WLF-1 "Consistent Pain" (4xMPLas, BAP, XL315)

Thread in 'WLF-1' started by Qahn, Oct 22, 2015.

  1. Qahn

    Qahn New Member

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    Once you get the speed tweak, the 160kph speed and 1.36 Heat Mgmt let you constantly harass and damage the enemy mechs. I have a BAP as a preference, for those who don't want it, you can ditch it for an extra heat sink and put a little more armor in the arms.



    The arms on wolfhounds get blown off pretty quick. They absorb damage that would have gone elsewhere. As a result, I am more comfortable with all torso mount weapons.
     
  2. Michael

    Michael Grand Poobah

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    Please follow the proper naming convention @Qahn
     
  3. Qahn

    Qahn New Member

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    Sorry about that. Obviously first time I'd posted and I actually had forgotten about the BAP until I was linking the build. If I every post a new one, I'll do better.
     
    Michael likes this.
  4. grendeldog

    grendeldog New Member

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    Any reason in particular for the BAP? On a mech this constrained by weight and slottage I would much prefer to dedicate that tonnage to something else.

    EDIT
    I would highly recommend this build instead:

    My reasoning is that your heat dissipation will be greater. The challenge with a build such as this is that heat dissipation is more of a constraint than maximum heat threshold due to the low number of heat sinks. Removing BAP, dropping to an XL310 and 2 DHS takes the DPS up.

    Alternatively, if you're dedicated to the max engine you could go with this:

    The difference is that you get at least one more DHS, and then also a bunch of armor on the right arm. I chose the right because it's physically larger, so you have a better chance of being able to shield with a dedicated shield side.

    Similarly, the DHS is in the right torso so as to crit pad that side's MPL for what damage does get past your admittedly imperfectly shaped shield arm, increasing the chance you'll have full damage output until you die or win. On the other hand you could put the DHS in the left torso so that it doesn't get knocked out if you do take a crit to the RT, increasing your heat cap and dissipation for what MPLs remain. Or you can just not worry about complexities and subtleties like that altogether, using 14 armor per arm for a symmetrical build with the extra DHS in the engine.

    Personally I'd take the first of the three scenarios - the build with the shield-ish right arm and two crit-able things in the RT, but honestly I'd rather go with the build with two DHS if you must have MPLs, and I'd take a 5 ML build over MPLs for the quirks. The key word though is personally - these are my preferences alone. Your playstyle and opinions are equally valid, and it's all good as long as they work happily for you!

    Cheers!
     
    Last edited: Oct 22, 2015
  5. Qahn

    Qahn New Member

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    My specific current reason for a BAP is that the game is flooded with Arctic Cheetahs. The new tonnage system sometimes leads to several lights in a drop and I want help fighting Cheetahs from any LRMs on my team. So I like to be able to hold locks. Plus, as a side bonus, I do like the extended sensor range because it keeps me from getting into trouble sometimes.

    I did mention in my original post that I felt the BAP was negotiable. Normally, with all the other lights I've run, I don't feel the need for one. But lately it's like living in ECM city or something.

    Thanks for your input.

    Oh, yeah, about the MLs. Going with 5 MLs only adds 1 point of damage, but over a longer time to hit. So it can lead to actually doing less damage to your opponent where you want to, especially at the speeds these lights are moving.
     
    Last edited: Oct 22, 2015
  6. grendeldog

    grendeldog New Member

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    Always trade-offs, and that's the beauty of this game and what keeps me coming back for more!
     
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