Casual a 4P build I'm playing with, comments?

Thread in 'Thanatos' started by zoldos, Apr 26, 2020.

  1. zoldos

    zoldos New Member

    5
    0
    2
    I plan on buying the $20 Thanatos package. Here's a build I've been playing with:


    Comments? Thanks!
     
  2. zoldos

    zoldos New Member

    5
    0
    2
    Strange tho, on the game itself, it reports damage as 98, but only 60 something here. Hmm... hehe
     
  3. CarloArmato

    CarloArmato Professional Potato Carrier

    1,971
    602
    195
    I see multiple room for improvements:
    • It's hot: 37% is quite low (my general rule of thumb is to never go below 40%, even with very hot builds like vomit lasers). Without LRMs you will achieve 42% cooling efficiency and 4 alpha coeffiency, but 4xMPL + 1xAC20 is quite underwhelming for a 75 tonner
    • Never mix weapons with different roles: LRM are mid-long range support weapons and they tend to be useless in too many scenarios, so they don't pair well with a brawl focused build such as AC20+MPLs. If you really want to have some range, fit MRMs instead, but unquirked MRMs are garbage (too much spread, too slow compared to projectiles: they have a very niche role).
    • Arguably too many Jump Jets: 1 JJ is barely enough on most lights, for most situations 2-3 JJs are enough to reach most platforms / buildings. Most of the times 4+ JJs are overkill
    • Arguably too much AC20 ammo: 3 tons of AC20 ammo with max ammo skills are worth 30 shots (10 shots each instead of 6 for each ton of ammo): 3 tons should be enough for most matches, go with 4 if you really run out of ammo most matches.
    • No need for a Targeting Computer 2: TC most notable effect is increased laser optimal range (+3.5%), other effects such as target info acquisition and projectile speed are negligible and more than often not worth the additional tonnage (you can spend skill points in the firepower and sensor tree to achieve similar or identical effects, plus you can get unique features such as seismic sensors and radar deprivation which can further improve your build). You should tit a TC only on laser vomit / gauss vomit builds, when increasing optimal range does matter (rule of thumb: average 400+ optimal range)
    • XL engine is risky for a brawler: I love XL engines, but due to the fact you will die on any side torso loss, XL engines are not optimal on brawl builds. They can work, but it's harder to make them shine especially on such a mech with huge and easy to focus side torsoes.
    My take on such build would be the following:

    P.S.: wait a minute, you didn't fit an ECM! You should ALWAYS fit an ECM whenever possible: with max sensor/ECM skills, you can't be target below ~300 meters, so will have an easier time to sneak up / flank on someone. Also, I've noticed now you haven't maxed out CT armor: always max CT, LT and RT armor, unless you are fitting some strange troll build.



    With that said, here is my recommended skill tree: almost max firepower (range, cooldown, heatgen, ammo count), skill into armor, max ECM and seismic sensor (replaces UAV, costs only 3 nodes because you have to skill into ECM anyway), skill into consumables (max cooloshots) or operations (only 2 coolrun nodes, ~ +4% cooling efficiency) as you like
    https://kitlaan.gitlab.io/mwoskill/?h=a5f5f9fcff6dfdf53bd0c83c33c0000000000000028710270a5fe1c000000#s=Mech Operations

    P.P.S.: sorry for the wall of text, but I prefer to be as completely as possible and to explain all the choices I mad in the process, especially to new players. If you have questions or you don't know what the hell I'm talking about, simply quote/reply and I'll give you any feedback you need.
     
    Last edited: Apr 27, 2020
  4. zoldos

    zoldos New Member

    5
    0
    2
    Wow, I love that build! I'm gonna check that out for sure. Thanks so much for the in-depth information. Much appreciated! :D
     
top-fast
top-fast
top-fast
top-fast