CGR-1A1 "Small Hyper Turbo Rays Ultra" (1xLXPL, 6xSL, TC8, XL400, 20 STDHS)

Thread in 'CGR-1A1' started by Ether Dragan, Dec 24, 2023.

  1. Ether Dragan

    Ether Dragan Well-Known Member

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    I present you the most crazy build in the MWO univers.

    I will introduc you with the last modification patch of december 2023 for this chassis :
    Heat -15%, Top speed +10%, and Small Laser have an absolut crazy buff of -65% Cooldown & +65%Rang.

    To understand what does it means for these little weapons with no Skill :
    An ERSL have a cool down of 0.93 sec and a rang of 352m
    and a SL have a cool down of 0.79 sec and a rang of 281m!

    You will have the biggest engine in the game, it give you an Energy boat assault mech with a top speed of 95.2Km/h!!!

    The heat management is crazy, you are able to fire almost continusly with no issues.

    Equiped with a tageting computer VIII and a beagle active probe, you have all the stafs to be a hunter.
    Max zoom, max critical bonus, max range bonus, max aquisition informations.

    The combo of the biggest Targeting computer 8 and a beagle active probe give you a total of 33% rang boost (Mech detection at 1064m), counter ECM, detecting shut down mech and a target gain time acquisition of 100% (instant info) to directly aim the good component.

    Your LXPL fire at 538m. But if you are under the maximum rang of your SL (562m), fire with it, you will never have any heat ichues, it's completly free.

    You are the unique Assault Mech able to run with the light, but you don't have the same manoeuvrability and you are a big target. Play carfully, you are a DPS Barwler, you need to stay focus on target to have time to kill.
    Take advantage of the duration of fight. When oponents are hot, you can continu to push with low retaliation.

    Note : Laser duration is your most offensive benefit skill.

    cgr-1a1s
     
    Last edited: Dec 25, 2023
  2. Ether Dragan

    Ether Dragan Well-Known Member

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    After full skill laser duration & cooldown you have a Small Laser with this profils:

    SL cool down of 0.518 sec, Laser duration of 0.638 and a rang of 305m (with TC8)
    You fire every 1.156 sec for 3.75*6=22.5 dmg.
    If you add the LXPL with CD of 0.22, laser duration of 0.213sec, for 2.7 dmg, it fire every 0.433 sec. During the 1.156 sec it will add approximativly 7.2 dmg, for a total of 29.7 dmg.

    If you stay 3 sec focus on a taget you deal 75 dmg, after 10 second it will be 250 dmg, and this Mech is so cold, you can stay longer.

    It's my favorite verion and personnaly on of my best Mech ever.
    It is a Red Ray brawler, but with a mutch more beter rang, a constant DPS silly Assault Mech speedy runner.
     
    Last edited: Dec 28, 2023
  3. Ether Dragan

    Ether Dragan Well-Known Member

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    Some tips for this chassis and this particular build:

    Skills
    I suggest the following build order: Armor Hardening -> Skeletal Density -> Kinetic Burst/Speed Tweak -> Laser Duration -> ** -> Cooldown -> Range -> Hard Break -> Anchor Turn.
    ** = "Laser Duration" is the skill that will give you the biggest offensive advantage the fastest. In 4 nodes, you have a 12% bonus on laser duration. As the duration of the Small lasers / XPL represents 50% of the firing cycle, the other being the cooldown, you gain 6% of direct offensive capability. Your Mech risque to overheat after taking these nodes. So, if you have problems with Heat Management, do not take the Heat Gen nodes, you will benefit much more from Cool Run and Heat Containment. Having a lot of Single HeatSinks in your Mech will greatly improve your Heat Management for only 10 skill points.

    Mobility
    You're playing an Assault class Mech with the top speed of the fastest Mediums, or even the slowest Lights. You have twice the top speed of an Annihilator. But to achieve this, you have a very heavy XL Engine 400 (33.5T) which makes your Mech vulnerable. Using this mobility to run around all the time and charge head-on at the first enemy in sight will lead to certain death. Therefore, you need to use it to achieve the best possible positioning in relation to your situation, the terrain context, and enemy positions. If an Assault type brawler Mech is charging at you, back off to keep your distance. You can back off at 65Km/h, faster than 95% of Assault Mechs, so make the most of it. If an LRM Boat is troubling you, rush to cover, and if the opportunity arises, charge it to close the distance and eliminate it without taking return fire.

    Armaments -- ER SXPL (now exists) --
    The Small Laser Quirks for this Mech's are so powerful, it completely transforms this weapon into something unique that exists nowhere else.
    The 0.79 second Cooldown and the 0.75 second beam duration give a complete firing cycle of 1.54 seconds (1.156 sec with max Skills). The use of this weapon is thus more akin to a Small X Pulse Laser than a conventional Small Laser or even a pulse laser (Cycle of 2.6 sec).
    For 0.5 tons, you get better range than with a standard IS Medium Laser for almost triple the firing rate and more than double DPS.

    LXPL
    The Quirked Small Laser is so powerful in this configuration, that the build tries to keep the maximum of it, 6. The heavy weapon that best complements this singularity is the LXPL. If you target an enemy for more than 2 seconds with an LXPL, you get more damage than with a traditional LPL. In fact, with an LXPL the Small Lasers being so heat efficient, they allow enough dissipation for the very heat-intensive LXPL.

    Targeting Computer VIII
    One of the very rare robots in the game, if not the only one, that can make good use of this equipment. It provides an 11% laser beam range boost, which, combined with Quirks and Skills, allows for a reach of 305m for a simple Small Laser. The sensor range boost is welcome, but the most interesting aspect is the "Time to gather target info" at -78.8%. Before facing an opposing Mech, you almost instantly obtain the state of its armor and the nature of its weapons. This allows you to act using all your maneuverability to your advantage and to aim at the opponent's weak points. And to help you target the unarmored components, you have a Zoom Level 2 bonus of 50%.

    Lastly, the most important point is the increased chance of triggering a critical hit:
    1X Crit = [+8.6]%, 2X Crit = [+4.8]%, 3X Crit = [+1.1]%.

    Most people don't understand it, but the takeaway is that aiming at an unarmored area with these bonuses has the following effects:
    No Critical Hit - 43.5% - No effect
    1 Critical Hit - 33.6% - Internal structure damage increased by +15%,
    2 Critical Hits 18.8% - Internal structure damage increased by +30%
    3 Critical Hits 4.1% - Internal structure damage increased by +45%

    In terms of damage ratio, this gives an average DPS bonus of +9.2%.

    In addition to the internal structure damage bonus, a new damage value corresponding to 15% of the initial damage is applied as many times as there have been critical hits on a random component of the hit compartment. Indeed, each component of your Mech has a Health value. When the component loses its last Health point, it is destroyed.
    [Critical

    Hits on MWO Wiki](https://mwo.nav-alpha.com/wiki/critical-hits)

    The Chaaarger Time
    In combination of all previous principes, I will explain you the "Charging Time" concept.
    You are a DPS build (also called a "face time" build) uses weapons that do constant damage over time. Rather than poking out of cover, firing, and returning to cover, a mech with a DPS build generally must expose and keep their crosshair on the target to continue to do damage.
    But you have three mains avantages to do that perfectly. You have a superior heat management, a good targeting information and the speed. During a fight, after shooting several time, none efficient cooling mech need to wait many second to be able to continu firing. Take your time, fight with no risk, analyse the weapons of your opponent and the number of alfa they perform. When they are hot, it's Chaaarger Time. Move to keep constante ligne of sight one a hot target for a continiously firing salves. By this way, you can have a long face time period. Your Heat management permit to inflict approximativly 400 dmg before overheating. It's suffisant to kill an assault mech.


    Conclusion
    We have here the Mech with the biggest engine in the game, the best possible top speed for an Assault Mech, the largest Targeting Computer in the game, insane thermal dissipation serving an incredibly low armament weight never carried by an Assault Mech.
    I hope this makes you want to jump into the cockpit and take the controls!
     
    Last edited: Dec 28, 2023
  4. Ether Dragan

    Ether Dragan Well-Known Member

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  5. renzor51

    renzor51 Advanced Member

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    Cool build and video. You made an Inner Sphere Gargoyle haha. Nice fast lasers.
     
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