STK-3F Champion's Edition (2x LRM15, 2x LRM10, 4x MLas, TAG, BAP, AMS, XL280)

Thread in 'STK-3F' started by Blagg Zear, Mar 24, 2014.

  1. Blagg Zear

    Blagg Zear Star Lord

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    [​IMG]

    Ultimate "Momomo Monster Kill" Version

    http://mwo.smurfy-net.de/mechlab#i=136&l=f0ca499843dd38d20dc61a71d240638c69e0fda6

    Alternate "Cool Coke" Version

    http://mwo.smurfy-net.de/mechlab#i=136&l=433191b6a8cfaef1fdd2a25876bc91463eeb0d2c

    Alternate "Safety First" Version

    http://mwo.smurfy-net.de/mechlab#i=136&l=8e34bf967702851467e227eed13e9525cd1c936a


    [size=14pt]Guide Table of Contents

    - Introduction
    - Pros & Cons
    - Weaponloadout
    - Gameplay
    - Synopsis

    [hr]
    Introduction
    [img width=700 height=169]http://i61.tinypic.com/15q436s.jpg[/img]​

    Hello fearsome Mechwarrior

    Welcome to my latest build for the STK-3F(C) Champion. Why am I writing this LRM Missile Boat build+guide, while there is already the powerful looking 4x LRM15+A Stock Build? Well, because the stock build has several failures, which has to be min/maxed for several issues. The Issues, which you need to focus on, if you want to build the best out of your Missile Boat Build, are the following:

    1. Minimize Volley Counts at Max Volley Size equals Strike-Power
    2. Minimize Heat Penalty equals true sustained DPS
    3. Maximize Ammo Count equals Endurance

    The Stockbuild doesn`t have optimized Values for these three Major Issues, so this is where we start to build a better version. I already had some older+similar attempts for all the Stalkers, which worked very well in the last two years, but since the Heat Penalties since summer 2013, you need to work against it by avoiding it! That's why the awesome LRM60+A.Build on the AWS-8R post-Heat-Penalty is broken - still works but very broken and not the best anymore. When you get the STK-3F you have 4x LRM15+A loaded, just like that awesome LRM60+A.AWS-8R, and so just as broken. You fire for some few times, but then you can see the Thermometer is climbing to it's maximum already. So forcing you to switch to chainfire very fast.

    This Build is dedicated to all f***ing LURMAGEDDON Lovers and especially to you Member of mechspecs.com! Have fun reading+testing this and enjoy causing true cataclysmic havoc on your enemies. :phear:

    [hr]
    Pros+Cons
    [img width=700 height=169]http://i61.tinypic.com/11gppuv.jpg[/img]​

    Pros:
    [list type=decimal]
    [*]Strong Indirect Long Range Firepower + high DPS (Either Linked or Chainfire Mode)
    [*]Improved Cooling to the Stock Build with 3 extra Double Heatsinks
    [*]Megatons of Ammo for extremely long epic Battles to break 1.5K Damagescores (if your enemies just don't die too fast)
    [*]All the extra Stuff: TAG, BAP, AMS
    [*]A true Stalking Bastard (i love it when i drive it, but i hate it, if i had to fight it
    [/list]

    Cons:
    [list type=decimal]
    [*]XL Engine on the Stalker is a big risk, if the match is runs bad and you get caught by the enemies in close range/direct fire
    [*]A bit slow, but as a Missile Boat it's usually not a big problem since your attack range is 180 - 1000m and so you can fire even if you are far behind your mates
    [*]Lower Armor on Arms and Legs compared to the Stock Build, but the only way to free up some tons for extra stuff
    [*]Mountains of Ammo could lead to Ammo Explosions, if you get hit by Poptards badly, so try to stay behind walls, hills or obstacles to avoid direct visual line for enemies
    [/list]


    [hr]
    Weaponloadout
    [img width=700 height=169]http://i61.tinypic.com/jzi7me.jpg[/img]​

    [size=10pt]Analysis of the Missile Tubes:
    The 3F has 2x 10 Tubes in the Arms-Hardpoints and 2x 6 Tubes in the Sidetorso-Hardpoints. If we look at the 4x LRM15+A build, we quickly find out that the limited Tubesizes lead to a Stream of 3 Volleys of 32+18+10. The first two Volleys are great, but the last one will almost completely be obliterated by AMS, making you waste a lot of Missiles over the whole match. So in fact it is a waste using all big Launchers on the 3F.
    What i have done is simply downgrading the two ST-Launchers to LRM10s and so reduce the Stream to only two Volleys of 32+18. What you lose: 10 Missiles Firepower theoretically, but practically maybe 2-3, maybe even 0 if two or more AMS are working at the same time. So practically you don't lose a lot Firepower. What you get: 2 free Critslots, 4 free Tons to work with and no Heat Penalty!

    [size=10pt]Analysis of the Heat Penalty:
    Since the Heat Penalty of last summer, with 4x LRM15 you have a Heat Production of 26.72 instead of 20 (without Heat Penaly), equals 33% extra Heat. With 2x LRM15 + 2x LRM10 you have a Heat Production of 10 + 8 = 18. That means you can fire a whole eternity longer with almost the same Damage Output. Deal or no Deal?

    [size=10pt]Analysis of Artemis IV:
    What does it do? Increases LRM and SRM Accuracy, right. Practically the Missiles are kept closer together, not spreading as usual. What does it to in the 3F? Imo not enough to waste 4 tons of Weight for it. Reason: the Missiles are fired in three Volleys anyway, and so the Spread is not that big as firing all Missiles in one big Blow. Don't waste Weight on this Mech, which needs all the Critslots and Tonnage for what? -> MOUNTAINS OF AMMO!

    [size=10pt]Analysis of Ammo-Count:
    The Stock build has 1260 Missiles. That's not bad. But simply divide it by 4 LRM15 Launchers = LRM60 and you get: 21 Volley(stream)s. Out of my experience half of your Missile Launches will have a Miss, because you lose Targetlock or the Enemy succeeds to take cover, whatever. So finally you can expect to hit with 10-11 Volleys ~ 630 Missiles (disregarding the Misses from AMS). LRM Missiles do each 1.1 Damage atm, that means you can expect average 700 Damagescore only by your missiles, IF you can fire everything away. It's still very ok, and you might even get 5+ Kills. Theorycrafting you think? Not really. I played enough Missile Boats since im playing MWO with different Ammo-Counts and i practically have this score area, but most times i had average 500 @1260-1440 Missiles, because the match was over before i could unload everything or i fired away all my missiles but in the end i had too many misses. The first case is the major reason. Of course i usually have good scores here and there, when i don't fire my missiles like an idiot on every locked enemy at 800+ meters, which have enough time to get out.
    So now to get higher scores you need 1.to improve your Targetlock+Hit Skill and 2. a lot more Missiles. This build here gives you 4 extra Tons of Ammo, making a whole Count of 1980 Missiles. Average half of the Missiles miss, making it 990 Missile hit. Equals average 1090 Damagescore. Subtract 20% because of AMS, equals 850+ Damagescore. If you can use your QuadMLas sometimes, great! Easy Game for breaking 1K-Damagescore on many many rounds. Believe me. It works. I made it #3 at the last Weekend Faction Challenge (only 10 best matches counting) with only this kind of Sh*t! Theorycrafting with Maths still works on the Battlefield! :cool:

    [size=10pt]Analysis of DPS Power:
    Important for infinite LRM Spamming is the maximum sustained DPS Value. Get it above 5 and you are insanely deadly. Getting rid of small extra Volleys, Heat Penalties and rising the DPS Value additionally, will make you kill like an unstoppable eternal Spamgod unloading the ultimate LURMAGEDDON 2.0.
    To reach this goal you have to downgrade the XL310 Engine to a smaller XL280 (available on the Firebrand or Ilya Muromets, or you can use the XL275 with the same weight) AND downgrading from Endo-Steel Structure to Standard Structure. Now you have lots of lots of free critslots to play with. Why you do this? -> You need the Space for adding some additional Stuff, like 3 extra Double Heatsinks for a total of 15 instead of 13. You have no Heat Penalty but yet more extra Cooling. Max sustained DPS bumps up to 5.78, higher than the stock build with 5.54 even though you have smaller LRM.Launchers in the Sidetorsos. Isn't this great???
    BTW you now see how i could fit 1980 Missiles and even AMS into this Mech..

    [hr]
    Gameplay
    [img width=700 height=169]http://i57.tinypic.com/2jetkk3.jpg[/img]​

    [size=14pt]Drop Prep

    In this section i tell you only some general things about playing LRM.Boats, because there is nothing special about this build. It IS a simple Targetlock and Hit the Win Button at safe range through the whole game. You don't need to be very skilled. Just a bit good luck, not to be counterattacked too fast. So if you are familiar with playing LRM.Boats, simply skip this section. All other dudes, who are playing this role for first time or having problem to play properly should take a look at least.

    Weapon Grouping
    1. MLas (Linked)
    2. LRMs (Linked)
    3. TAG
    4. LRMs (Chainfire@high heatlevel)
    5. MLas (Chainfire@high heatlevel)

    Keep in Mind that you a fragile with the large Torso.Hitbox in the Stalker, even with a Standard Engine! Gameplay is as always with LRM.Boats - you stay in the third/back line of your Mob supporting the first line Mechs against incoming enemies with primarly Alpha Missile Strikes or sustained Chainfire but ONLY IF you have a Hard-Lock (someone of your mates sticking to the target) OR having someone, who uses NARC for you. Whenever you have the feeling, that you can't hard-lock on someone, don't waste Missiles!

    [size=14pt]Your Role: Indirect Firesupport

    In the Early Game Phase you should tell your mates, that you play LRM.Boat and they should support you with TAG/Locks. The first enemies you will encounter are scouting Lights. Some of them will try to TAG your Team for their own LRM.Boats. If you see them, DON'T fire your Missiles at them, not yet! They are fast enough to get back to cover and usually you lose the Lock on them very quickly. I don't have to tell you, that you should NOT hunt the Lights, whenever they try to provoke you in close encounters in the Early Game Phase. Just scare them away with your MLas and stay with your Group. Primarly spot the more dangerous & slow Heavy/Assault Enemies, but also be patient enough to get the opportunity for a Hard-Lock. In most cases this will be when your mates are encountering the enemies in Brawls and having visual contact - this is your chance to start your Support! If you get enough opportunities to fire your missiles, you should use up the Ammo at CT very quickly. The arms with some tons of explosive Ammo can be a weakpoint if you get hit unluckily. So try to avoid damage there by hiding behind Obstacles or if not possible by TorsoTwisting!

    In the Mid Game Phase when both Mobs are clashing against each other, you still aim for the Heavies/Assaults to disrupt their Attacks with non-stop screen-shakes. While you are attacking with your Missiles, you should not let your own's guard down - with the visible stream of missiles you will attract some foes, who are aiming for killing off LRM.Boats. Always stay near environmental objects to quickly get behind cover, whenever you get counterfire. Torsotwisting for spreading incoming damage is a must to keep the damage at your big torso as low as possible. If everything goes properly in teamfights, you should be able to take out several fools or at least could deal enough damage so that your mates could kill most of the enemies. My tip for you: Initially fire Alphavolleys and then switch to Chainfire Mode, when the CT of your Targets is going orange-reddish. Why you do this? -> Don't let anyone kill the Steal!

    In the End Game Phase usually the Lights are the only left survivors. It is important that you still stay with at least one other mate, when you hunt the Lights, because smart Lights-Pilots would quickly find out that you are weak below 180m.

    [hr]
    Synopsis
    [img width=700 height=169]http://i60.tinypic.com/2z50ynr.jpg[/img]​

    [hr]
    Your Role:
    • Ultimate Indirect Firesupporter
    Gameplay:
    • Safe Attacks from third line, waiting for opportunities for sustained Heavy Missile Rains
    • Getting your Kills by switching to Chainfire Mode when Target's CT is getting orange-reddish
    • avoid incoming fire by using the environment for quick covering
    Other Matters:
    • communicate with your mates for LOCK-Support
    • stick to your mates to have yourself protected against Attackers below 180m
    [hr]

    For further information about gameplay in Missile Boats, i recommend you to read this http://www.mechspecs.com/forum/index.php?topic=3356.0

    It is an option to drop 1 ton of Ammo for something else, like another Heatsink especially for hot maps, but personally i prefer to have more Ammo and try to be good on Heatmanagement. 15 Heatsinks are really enough to keep your Mech cool at a extremely high DPS Value.

    Ok, now get your STK-3F(C) ready and slaughter some entire enemy teams. My best killscore: 7, but i know some of you can make it even up to 12, because this build is also a f***ing good Killstealer itself! Honestly. That's why i don't play this build on regular matches, because it is no real challenge, simple press Fire2Win. If you want to grind some C-Bills or XPs - go for it. If you don't want to be hated by both your enemies and your mates, don't run it. It is just a very very mean build since the latest LRM Buff.

    For any questions or feedback simply post me here. :rolleyes:


    Blagg

    p.s. some last words: Never load LRM.Launchers of too different sizes, because the very different Recycle Times will confuse you, e.g. 2x LRM20 + 2x LRM5. Try to load Launchers of similar sizes. Great are combo of LRM5s with LRM10s, LRM10s with LRM15s or LRM15s with LRM20s.
     
  2. Gunnar23

    Gunnar23 New Member

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    I just finished eliting my heavies and I'm starting to work on assaults but don't have all that much experience playing them or with LRM boating.

    Thanks for taking the time to write this up Blagg - its been really helpful for getting started. A lot of this info is useful for any LRM boat like the Battlemaster-1S too. I think you should copy these write-ups into the Guides section too.
     
  3. killkrazed

    killkrazed New Member

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    1st: Love the guide, great job!

    2nd: Just a quick (or long) question about Artemis:

    Are you sure we don't need it in this build?
    I've used missiles before, and what I find happens if you don't have Artemis is that you end up simply spreading the damage around the enemy mech - usually making it yellow all over, but critical nowhere.
    With Artemis i've found that on average it uses less volleys per mech to kill them, meaning less ammo is wasted. Unless they've changed something recently that made missiles more accurate.

    I understand the extra heatsinks and ammo can make a large difference over the course of the match, but from what I've seen so far on my mechs is that missiles simply aren't worth using without artemis.

    Also, your statement about the spread not being as bad since you are not firing all of them at once, but rather in 2 volleys seems a bit.. off. If you've ever tried to use an SRM2, you'd know it's spread is just as bad as an SRM6 despite there being less missiles fired from the tube. (Only exception I know of is the one missile slot on the Raven 3-L as it fires them one at a time in a perfectly straight trajectory). LRM's may be different, I don't know - But I do know that I kill faster with artemis than without.

    Please note that I have not being playing all that long (I started shortly after the heat nerf), so please take what I say with a grain of salt - these are simply my personal observations.
     
  4. Blagg Zear

    Blagg Zear Star Lord

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    OFC LRMs + ArtemisIV is tighter and you get your kills faster. But you would trade 4 Tons of Ammo for it. If you can live with that, why not? ;-3
    But keep in mind that you must have direct line of sight. I usually fire my Missiles over the Hill ;-3

    http://mwo.gamepedia.com/Artemis_IV_FCS
     
  5. killkrazed

    killkrazed New Member

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    Sorry to break it to you Blagg, but you're just wrong on the Heat:

    Firing 2x LRM15 + 2x LRM10 does not equal 18 heat.
    It equals (10+8) + 6.72 Ghost = 24.72 - You've only lost 2 heat.
    Don't forget that LRM20's, LRM15's and LRM10's are all linked together for their heat penalty (Or should be at least).

    I Agree with everything else on the build though, think what I'm going to do for now is to downgrade my engine (Since I have an XL280 already) and replace my 2xLRM15's with 10's and add extra ammo.
    I'll get rid of artemis and add heatsinks when I have enough cash - at the moment I don't have enough to "Downgrade" my artemis as they separate Non-artemis LRM's and Artemis LRM's as different weapons using different ammo. That sucks in my opinion.
    Besides, I've never really struggled with heat - since I always fire in chain. It would be nice for me to be able to alpha when I need to though.
     
  6. Blagg Zear

    Blagg Zear Star Lord

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    you r right, mate. I always forget that.. Me clumsy.. :rolleyes:
     
  7. killkrazed

    killkrazed New Member

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    Also,

    For some reason I keep getting 3 streams of missiles launched.
    I'm using 2x LRM10's + 2x LRM 15's, but regardless of where I position them I still get 3 streams of missiles.

    With the LRM10's in the Torso's the 3rd volley has 10 missiles, with them in the arms the 3rd volley has 6 missiles.

    Any Idea why this is happening?
     
  8. Blagg Zear

    Blagg Zear Star Lord

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    Missile Bays opened? If not, you will fire many small volleys.. ;)
     
  9. killkrazed

    killkrazed New Member

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    Ah damn,

    Forgot about that.
    Now where the hell was that button again...

    Thanks.
     
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