For some reason Naomi for me is very aggressive so I just stuck her with srms, lasers and lots of armor. And it works very well. She has been the most reliable teammate I have.
@@Inquisitor-Yog-Sothoth for aggressiveness, change the ai weapon groups so the first group is the weapon you want them to use most. If you set group 1 as lrms, they should be using those first and the most. I also remove melee completely from their groupings so they dont try to get into melee range to use that group.
Consider playing your newest mechs in the simulator for a couple missions. You can EASILY unlock mech milestones for thousands of exp, especially if you buy one more chassis, without advancing the story
@@TTBprime The sim has a few challenges, like playing with stock mechs, being undertonnage, dont lose a component, etc and once you achieve those, you get a one-time bonus to your pilots' exp. The sim isnt the best way to grind for pilot xp, but it is an option. Without the achievements, youre only getting ~150 pilot exp per mission. However, anytime you kill a turret/vehicle/mech etc etc in the sim, it DOES apply to the various chassis milestones! Depending on the mission, you could grind through quite a few milestones fairly quickly and unlock thousands of mech exp to rush through omnipod unlocks and various tweaks before the story advances EDIT: To be clear, you need to replay the missions- not the firing range EDIT EDIT: And your pilot's skills do carry over into the sim so you can also play through a lot of the campaign, get some elite pilots, and then waltz through the simulation challenges
@@dantauche7917 It grants a little bit of pilot xp but the kills you get DO apply to the mech milestones. If you have 2 or more of the same mech killing things in the simulator missions, you will get a ton of progress to the various milestones, letting you unlock omnipods and to tweak your mech.
Summoner triple alrm-15's(9 tons of ammo, no backup armament) + Naomi missile spread skill + heavy mech affinity + Thor affinity. Your missiles are clustered so tightly together that youre doing 70 damage, almost pinpoint(+65% missile spread reduction). She now rivals myself for most kills in every mission, it's crazy.
This can be done better on the maddog, more armor slightly more ammo depending on how you run it. I got hungup on finding a load out for the Thor that was not butt cheeks. Stupid thing is like... Useless in it's base configurations. If it weren't for my childhood(cartoon) I'd hate the thing.
True. I'm just too lazy to do that most of the time. In my book these should be elemental rules you can set for your AI. I'm thinking something like Dragon Age Origins AI and their behavioral rules almost 15 years ago.
I haven't played enough to figure out my question. If I wanted to have a second warhawk like you created. Do I have to do the same process in mech modification or is there a quick import of the saved build you made in MW5:C for the first Warhawk you modified?
Do you mean like custom loadouts? If you want a second (assuming you already did this for a first Warhawk) you can save custom loadouts, then apply them if you choose to. Not sure if that was your question, or the "import codes" that TTB mentioned, that would be cool :)
Legit curious, is this build superior to an LRM70 one? 2x LRM15(LA), 2x LRM10 (CT), 1x LRM20 (RT) + 4x erML (RA/LA) I believe it would have 9.5t ot 10.5t ammo
Honest question. Im on " on the Hunt " mission and Mia.. just gets rocked every mission. Is she bad for story reasons? I have everyone in warhawks so maybe thats the issue?
Are you certain that the reason you're not seeing a different between Art IV and not in testing isn't because you're testing on max skill pilots? Because I've seen other people report a measurable difference in TTK between the two. The two viewpoints are easily reconcilable though: Through some combination of research and/or Naomi's skills, you might be hitting a spread reduction cap. If so, then Art IV is still useful at lower levels.
I found AMS to be useful only when you have at least 3 together, which allows you to avoid a lot of missile attacks. Since missiles are splash damage I'm not too worried about them. I'm more worried about lasers and PPCs. TCs are a waste of tonnage for the most part.
is there a way to fix the "Fatal Error" Crash? Would like to enjoy the game and use these fits. My Rig: Windows 11 NVIDIA GeForce RTX 3070 Ti 8gb AMD Ryzen 9 5950X 16-Core Processor 64 GB RAM
affinity x1.2 is 20% not 30% ^_~ but its nice to have for sure. also u have 4440 xp on Naomi, why dont u put that into skills? Evasion is maxed, and the next Spread cost 1700 ^^
I did a similar build, but 4 lrm15s instead and more ammo. The damage rating is over 100 with that. I also used med las instead of er large, for more in close punch
If you only use two medium lasers as the other weapons, yes. Hotter though and completely dependent on having ammo readily available when you run out. But also a good idea!
Sounds like fun but really suboptimal to use anything other than energy weapons because to make the game challenging with its bad ai they decided to drown you in heavy mechs. Ammunition based weapons just don't seem economical to me.
i appreciate the DPS "take mech down as fast as possible" concept and not 'armor removal tool'. but the game just throws so many enemies at you, the only real fun way to get thru the game is to be able to dispatch enemies asap and builds like this just don't do that :/
so not going to lie, the locked in pilots sort of suck? there are long gaps where you can't build a mech that fits ballistic or missile and three of the five are exactly that, and your main character is a sort of jack of all trades master of none, which again sucks. Mechwarrior 5 Mercs where I could pick pilots and train them was a far better system. I get they locked the characters for the story, but let me pick their background skills or train them in the simulator or SOMETHING
Not a bad choice, looks solid, but will run out earlier and has less overall firepower. And at the Timby point of the game Naomi is unlikely to have good LRM-skills unless you skipped evasion.
Still too slow and too few damage. It just doesn’t compare to good laser or ballistic setups. I think it would only work if you use 3 of those lrm boats to alpha one hit a mech then alpha the next
LRMs don't need LOS, which gives them a huge advantage in many cases. They can take out mechs behind objects, and are also great for taking out tanks which are so short that even the bumpy terrain blocks LOS to them.
I tried this build and it smacks. You should do more build videos with Clans
I had no idea I could swap Omni pods sets like this u til I saw your video. Thank you!
Me either, was only listening and legitimately had to flick to the video to figure out how I would do that on console!
GAME CHANGING - Thank you TTB
For some reason Naomi for me is very aggressive so I just stuck her with srms, lasers and lots of armor. And it works very well. She has been the most reliable teammate I have.
@@Inquisitor-Yog-Sothoth for aggressiveness, change the ai weapon groups so the first group is the weapon you want them to use most. If you set group 1 as lrms, they should be using those first and the most. I also remove melee completely from their groupings so they dont try to get into melee range to use that group.
We really need custom warhorn mods in MW5:C. Whenever Naomi kills an enemy, the TTB warhorn yells out LEEETLE LRMY BOIIII, HERE COMES THE SKILLZ
This is genius. Can't wait for mods
I'd love a CHADOOOKEN warhorn!
"Justice reigns from above! (c)"
+1
Facts 😂
I always have a LRM support mech on a Starmate. Their job is to finish off the mech I just crippled while I deal with something more dangerous.
You can stick 2x lrm 10s in the center for another 20 😁
Consider playing your newest mechs in the simulator for a couple missions. You can EASILY unlock mech milestones for thousands of exp, especially if you buy one more chassis, without advancing the story
Good tip! Do you get full mech exp for those or just bits?
This is possible¿? The sim grants exp?
@@TTBprime The sim has a few challenges, like playing with stock mechs, being undertonnage, dont lose a component, etc and once you achieve those, you get a one-time bonus to your pilots' exp. The sim isnt the best way to grind for pilot xp, but it is an option. Without the achievements, youre only getting ~150 pilot exp per mission.
However, anytime you kill a turret/vehicle/mech etc etc in the sim, it DOES apply to the various chassis milestones! Depending on the mission, you could grind through quite a few milestones fairly quickly and unlock thousands of mech exp to rush through omnipod unlocks and various tweaks before the story advances
EDIT: To be clear, you need to replay the missions- not the firing range
EDIT EDIT: And your pilot's skills do carry over into the sim so you can also play through a lot of the campaign, get some elite pilots, and then waltz through the simulation challenges
@@dantauche7917 It grants a little bit of pilot xp but the kills you get DO apply to the mech milestones. If you have 2 or more of the same mech killing things in the simulator missions, you will get a ton of progress to the various milestones, letting you unlock omnipods and to tweak your mech.
@@bertbargo7162 awesome thanks for letting me know!!
Been a while but things like TAG and Artemis only made a couple more missiles hit. Be hard to notice without logs and a huge sample size.
Definitely like your LRM Warhawk better than mine, thanks for the research and please keep the build videos coming.
Summoner triple alrm-15's(9 tons of ammo, no backup armament) + Naomi missile spread skill + heavy mech affinity + Thor affinity. Your missiles are clustered so tightly together that youre doing 70 damage, almost pinpoint(+65% missile spread reduction). She now rivals myself for most kills in every mission, it's crazy.
This can be done better on the maddog, more armor slightly more ammo depending on how you run it. I got hungup on finding a load out for the Thor that was not butt cheeks. Stupid thing is like... Useless in it's base configurations. If it weren't for my childhood(cartoon) I'd hate the thing.
Nice! I've been wondering how to make use of her late in the game. She's been sitting in the mad dog forever.
same :) hahaha but i like the mad dog
Pilot skills are so strong if optimized, it probably makes artemis and tag irrelevant.
You can order the starmates to hold fire to stop them wasting ammo on turrets then order them to attack a target.
True. I'm just too lazy to do that most of the time. In my book these should be elemental rules you can set for your AI. I'm thinking something like Dragon Age Origins AI and their behavioral rules almost 15 years ago.
On today's episode of German Mechgeneering we unleash the fury of the LURM STURM!
Any possibility for an ERLL sniper build on the WHK or DWF?
@TTBprime
Do you have any good builds for the Executioner, or is it one that I should just pass up?
I haven't played enough to figure out my question. If I wanted to have a second warhawk like you created. Do I have to do the same process in mech modification or is there a quick import of the saved build you made in MW5:C for the first Warhawk you modified?
Right now it's the manual process. But import codes are on my list of things to ask PGI to implement :)
Do you mean like custom loadouts? If you want a second (assuming you already did this for a first Warhawk) you can save custom loadouts, then apply them if you choose to. Not sure if that was your question, or the "import codes" that TTB mentioned, that would be cool :)
Great job, thank you :)
I find Naomi as a SRM brawler. I always put her in an SRM Arty Summoner.
Since she's basically Heat neutral, couldn't you strip 1 or 2 heat sinks from the torso for more ammo?
Awesome, this should help me hit 10k missile damage, Now I desperately need a build that can dish out major ballistic damage everyone can use
to the extreme case MDD can do LRM90, with Naomi it can kill in 1 or 2 volleys.
Our Lovely LRMS Lady.
Thanks really annoying I didn’t realize she doesn’t have timber wolf affinity. Might try a Warhawk missile boat.
Legit curious, is this build superior to an LRM70 one? 2x LRM15(LA), 2x LRM10 (CT), 1x LRM20 (RT) + 4x erML (RA/LA) I believe it would have 9.5t ot 10.5t ammo
Honest question. Im on " on the Hunt " mission and Mia.. just gets rocked every mission. Is she bad for story reasons? I have everyone in warhawks so maybe thats the issue?
cool thanks
Are you certain that the reason you're not seeing a different between Art IV and not in testing isn't because you're testing on max skill pilots? Because I've seen other people report a measurable difference in TTK between the two. The two viewpoints are easily reconcilable though: Through some combination of research and/or Naomi's skills, you might be hitting a spread reduction cap. If so, then Art IV is still useful at lower levels.
I did my tests with Jayden.
mans be grinding
Is ams worth it? Also is targeting computer good and does it help team or just that mech? If ams is worth it what’s a good ams mech build?
I found AMS to be useful only when you have at least 3 together, which allows you to avoid a lot of missile attacks. Since missiles are splash damage I'm not too worried about them. I'm more worried about lasers and PPCs. TCs are a waste of tonnage for the most part.
@@TTBprime alright thansk
@@TTBprimeI found a single ton TC to be pretty good. At least I prefer it over armour.
Does Naomi run out of missles this way?
is there a way to fix the "Fatal Error" Crash? Would like to enjoy the game and use these fits.
My Rig:
Windows 11
NVIDIA GeForce RTX 3070 Ti 8gb
AMD Ryzen 9 5950X 16-Core Processor
64 GB RAM
Beloved TTB, what kind of leg room we looking at in this bad boi?
Enough room to fit in two young Lori Kalmars. And yes, that is a unit for measuring cockpit space!
affinity x1.2 is 20% not 30% ^_~ but its nice to have for sure. also u have 4440 xp on Naomi, why dont u put that into skills? Evasion is maxed, and the next Spread cost 1700 ^^
1.2 Mech 1.1 Assault weight class ===> 1.3 if additive
@@TTBprime ah yes, i see ^^
The Artemis is a lie!
I did a similar build, but 4 lrm15s instead and more ammo. The damage rating is over 100 with that. I also used med las instead of er large, for more in close punch
Thank God. I camt have Naomi in the Timber Wolf anymore. Shes dying in all the missions
You can even do lrm70, two lrm15 (right torso) ,two lrm10 (center torso), one lrm20 (left arm).
You sacrifice quite a bit of ammo doing that.
If you only use two medium lasers as the other weapons, yes. Hotter though and completely dependent on having ammo readily available when you run out. But also a good idea!
Sounds like fun but really suboptimal to use anything other than energy weapons because to make the game challenging with its bad ai they decided to drown you in heavy mechs.
Ammunition based weapons just don't seem economical to me.
Do you have high DPS build for a Warhawk. 4 ERPPC don't seem to kill enemies fast enough.
LRMs really need to be F&F. otherwise they're not fun to use.
i appreciate the DPS "take mech down as fast as possible" concept and not 'armor removal tool'. but the game just throws so many enemies at you, the only real fun way to get thru the game is to be able to dispatch enemies asap and builds like this just don't do that :/
Would like to see a series of vids about each char for early-mid-late mechs
LURM MOAR
so not going to lie, the locked in pilots sort of suck? there are long gaps where you can't build a mech that fits ballistic or missile and three of the five are exactly that, and your main character is a sort of jack of all trades master of none, which again sucks. Mechwarrior 5 Mercs where I could pick pilots and train them was a far better system. I get they locked the characters for the story, but let me pick their background skills or train them in the simulator or SOMETHING
I love how your star is guaranteed to not die. Ever.
I think naomi is broken in my game. Ive never seen her fire a missile lol
Do one of these for Mia please!
Or Liam!
Prefer Madcat with 4x15 LRM, 8T Ammo and 4 Er Small Laser for Naomi and 10t less
Not a bad choice, looks solid, but will run out earlier and has less overall firepower. And at the Timby point of the game Naomi is unlikely to have good LRM-skills unless you skipped evasion.
Still too slow and too few damage. It just doesn’t compare to good laser or ballistic setups. I think it would only work if you use 3 of those lrm boats to alpha one hit a mech then alpha the next
LRMs don't need LOS, which gives them a huge advantage in many cases. They can take out mechs behind objects, and are also great for taking out tanks which are so short that even the bumpy terrain blocks LOS to them.
@@derekthehalfabee7942 yeah I know. But you need 2-3 to make the best out of lrm imo.
I'm not watching 1 minute unskippable political ads. I'll catch up on vids after november 5th, youtube is unwatchable right now.