poony4u2

Adaptable builds

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17 minutes ago, Doxi_the_Dutchy said:

It's been a while since I tried to do anything new with her but it'd make for a nice challenge. I tried a goblin build once but it didn't quite work out.

Frontal guns like Spitfires, and Defenders also work well on Meat Grinders.  The neat thing is you can swap out Defenders for Spitfires, and Adapt for Shotgun, and Machinegun challenges.

Not unlike how you stacked Fatbois up front.

Edited by psiberzerker
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1 hour ago, psiberzerker said:

Frontal guns like Spitfires, and Defenders also work well on Meat Grinders.  The neat thing is you can swap out Defenders for Spitfires, and Adapt for Shotgun, and Machinegun challenges.

Not unlike how you stacked Fatbois up front.

I've a bunch of Tacklers lying about from my stadtholder builds. Might try something with them.

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5 hours ago, poony4u2 said:

That reminds me, I need to make a third set of small tracks.

A 3-track setup is much more prefferable over regular tracks IMO. It takes 4 more building slots but it does mean I've a bit more length to work with, and my max speed is 75 KMH rather than 50. I've also used them on a heavy tank to get it up to 60KMH.

540024618_screenshot-200608-193322(31344

Also tried a wheels variant of this build and while it looks certified dope it just didn't have anything going for it that the track variant didn't do better.

696431257_screenshot-200204-222755(22211

 

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8 minutes ago, Doxi_the_Dutchy said:

I've a bunch of Tacklers lying about from my stadtholder builds. Might try something with them.

Tacklers, and Ruptures are fairly interchangable as far as their weld points.  Their work envelope isn't exactly the same, but a build could be made where you could swap them for each other.  

Really like Tacklers though, even though I don't like the perk.  (I like the Protector perk better, because you can tank AND DPS, instead of Tank OR DPS)  Pretty much everything else about them, for what they're good for.  Still pretty weak for hard-core PvP.

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I used to do a lot of rides with two slots for rupture/tackler, and two slots for protector/spitfire (leech didn’t exist yet). Then I could just swap between the two for challenges, keeping the cooling and everything else the same.

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33 minutes ago, poony4u2 said:

I used to do a lot of rides with two slots for rupture/tackler, and two slots for protector/spitfire (leech didn’t exist yet). Then I could just swap between the two for challenges, keeping the cooling and everything else the same.

I did that for the longest time at low levels to get my daily Scrap.  Only it was Spitfire, and Defender.  That's how I discovered Defenders.

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17 minutes ago, psiberzerker said:

662CAAC667579ECF2305BFEDF4224399D6541E22

I’m finding a lot of use for those new blades too.

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Hi guys, I made an adaptable build, look at it and let me know what you think about it

 

Thanks !

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Building in a modular/adaptable way is something I used to do for my first year or so. But as you move to higher powerscores you really need to specialise to be competative.

Then when you get into clanwars you are very limited in the way you build and the weapons you use, if you want to be competative ofc

.

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@jellymix You are indeed right, a modular build isn't the replacement to every build. In this case the modular build allows me to raid, do the daily and weekly weapon-specialized challenges, do the weapon-specialized trials and unlock banners, do the get-the-scrap/wire/battery battles.

Let's remind that while we grow on high-PS gear to reach/play CW, we don't have to actually play high-PS games all the time. The raids and challenges in patrols are quite pleasant to clear at 5-6K PS. Also, in my case for example, I built over time a Griffon lance-sparkvester, but that also not convenient to score well in 12K PS raids. One build, whether it's a modular or CW one, might never be enough in all situation.

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3 hours ago, Charlie9204 said:

A modular build isn't the replacement to every build. In this case the modular build allows me to raid, do the daily and weekly weapon-specialized challenges, do the weapon-specialized trials and unlock banners, do the get-the-scrap/wire/battery battles.

Honestly, I took this thread as a Challenge.  Of course an adaptable build isn't going to be as good in any of the specialized roles as a specialized build, but it can be Good Enough.  It doesn't have to be the best Clan Wars build ever to clear a few shotgun dailies.

The idea is you don't have to have a Shotgun Build, a Machinegun Build, and a Cannon Build saved in your blueprints.  Assuming you just started, that could be half of your blueprints.  It's kinda hard to replace your Machineguns with a Cannon, but it can be done.  (Especially if your "Machinegun" is a Reaper.)  However, there are a lot of basically interchangeable shotgun versions of fairly common Machineguns, of the same rarity.

Edited by psiberzerker
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On 6/26/2020 at 12:36 AM, poony4u2 said:

I know a few people here work on the principle that it’s better to build one good car and become very familiar with the handling, and then just swap weapons when you get bored.

I always have one car designed for that, depending on what my current cabin/movement part obsession is. (I also keep a cannon car, and a machine gun car for daily challenges).

 

Here’s my current Swiss Army Knife car:

 

IMG_2658.JPG

LOool... This looks like a dev-made pack build ... How can anyone think this is a good build? The guns are bad + unprotected, two of them even seems like they're mounted on armor pieces ... aaand none of your armor pieces seems to be properly installed on grilles. Also the front melee should be mounted to a grille aswell so it doesn't pass dammage through to important frames or even worse, that exposed engine next to it. The melee part in it self has 90 hp. or so which is not enough for repeated high speed ramming. ALSO the build looks 100 % like a useless artbuild and 0 % like the multi purpose build you're trying to exhibit here.. ;) 
Bad job bro.
Love Lancer :lol:

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@Mad_Lancer I think the side guns are on grilles, we can see buggy floors a bit behind the weapon on the right. But yes there is no front weapon protection, which is difficult to put on since it can block fire angle.

But the Flayer bumper on the front don't let 90% damage through, it absorb 90% of melee damage. Some players seem to mix both icons on the part parameters.

I think he tried to have and efficient and aesthetic car, but in my opinion that's hard to get. Anyway don't be hasty-judgy ;)

 

I'll post a capture of my creation since I didn't get feedback about it : Chally on exhibition, also see full description on the link I posted 6-8 post before.

Spoiler

1629683432_screenshot-200714-054803(2954

 

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5 minutes ago, Charlie9204 said:

But the Flayer bumper on the front don't let 90% damage through, it absorb 90% of melee damage. Some players seem to mix both icons on the part parameters.

Those Icons are pretty hard to read, though.  The melee resistance one looks like a book with book bugs jumping out of it.  What does that even mean?

I think Screener, and Shock Absorber are the only 2 with (25%) Damage Passthrough.  No wait, I just checked, Blade Wings, and the Thorns have it too.

Edited by psiberzerker
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@psiberzerker @Mad_Lancer it's two parts bumping to each other, to show bumping/melee resistance, the frame is a shield.

The pass-through damage is two bullets in a frame shield, to indicate damage passing through as a defense.

See capture below, you can have description by hovering it on parameters :

Spoiler

1001037938_screenshot-200714-153848(2533

 

Edited by Charlie9204
adding capture
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56 minutes ago, Mad_Lancer said:

LOool... This looks like a dev-made pack build ... How can anyone think this is a good build? The guns are bad + unprotected, two of them even seems like they're mounted on armor pieces ... aaand none of your armor pieces seems to be properly installed on grilles. Also the front melee should be mounted to a grille aswell so it doesn't pass dammage through to important frames or even worse, that exposed engine next to it. The melee part in it self has 90 hp. or so which is not enough for repeated high speed ramming. ALSO the build looks 100 % like a useless artbuild and 0 % like the multi purpose build you're trying to exhibit here.. ;) 
Bad job bro.
Love Lancer :lol:

LOL, thanks for the input, but you’re not great at analyzing how a build goes together from looking at a photo.

I have since redesigned it a few times, but I remember how this version went together. 
 

First of all, the guns aren’t wrapped in armour because I needed to be able to swap in large weapons like Spike, Arothron, and Phoenix.

Obviously that causes some challenges, but I found that if I build to protect the base of those big weapons, then smaller weapons can fire in any direction, and actually survive ok, because the armour is so spread out from the smaller guns that cannon shells tend to get detonated further away from the guns.
 

All guns are either mounted on pass-through parts or the cabin, and all important armour is mounted to the cabin or the pass-through parts.


The front end is not designed for ramming, but there’s a second bumper under the big one mounted to the frame which sticks out a bit further, giving me a little bit of wedging ability without having to put a trainplow on. While I don’t intentionally ram people with this car, I also never lost my engine or frames from collision.

 

You are right that there were problems with this build, but you’ll probably hate how I “fixed” them: The side guns are now mounted to frame bits, so they sit a lot lower, giving me better stability and helping hide them from lucky cannon hits. The roof gun is now mounted behind the cabin, and I took the cloak out (also removed the gas gen for a big G, swapped the oppressor for a Hot Red, and changed the Doppler for a maxwell). I posted an intermediate version later in the thread, but that was before I stripped out the gas gen and moved the roof gun. 
 

I know the bare-cabin look seems very vulnerable, but with cars like this I pile on heavy armour below the frame and anywhere I can hide it. As long as I keep enough wheels, I can take a few hard shots and keep going fine. The idea with a car like this is to stay moving so you don’t have to tank.

Works better at 8000PS than it did at 10 000PS, but I had some good matches with it before scaling down. Really depended on what weapons I had on it.

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Just now, poony4u2 said:

You’re not great at analyzing how a build goes together from looking at a photo.

Honestly, you can't tell much that's important from looking at a screenshot.  Unless there's something glaring, like the Apollo sticking right out like a big bullseye:

30CA071529D623B189F9AC6167DD42826BEB713F

In which case, you might think that it's set up that way on purpose, to prove a point.  (Also, it blocks all but one gun.)

There's constructive criticism, then there's "That would get rekt in Clan Wars" when it's obvious, if not from the title of the thread, but by the weapons alone that it's better for Raids than Clan Wars.

Just now, poony4u2 said:

First of all, the guns aren’t wrapped in armour because I needed to be able to swap in large weapons like Spike, Arothron, and Phoenix.

There's also the Trade-off between Protection, and Freedom of Fire.  It's possible to completely surround a small gun (Let's say a Lupara) in a dome of solid armor, but then you can't shoot their guns, and they can't shoot your guns.  Ultimately, I put guns on my car to shoot people.  Not to not get shot.

Just now, poony4u2 said:

I know the bare-cabin look seems very vulnerable, but with cars like this I pile on heavy armour below the frame and anywhere I can hide it.

This is one of the things you can't see in the Photo, but you can see Cabin Health, if the stat sheet is up, or you screenshot in the Test Area.  Most of my "Armor" goes under the build, where it doesn't get shot, weakening my Cabin in the process.  This also lowers the Center of gravity, so I can execute tight turns, something else you can't see in the photo.

Another disadvantage to putting a lot of heavy fenders, and bumpers on top of your car (It's your build, and your choice what's more important) is it makes you top-heavy, so you can't turn as tight without falling over, you're more vulnerable to Toadfish, Spike, and Skinner...  Some cars can be easily turned on their sides with Hover Catchers.

Ever car has it's weaknesses.  It's up to you whether being harder to de-gun is worth being easier to flip over.

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24 minutes ago, psiberzerker said:

Honestly, you can't tell much that's important from looking at a screenshot.  Unless there's something glaring, like the Apollo sticking right out like a big bullseye:

30CA071529D623B189F9AC6167DD42826BEB713F

In which case, you might think that it's set up that way on purpose, to prove a point.  (Also, it blocks all but one gun.)

There's constructive criticism, then there's "That would get rekt in Clan Wars" when it's obvious, if not from the title of the thread, but by the weapons alone that it's better for Raids than Clan Wars.

There's also the Trade-off between Protection, and Freedom of Fire.  It's possible to completely surround a small gun (Let's say a Lupara) in a dome of solid armor, but then you can't shoot their guns, and they can't shoot your guns.  Ultimately, I put guns on my car to shoot people.  Not to not get shot.

This is one of the things you can't see in the Photo, but you can see Cabin Health, if the stat sheet is up, or you screenshot in the Test Area.  Most of my "Armor" goes under the build, where it doesn't get shot, weakening my Cabin in the process.  This also lowers the Center of gravity, so I can execute tight turns, something else you can't see in the photo.

Another disadvantage to putting a lot of heavy fenders, and bumpers on top of your car (It's your build, and your choice what's more important) is it makes you top-heavy, so you can't turn as tight without falling over, you're more vulnerable to Toadfish, Spike, and Skinner...  Some cars can be easily turned on their sides with Hover Catchers.

Ever car has it's weaknesses.  It's up to you whether being harder to de-gun is worth being easier to flip over.

The early version he was commenting on was too top heavy, especially when I mounted bigger weapons. Didn’t tip much because it was so wide at top, but was too hard to steer.

One of the compromises I’ve had to make with this modular build is that I wanted it to be able to work with Arothrons, and they are a very stupid gun.
 

What I have found works well with them is if I can shoot backwards easily. I rush the enemy, hit them as soon as I think I’m in the sweet spot, and then take a second shot backwards after I pass them (with a reload engine and a fast car you can get the timing right). At that point I can hit my handbrake, spin around, and do another pass at them. 
Unfortunately that means I can’t wrap them much, but they are so big that’s not a great option no matter how you play them. 

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1 minute ago, poony4u2 said:

The early version he was commenting on was too top heavy, especially when I mounted bigger weapons.

Yeah, I had that problem with Whirls, especially when I put Large Fenders around them.  It basically comes down to Priorities, and what's more important to you.  I can make it super tanky, but with say 6 Bigfoot, and a Humpback, it's going to be slow, and not turn very well.  I sometimes get my guns shot off, but TBPH, it's usually because I over-extended, got out of position, and focus fired.  (When it's not somebody, including a GM, just sniping guns with Scorpions.  In which case, there's not much good adding armor will do.)

I have to Drive it, though.  Before I even get to the fight, and when I do run into a Wedge, it's nice to be able to out-turn them, without falling over because of all the guns, and armor I have mounted above, and behind the cabin.

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10 hours ago, tenshiijin said:

https://ibb.co/F5RL3q2

I think I could mount a lot of different weps on this thing. 

With the bumper placement when protecting your weapons there, you're more limited than without. Small turreted weapons are out of the question while large weapons won't fit at all.

This is a near completely modular light scout I made some time ago: 

1038043598_screenshot-200714-130459(2474

The locations for weapons are very lightly protected because I don't want to limit what it can use and weapons get larger in size rapidly.

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Just now, SIGMA920 said:

With the bumper placement when protecting your weapons there, you're more limited than without. Small turreted weapons are out of the question while large weapons won't fit at all.

This is a near completely modular light scout I made some time ago: 

1038043598_screenshot-200714-130459(2474

The locations for weapons are very lightly protected because I don't want to limit what it can use and weapons get larger in size rapidly.

Also, if you put lighter/squisher weapons on those wings, for example, you'll have more room to add things like Reflector fenders to protect them.  If you put Reapers up there, not so much, but Reapers can take a couple more shots than say Aspects.  If you put Mandrakes up there, it'd be heavy enough without adding more protection, to something that already has the most Durability in the game.  

That's part of Adapting builds.  Nobody's saying "Just plonk some Crickets on top, and off you go."  Some weapons will require afew more peices to protect them, but those tend to be small, and light enough that you should have the Mass Limit/Tonnage to spare.  Other weapons (Like Crickets) are extremely hard to armor, without blocking their field of fire.  Looking at you, Blockchain.  Those weapons might not be the best ones for your Adaptable build.

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