people try to attack in wave 1 with a Jenner F or Firestarter A with all close range weapons, since that's the one time you know the enemy team is going to be fully arrayed with fixed positions against you. That's the worst time to try and move in with a light mech ;)

    But wave 2 or 3, when they are a bit more spread out? Knock yourselves out! Just watch for those turrets...
     
  12. Gasboy

    Gasboy Advanced Member

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    I think the first wave being lights is okay, if you're expecting stiff resistance. Go over the gate, taking out the turrets and power generators, and maybe some of the inner turrets. Those turrets are beasts. If your group survives breaching the gates mostly intact, then you can see about drawing some of the enemy out of position.

    Even if most of your first wave gets wrecked, the gates are open, and you will lose less of your slower moving second wave 'cause you won't get held up trying to kill the gate.
     
  13. Remarius

    Remarius Star Lord

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    I have to admit I'm still often dropping in a light first depending on our composition particularly in attack but its a Raven 2x so has a great profile, hits heavily at range and can relocate between gates. Not sure I'll stay in it though long term as I really miss JJ.
     
  14. Durandal

    Durandal Min-Max Maniac

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    Oh, I still drop in lights first...just not in my brawler lights like the Ember ;) I prefer to save that until their line is broken up a bit, so it can actually do some good before it dies. First drop has always been something long range, and I've yet to regret it...
     
  15. lord_auriel

    lord_auriel Benefactor

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    COM-3A
    SPARKY
    JM6-DD
    Banshee 3E

    240t

    noice
     
  16. Remarius

    Remarius Star Lord

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    Agreed... first definitely needs long range.
     
  17. Michael

    Michael Grand Poobah

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    Interesting drop deck choices. Some of this info mirrors what Benefactors are doing in their section.
     
  18. Midnite7175

    Midnite7175 Advanced Member

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    I always try to fill up the 240t. Which is no problem at all.
    Right now I'm using Mechs I still need to master and fill up the rest with the free tonnage.

    Actual deck:
    VTR-9K (G/3ML/LRM10) Almost always in the first wave.
    TBT-3C (3ML/TAG/LRM15) Mostly second wave, especially when defending
    TDR-5S (2ERPPC/4ML) Used mainly for attacks as second, third wave on defense.
    BJ-1X (8ML) As this one needs no leveling nor ammo, it's my last resort.
     
  19. SirHitman

    SirHitman Well-Known Member

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  20. WhoopieMonster

    WhoopieMonster Advanced Member

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    Yeh. So instead of changing my drop deck mech by mech I can select from a list of prebuilt drop decks. Just a little more user friendly and saves time.
     
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