WHK-B "Hawk Smash MK-2" (4x cSRM6+A, 2x cLPL, 2x cERML)

Thread in 'Warhawk Omni Builds' started by Falconium, Dec 18, 2014.

  1. Falconium

    Falconium Administrator Staff Member

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    A modified (some would say perfected ;)) version of the original Hawk Smash build.



    Basic concept, close with the LPLs and ERMLs, then brawl their faces off with the quad-SRM6s. Works like a charm. :)

    One of tonight's matches, no consumables used:
    [​IMG]

    Sadly, I didn't manage to nab that Jenner before time ran out. I had his rear torso bright orange, but . . . 15 seconds more, and I would've had him. :rolleyes:
     
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  2. Lan

    Lan Mech Wrangler

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    Yeah, the Warhawk shines with SRM's and pulses. :)
     
  3. Motörhead

    Motörhead Benefactor

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    Only a small fix, Right Torso should have 2 tons of ammo, and Right Arm should hold the DHS :)
     
  4. Falconium

    Falconium Administrator Staff Member

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    I hate putting Ammo in the torso. Rreason: explosions. I know, it's Cased and all; but that only prevents the explosion from traveling to other components, namely, the CT. That ammo can STILL explode if a crit hits it --- and since the STs on these Warhawks are fairly large, I prefer to have that chance of explosion in my arm rather than my torso, 'cause I never lose the arms alone. ;)
     
  5. SparePartsBin

    SparePartsBin Active Member

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    The only thing I see s no AMS, other than that this looks to be a great build.
     
  6. The Verge

    The Verge Moderator Staff Member

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    A.R.D.
     
  7. Motörhead

    Motörhead Benefactor

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    Now that negative quirks on the energy arm are gone I'm using, and loving, this version.

    I find MPLs are so much superior then ERML, and I'd even trade one SRM launcher and artemis for 3 MPLs.

    I feel like ERML went from best clan laser when it was released, to worse now :)
     
  8. Remarius

    Remarius Star Lord

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    Just to emphasis as you didn't mention it ... the loss of the fourth SRM 6 is countered by the 10% Missile Cooldown bonus gained by using the A right torso. It has better heat dissipation and the TC1 also helps boost generally and isn't present in the previous version. While the builds vulnerability is reduced by its reduced explosion vulnerability. You're welcome. ;)
     
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  9. The Verge

    The Verge Moderator Staff Member

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    "all clan omni-mechs are equipped with CASE in every arm, leg, and torso. Even the head is automatically CASED. "

    -somewhere on Sarna.
     
  10. Remarius

    Remarius Star Lord

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    Yeah except all the number of times I've lost my Right torso to an ammo explosion and therefore my right arms use.....

    Its the main negative for the Warhawks in that almost everything is in only 3 locations. If you run heavy ammo (e.g. 6 tons of SRM's) you have a good chance of an explosion before you can use it up. In this case the RT just has the one ton of ammo which feeds the RT launcher.

    Fighting them I always target the RT as once that is down they're almost out of the fight. In this case when you lose the right torso at least you still have the 2 LPL and 2 SRM 6's fed by independent ammo supplies.
     
  11. Falconium

    Falconium Administrator Staff Member

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    Yeah, I've never considered explosions to be a huge concern with Clan 'Mechs. The only thing that might be problematic is if a component gets opened, and a random crit sets off a ton of ammo inside that component; then, that component would get blown off by the explosion, whereas otherwise it would have stayed on. But that is the reason for having all the ammo in the arms on my build: noone targets the arms, so there's next-to-no likelihood of an ammo-explosion ever occurring.

    @fx8230 --- As far as that optional build goes, though, I definitely agree about MPLs. They have some beautiful DPS for great heat efficiency. BUT, I hate to lose the Artemis on those SRMs, as I like tight clusters on my Missiles . . . otherwise, I'd definitely say your build is the better one. :)
     
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  12. Remarius

    Remarius Star Lord

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    @Falconium Embarrassingly I've had a horrible number of ammo explosions. I've been scarred.... :sorry:

    Yeah @fx8230 's version moves the focus of the build to the pulse weaponry with the SRM as support. Yours the killing weapon is definitely the SRM's. Its a big hit accuracy wise for the SRM's but in return you gain the 3 accurate MPL.
     
  13. Motörhead

    Motörhead Benefactor

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    I have terrible luck with clan SRMs damage, I have the lowest hitrate/damage ratio on them (ie I hit more then other SRMs but do less damage), with or without artemis, as I posted in the benefactor space with screens and stats, and this is another reason for me to switch to this variant.

    @Remarius described my thinkingon this build perfectly, and sometimes I even fire only 4-5 volleys as finishers (and this is also why I take the TC, I don't really need a 4th ton). The reason running it on B dropping some movement bonus is ofc the fact that I can take the -10% cooldown torso, either way I'd have picked more mobility, but that was noticed soon anyway :D

    I do the same thing for my LRM15 boats, I prefer 3x15 with -10% bonus and 4MPL and a tag to back them up, the B variant is amazing tho it makes the others a bit useless.
     
  14. SparePartsBin

    SparePartsBin Active Member

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    I think I like fx8320's build and would us it myself but I have another build for the WHK-B.
     
  15. Falconium

    Falconium Administrator Staff Member

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    Been thinking about the whole MPL-instead-of-ERML thing . . . and as I said before I still want to keep my Artemis on the SRMs . . . so I was working around in Smurfy a bit, and I came up with something that might server both purposes:



    I may have to try it out. I think in general, it'll just be that much hotter, because I'll want to use the MPLs up close, where the SRMs are already hot enough! But I'll see . . . maybe the nice DHR of the pulses will be worth the loss of range. ;)

    Finally tried this alternative, and he is a BEAST of a brawler. I was right, it's super hot; but that extra Alpha and DPS are really nice for brawling. Here are a couple of matches from tonight:

    [​IMG]

    [​IMG]

    Edit (January 20th): Here's another good performance by this version,
    [​IMG]
     
    Last edited: Jan 20, 2015
  16. Remarius

    Remarius Star Lord

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    I'll be honest and say I prefer your original and @fx8230 's amended version as the dual LPL gives it a hyper accurate long range weapon but thats possibly a playstyle thing. With 23/26 DHS you really can do good damage as you close in or if you need to peep after being pinned down. A single LPL forces you to close in to SRM/MPL range to be effective. Of course when there that quad ASRM6/MPL would be ferocious but very hot!
     
  17. Falconium

    Falconium Administrator Staff Member

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    Exactly my thoughts, Rmarius. With that last build, I was really just trying to theory-craft something to use both the MPLs and the Artemis . . . that was one of the options I came up with (another dropped one of the Missile launchers). But yeah, the build I've posted there doesn't look all that impressive, primarily because, yes, it's lost alot of its ranged capacity compared to the original, AND it's super hot up close with all those MPLs.

    So yeah, I think I'll stick with my original build for now. I like MPLs, but I'll forgo them this time. ;)
     
  18. Falconium

    Falconium Administrator Staff Member

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    Here is another one I was theory-crafting . . . I couldn't decide yet what to do with the extra half-ton . . . probably either another half-ton of ammo, or drop half a ton for a TC1.
     
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