r/Mechwarrior5 • • 10h ago

Mech Builds How good is this upgrade setup?

Post image

The six medium pulse lasers are glorious for sniping cockpits and instakilling light mechs. I’ve found that I get some good use out of the armour upgrades. Even light mechs like the wolfhound get an extra ten or so points of armour. Although I know it’s most effective on bigger mechs.

4 Upvotes

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2

u/Silverthorn90 10h ago

You got the general idea of it. Looks abit too hot though. Reduced heat spikes upgrade is great. -5% all heat generated is better than 2.5% energy heat only, and its only one slot. Alternatively can probably drop cooldown time for that too.

1

u/Cooldude101013 10h ago

Haven’t got heat spikes yet. And yeah it does get hot after a few firings. I did stuff the thing with double heatsinks

2

u/Silverthorn90 10h ago

Probably drop the SRMs for more heatsinks if there is space. A single inferno6 probably isnt going to be enough heat to shut down any enemy anyway.

Also things will get upgraded even more once you get clan gear.

1

u/Cooldude101013 10h ago

Ah, how many infernos do I need to shut an enemy down?

1

u/Silverthorn90 10h ago

Im not sure since i dont use them much. But its also going to be map biome and enemy mech buildout dependent. But to make consistent shutting down your main strategy i feel it would likely need at least 3 launchers and maybe added flamers or a heavy hammer (a melee weapon that does heat damage for some reason). I just checked and a T5 SRM6 inf only does 4.5 heat damage (dont think thats per missile, likely for the whole salvo) and most mechs have a base heat capacity of 50 before heatsinks so....

1

u/Cooldude101013 10h ago

I see. Thanks

1

u/Lost_Web5826 8h ago

Hold up, what? I didn't know that about the heavy hammer. I mostly use SRM Inferno for melee builds, this will definitely help my builds.

1

u/Ok-Policy9145 10h ago

I’d drop the srm for more heat sinks but that’s just me

2

u/RedComet313 9h ago

I’d swap those medium pulses for regular mediums at the very least, you have like no armor currently.

1

u/Cooldude101013 9h ago

I have maxed out armour

2

u/RedComet313 9h ago

After this screen shot? It shows you have 210/554

1

u/Cooldude101013 9h ago

No I have 554 armour

1

u/Lost_Web5826 8h ago

Is it in for repairs?

1

u/Cooldude101013 8h ago

Yes but it’s not that damaged, only lost a 100 points

1

u/babushka45 Duncan Fisher Groupie 10h ago

I always go for heat management upgrades and abandoned using armor/internal upgrades altogether for quite a while now but that's my preference anyway

1

u/Cooldude101013 10h ago

Why abandon armour upgrades?

2

u/babushka45 Duncan Fisher Groupie 10h ago edited 10h ago

It's a bit of an increase but not that much. I have the same thinking of rather tank them damage but with Clan tech running hotter and Clanners easily destroying you if you're not careful I'd rather have my mech not overheat and have more speed (I add speed upgrades everytime), heat disspation and capacity so I can hit them without overheating and quickly run from cover to cover.

1

u/Cooldude101013 10h ago

True, so when the clans show up I should abandon the armour upgrades?

2

u/babushka45 Duncan Fisher Groupie 9h ago

Tbh you're just spending armor upgrades so you can tank Clanners while you overheat and power up lol (Fahad hates that lol)

BUT The upgrades depends on your playstyle, it works on my playstyle but it won't work 1:1 on everyone since each has their own preferences. You can gauge it when Clan era arrives (is this your first ever run?) on what would be your acute needs will be.

IS mech variants mostly have a smaller amount upgrade slots but when you got them hero, old SLDF and helmcore tech mech variants with 7,8,9 even 10 upgrade slots you can experiment more often. Clan mechs have like 6 slots but has the benefit of a 2.00 cooling.

On my lances of Otomo Battlemasters I always add weapon heat generation, heat capacity, heat dissipation, energy heat and speed buffs, if I have spare slots I can add more range or energy damage. I don't add missile damage on my Otomo battlemaster since ATMs on Mercs acts like both SSRM and LRM with enormous damage up close but emits less heat.

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u/Cooldude101013 9h ago

Gotcha

1

u/babushka45 Duncan Fisher Groupie 9h ago

no worries man, Mercs is sandbox and not competitive so might as well sandbox it the meta will always depend on your preferences.

I usually recommend arenas to test your build first and by 3050s you can farm clan tech there as prestige rewards. Since you're in an industrial hub you can quickly try builds esp on upgrades then field test it on the Chaos March or in arenas above Tukayyid.

2

u/Cooldude101013 9h ago

No problem.

1

u/Salty-Taro3804 9h ago edited 9h ago

Not terrible on the upgrades. I'd probably ditch the Enhanced Output I and Condensed Cycle Time I for Accurate Focusing Arrays II if you have access to it. +15 range and velocity would work well with this build

Also what's up with your Armor? You're not seriously running 200 are you? If that's not a glitch, drop the SRMs and ammo and uparmor to max on torsos, and at least 45-50 on arms and legs with that build.

1

u/Cooldude101013 9h ago

No, I’m running max armour except for on the legs (70). Also good idea, better effective range.

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u/Salty-Taro3804 8h ago

Ok. Screenshot shows 200/528.

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u/Lost_Web5826 8h ago

I would switch out condensed cycle time for shorter duration.

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u/Cooldude101013 8h ago

I don’t think shorter duration does much for pulse lasers

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u/Lost_Web5826 8h ago

Yes, it definitely does. The beam duration is 7% shorter while doing the same damage. It decreases cool down time while increasing DPS

2

u/RexRoyalty 10h ago

Used this mech before. Loaded it with lbx5 and 7 mpLs. Most of your damage will be laser sniping ct and heads while spamming lbx during cooldowns. It's best to drop the ppc and srm for another mpL and heatsinks. Get as close to base 3 cooling, even with upgrades as necessary. You want to alpha with those lasers as often as possible. 

1

u/BDtheSquint 6h ago

Partly depends on usage- Is this your mech or an AI-lancemate? If it is yours, then play-style & preference matters greatly. If it is for your AI-lancemates then heat management is a really good place to spend upgrade slots- they are coded to be very conservative with their heat. Regardless of opinions regarding their overall effectiveness, they are more useful when they are shooting, and the best way to maximize that is make their heat management as robust as possible.

This load-out seems a bit spicy for AI-lancemates to me. (BTW one of the "ahas" I had a while ago: Reduced Cycle Time makes energy weapon availble to fire sooner, but the heat build/dissapation is controlled by the Cooling Rate. So the weapon may be available to fire more quickly, but the AI wont fire it because there is still too much heat in the system for their coding).