5/31/2023 0 Comments Mwo sleipnir build![]() If you only get one Stalker, choose this one. The STK-5S has the highest quantity of hardpoints, combined with missile heat and energy range quirks, making it the current best Stalker. This guide largely authored by Jay Z, widely recognised for his complete mastery and ever-growing collection of ~260 individual Stalkers. The bay doors will open automatically without delay when weapons are fired. When missile weapons are equipped, the bay doors are enabled and provide a damage reduction bonus when closed as long as a weapon inside still has remaining ammo. Note that the Stalker's arms have missile bay doors. Unless you are a professional lunatic, never, ever put an XL in a Stalker. ![]() The large side torsos and low engine cap makes Standard Engine builds highly viable, especially as the penalty for losing a side torso with Light Engine can be punishing. Exploiting the tight hill-peeking profile and mastering wiggling and shielding can allow the Stalker to soak absurd amounts of damage and continue fighting even when severely hurt. Just wiggle the nose of the mech to spread damage more evenly, and once you've lost a side torso you can twist fully to use the dead side as a shield. It is very easy to over-twist in this mech, showing your sides simply makes your profile larger and ensures you lose your side torsos quickly. The low engine cap and poor torso twist range makes the Stalker challenging to play - it is best used with the front directly facing the enemy. Stalkers tend not to have very strong or unique quirks, so builds can be run fairly interchangeably across different variants, and bracket builds are more viable than on other chasses due to the Stalkers' uniformly high mounts and generic quirks. The quantity and variety of hardpoints makes the Stalker one of the most versatile chassis in the game, capable of running almost every type of build except ballistic boating. Eventually you'll find your niche.The Stalker specialises in delivering a large volume of firepower via many missile and energy hardpoints and a very unique narrow profile. And some mechs may not be suited to your playstyle. They'll be high mounted so you can shoot anything you can see. If you give it a try make sure you put the heqvy larges on the torso. That comes out to be about 45 damage in a light mech. The two different weapons have roughly the same optimal range and recharge rate, and after getting all the heat gen and cool run nodes you can alpha strike twice before you get the overheat warnings. Might I suggest a cougar, the hero mech with ecm, two heavy large lasers and 2 er medium lasers. Dont waste tonnage and hardpoint slots on weapons that could instead go towards heatsinks or ammo. If you're a laser vomit, be a laser vomit. ![]() It just took a lot of matches to get good at it.Īs far as loadout goes, TTB advises against having "backup weapons". After a while I could really wreck an enemy teams firing line with somewhat regular reliability. I have a dual mrm 40 warhammer inspired by TTB that was hard to get good at, cuz it was all about proper positioning and torso twisting after firing off each salvo, both of which Im still not good at but am getting better. I learn a lot by watching YouTubers like Baradul and TTB for mech build ideas and tactics. Don't worry about it and just learn something every time.ĭepends on your playing style and the weapons you like to use the most. He's a very good pilot and does tons of mech builds. I'd suggest checking out Baradul on youtube. There are lots of different strategies to work with. Move in and out of cover breaking line of sight with the enemy often. If you're running a brawler (close range) don't engage alone. If you're running LRMs use your teammates target locks and just rain down missiles from out of sight. Just check your fire and don't hit your allies. Stay back behind your team and take shots as you can. Say you're running a medium mech with PPCs. If you want to stay alive longer wait till your teammates engage. There is a lot more chaos and a lot less strategy. MWO plays very differently than other Battletech games. Light and medium mechs are just as deadly as an assault if played right. The more experienced reason is because knocking a mech out quickly removes it's firepower from the board. It's because they are going for the kill. When players see a group of mechs they will often try to kill the squishy mech first.
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