MECH CW - Inner Sphere Competitive Tier List

Thread in 'Game Guides and Tutorials' started by Epydemic2020, Mar 14, 2015.

  1. Epydemic2020

    Epydemic2020 Well-Known Member

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    This list contains my opinions about the most competitive builds you can bring to Community warfare as of 3/14/2015. A lot of these you won’t find on any other lists. This took forever, I hope you all find it useful and remember it was a Kuritan that hooked you up. Long live the Third Takata Lancers.

    -------------------------Light Mechs:----------------------------

    ---Super Competitive Tier:

    FS9-S “The Pocket Thunderbolt”
    https://www.mechspecs.com/threads/fs9-s-epys-pocket-thunderbolt-7x-mpl-xl265.8877/
    This mech is a monster. This is like the 7mpl thunderbolt except it can also flank. I bring this as my brawler and it saves a lot of tonnage for me to play with. It can’t jump the gate for a light rush, but it is the best assassin in the game. It just so happens that on light rushes many enemies stand still to shoot a generator, or keep running and give you their back. This mech punishes them for either mistake. One shot, one kill (sometimes it even kills in one shot from the front of light mechs). It can also alpha 4 times in a row on most maps. If someone overheats finish them off with a single headshot.

    ---Competitive Tier 1:

    Huginn
    http://mwo.smurfy-net.de/mechlab#i=148&l=9423f47c5cbaa1dcf8f76da07d8d8b004bf71e0a
    You know the drill. Take extra ammo for community warfare. Use the superb DPS of this mech to ravages turrets (or enemies) incredibly fast. It is a good assassin and it can jump the gate.

    FS9-H “The super Jenner F”
    http://mwo.smurfy-net.de/mechlab#i=140&l=4171d169bb2c04ea1a512c4a29102f54e1f42d0e
    15% heat reduction and 10% range increase. It’s the old Jenner F on steroids.

    FS9-A
    http://mwo.smurfy-net.de/mechlab#i=139&l=be9c32bbd68c27cb271014135608194786d1b503
    This has extremely limited range, but has great heat and great DPS. It is Excellent for chasing other lights or backstabbing big fellas and it can jump the gate.

    RVN-2X
    http://mwo.smurfy-net.de/mechlab#i=34&l=107105f3aabe2c682e53e0c51f92ef244d5796ae
    You might not have expected this one. This outclasses the Raven 3L sniper build. 10% cooldown, 25% less large laser heat, and -30% beam duration. Since they have (temporarily?) removed ghost heat from 3 Large lasers, Large Pulses, or ER large lasers, this mech is a monster throwing out 27 damage at 500 Meters.

    ---Competitive Tier 2 (usually niche mechs):

    Raven 3L (Standard 2ERLL Raven)
    http://mwo.smurfy-net.de/mechlab#i=33&l=2c261b426bc6a5e6fa74b4f8696ac6b967c1dbac
    ECM is nice, but the RVN-2X and 4X outclass this right now.

    Spider 5D
    http://mwo.smurfy-net.de/mechlab#i=52&l=7196a42e5a8192db2a2310afa1c3f848caafb4d5
    You can jump, you can ECM, and you can do a little damage. It has the best maneuverability and ECM, but it is outclassed on weapons.

    Locust 1E
    http://mwo.smurfy-net.de/mechlab#i=151&l=a7792fdb831161cac58fdaf5da75c506bf9d3aab
    This is the best of the little mechs. It is extremely fast, has amazing high-mounted arm weapons. Can peak over hills and back extremely rapidly. It’s medium lasers after a range module reach over 400 meters. It has 25% heat reduction (which would be impressive if it had 10 engine heatsinks already installed). It also dies in about 1 hit. Only bring this if you are doing a unique tactic, such as a dual King Crab dropdeck.

    RVN-4X – “The new RVN-3L”
    http://mwo.smurfy-net.de/mechlab#i=35&l=dce2a827ec287db0af354865ebd1f3f886dfccd1
    30% range boost and 30% duration reduction. With range modules ERLL’s have an effective range of over 950.

    RVN-4X – LPL Build
    https://www.mechspecs.com/threads/rvn-4x-epys-lpl-raven-2x-lpl-xl265.8881/
    The Large Pulses fire at the speed of a small pulse laser and the range reaches to 474 and generates less heat than the standard Dual ERLL Raven.

    --------------------------Medium Mechs-------------------------

    ---Super-competitive Tier:

    HBK-4J
    https://www.mechspecs.com/threads/hbk-4j-epys-missile-boat-2x-lrm10-a-xl245.8859/
    This mech is the best bang for the your buck on tonnage. If pugging I’d trade 3 tons of ammo for medium lasers. For CW it is all about maximum ammo. This mech puts out just shy of 2x the DPS of a rainbow catapult. In short, it is amazing. I can’t remember a drop that I didn’t score at least 800 damage in this tiny, freakish, armless monster. Don’t let this missile boat fool you. The tag is high up in the head, the 10’s all hit Center torso. At 98KPH you are never out of position for long.

    ---Competitive Tier 1:

    WLV-6K
    https://www.mechspecs.com/threads/wvr-6k-epys-wolverine-3x-erll-1x-ml-xl-340.8875/
    It is currently able to avoid ghost heat by firing 3 LL at a time. One medium laser for if you lose your arm. 25% heat reduction among other 12-15% cooldown, duration, and range bonuses.

    WLV-6R
    http://mwo.smurfy-net.de/mechlab#i=130&l=cf83220dc60d449d8796b290229624b58dccfd82
    40% cooldown on ac5’s. It is a pocket Dragon.

    Yen-Lo-Wang
    http://mwo.smurfy-net.de/mechlab#i=45&l=edb1a3b0ce81394606a6f6d92dad482b824cfd75
    Technically surpassed by the hunchback 4G in pug drops, in CW the Yen-Lo-Wang wins out. It is faster and can carry more ammo. This mech is a supreme light killer.

    ------------------------Heavy mechs--------------------------------

    ---Super-competitive Tier:

    DRG-1N “Dakka”
    http://mwo.smurfy-net.de/mechlab#i=10&l=e1816c7f1e40e193e09117db9d0324eedb9ba040
    I don’t like this mech due to hating low hanging arms, but you are fast enough to position yourself well. When you do get an open shot, you have 50% cooldown to AC5’s making your DPS insane. Perhaps the best brawler at the moment as long as you keep your right arm. Most builds opt for a large laser or PPC. The AC5 is the money maker here, go for maximum ammo.

    ---Competitive Tier 1:

    TDR-5SS
    http://mwo.smurfy-net.de/mechlab#i=115&l=f2b8fb68d4dfa6cccdd63454bb72f23847f11e16
    Best STD engine heavy brawler.
    50% range buff and 15% buff to cooldown and heat reduction. Before a range module medium pulses now reach to 330. Torso twist is excellent and speed is 82.2 KPH.

    TDR-9S
    https://www.mechspecs.com/threads/tdr-9s-epys-thunderbolt-2x-erppc-2x-erll-xl300.8868/
    An alpha will cost you 49% heat on a heat Neutral map. That being said, sometimes you only get one moment to suppress a rush, nail a poptart, or punish an ECM mech who peaked. The PPCs are your primary weapon here (25% heat reduction, 25% cooldown, 30% velocity). Lasers are good for finishing things off or unleashing serious damage when needed (12.5% heat reduction, 12.5% cooldown, 15% duration). Don’t brawl with it. If you can manage to get someone to play "lets both peak and retreat" then you will win.

    JM6-S “AC40”
    http://mwo.smurfy-net.de/mechlab#i=67&l=f6a3d6c7e9d2e7d2db5f3eea49e6bdbfad9de0e0
    Because light rushes are dangerous.

    Ilya Muromets “The shotgun”
    http://mwo.smurfy-net.de/mechlab#i=54&l=c2ee2a67adb153ce45ef8625c2a20da521d9d5f9
    Lbx30 is great for light mechs or any close range brawling.

    Firebrand
    http://mwo.smurfy-net.de/mechlab#i=81&l=2ee4ebe72f18319427c8e210455bc9c21243d68e
    Speed is really important in CW. This mech has the same pinpoint hit of dual gauss, but takes advantage of the firebrand speed. AC10 and PPC would have the same extra travel speed of 950, but after quirks PPCs travel at 1140 and AC10's travel at 1045. Not perfect for pinpoint damage, but very close. The quirk of 15% heat reduction for the PPCs allows you to church out 30 pinpoint damage several times in a row.

    ------------------------Assault Mechs---------------------------

    ---Super-competitive Tier:

    None

    ---Competitive Tier 1

    STK-4N “The Future Meta”
    http://mwo.smurfy-net.de/mechlab#i=49&l=62c0799837e5d0aa333782aea9eba26483698488
    Keep on eye on this one folks. It will become the new meta. The stalker has the biggest buffs to large lasers out of the mechs that can boat 6 of them. Now that you can fire 3 at a time without ghost heat this mech has become a monster. The 20% heat reduction alone makes it ferocious, and that is not the only large laser quirk given to it. It has a standard engine and is an absolutely amazing brawler. If it had speed and slightly better torso mounted hardpoints, this mech could make it into the super-competitive tier. It can still peak with the arm mounted weapons fairly well.

    BLR-3S “Thunderbolt replacement”
    https://www.mechspecs.com/threads/blr-3s-epys-thunderbolt-replacer-2x-lpl-4x-mpl-std340.8862/
    Thinking about bringing a 7MPL thunderbolt but feel like you have the tonnage and should bring something bigger? Bring this.

    BLR-1S “The NS Sniper”
    https://www.mechspecs.com/threads/blr-1s-a-perfectduck-inspired-battlemaster-4x-erll-xl400.8882/
    25% range + a range module brings the ERLL effective range to 911. This mech is oversized for the job, but if you have the tonnage why not make it happen. Frontload you armor, only peak your amazingly high torso weapons and win any long-ranged battle due to the combo of range and impenetrable armor. Don’t brawl. If you do brawl, the torso twist is fast with such large engine and your arms can take a beating.

    BLR-1G
    https://www.mechspecs.com/threads/blr-1g-epys-alphamaster-version-2-3x-lpl-4x-ml.8878/
    One of the downsides of assaults is that they get left behind in CW and they have a hard time responding to a fast rush. This is the solution. 20 DHS, a nasty 53 damage alpha, excellent energy locations for peaking, great speed at 81.2 KPH, and a lot of laser buffs. The medium lasers after modules and quirks reach out to 350 while the LPLs reach out to 400. You can deal impressive midrange laser damage while keeping very short burntimes.

    KGC-000 “All Hale the King Crab”
    http://mwo.smurfy-net.de/mechlab#i=238&l=01c4e24e96d8b54f746a9ba7fa42739c8394992b
    62 damage alpha (but don’t alpha it). This takes an already ferocious ac40 pairs it with the two strongest lasers in the game and adds 114 armor.

    ---Competitive tier 2:

    Boar’s Head (AC20, 3LPL)
    https://www.mechspecs.com/threads/boars-head-epys-boars-head-1x-ac20-3x-lpl-std340.8879/
    This mech leads the push. Its entire left side is vestigial. Take round the corner with that huge left arm and absorb the first few volleys. When more targets overwhelm the enemy face someone and unleash an alpha then go back to twisting. If the arm goes you can lose the left torso as well without any loss of weaponry. You can still fire the arm lasers while twisting if you are skilled enough, and if not just look at an enemy for a split second and unload the alpha before shielding again. It runs hot, but this should force you to fire and look away instead of having a starring contest.

    As7-D-DC
    http://mwo.smurfy-net.de/mechlab#i=17&l=bbcc358b8d717577de7a8af80b3c104b26e37220
    It has a lot of armor, a huge alpha, and great shield arms. On a hot map this mech struggles. If you don’t need the ECM there are probably better options.

    Feel free to suggest your own builds that you think should have made the list or builds which you think shouldn't have made the cut.
     
  2. The Verge

    The Verge Moderator Staff Member

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    I disagree with basically all of this. It's really surprising.
     
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  3. Durandal

    Durandal Min-Max Maniac

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    I would actually reverse those, especially in comp play (MRBC, etc) and premade vs premade, and there are several reasons...but first, we'll look at the S. The 7 MPL version you've posted is actually very rare...I see people using the 5 MPL version instead, which provides better speed (bigger engine), and better long-term DPS (better heat mitigation), as well as including jump jets, one of the most powerful things this chassis can utilize. Even with the S heat gen quirks on MPLs, it still runs very hot with 5 or 7, which means it can't sustain a fight as long. Also, it does of course have the range advantage.

    Comparatively, the A can run 8 SPLs with good heat efficiency and keep an XL295 and at least one JJ, making it an effective strike fighter. In the time it takes to get 2 MPL alphas out, with full modules and mastery the A can fire 4 times...but more importantly, the beam length of those 4 shots is incredibly short, meaning more of the damage gets focused in on a single component, making critting/stripping/killing mechs much easier, whereas MPLs suffer from a longer kill time. At 150 KPH, the A has more than enough speed to overcome the range deficiency, so long as the pilot moves well enough, but more importantly they can sustain their fire for longer in a protracted fight without having to disengage or start chain firing, allowing them to put out a lot more damage over the course of a battle.

    Honestly, every comp match I've played, the A has been beating out the S every time because it's such a precision scalpel of a mech; I've mentioned before that I actually have difficulty getting 1,000 damage games in it, because it kills things too quickly (#firstworldproblems). Even compared to the S, I would say the A is the most dangerous light mech on the field right now...until the Arctic Cheetah comes along anyway. Then we'll see.

    Some other notes: The Raven 3L shows up a lot in comp as both the Superchicken (2 ERLL) and light hunter builds (3 MLas, 2 SRM4), and is very effective. The FS9-A is better, but that ECM helps a lot.

    For mediums, the Wolverine 7K, Griffon 3M, and Shadowhawk 2K are all among the most effective competitive builds, since league play usually dictates how many of each mech can be in a specific drop...and all three of those are amazing at hunting lights with SRM builds. They also work well in CW, provided you have an aggressive group, as they completely negate the Clan range advantage in favor of brawling tactics, which a lot of IS mechs handle well (and most Clanners don't set themselves up to brawl in CW these days).

    Assaults, I fear the 4x UAC5 King Crab build far more than I will ever fear the dual AC20 builds. For the setup you're using, you could easily run dual gauss instead and have more long range punch AND be basically heat neutral. The STK-4N is, naturally, a beast, and in CW is one of the few mechs that can fight at range vs clanners (though it's not recommended).
     
    Last edited: Mar 14, 2015
  4. Epydemic2020

    Epydemic2020 Well-Known Member

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    I admit the FS9-A is considered by most to be more competitive.

    The FS9-A, H, the Huginn, these all do similar things. One thing the FS9-A does better than all of them is hit people in the face for 42 damage. It also nets a lot more instant kills. In CW especially, during large pushes people often don't turn around properly. If you end up chasing a light rush you can sometimes kill three mechs in a row with three alphas.

    One thing the FS9-A can't do as well is headshot a overheated mech.

    There is no denying though, the FS9-A is powerful. I think the Huggin is most comparable to that particular mech in function.
     
  5. Durandal

    Durandal Min-Max Maniac

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    Huginn is powerful...but the FS9-A has major advantages over the Ravens in general (better hitboxes, JJs)...and vs the Huginn, the lack of any projectile weapons is a boon. Hitscan wins a lot of fights like that for a reason. ;) As for head shots, I try not to build a mech that relies on something that you can't make happen with regularity. I know I can shred just about anyone with SPLs...head shots are so random that they are hard to rely on hehe
     
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  6. Epydemic2020

    Epydemic2020 Well-Known Member

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    I think we largely agree. (huginns do get JJ's tho). Some raven's don't suit my playstyle at all (2x, 4x). I Agree the firestarter chassis as a whole is superior.

    I was expecting the most damaging laser alpha on a light to come with some serious tradeoffs. I used to run a rather impractical build with a 44 damage laser alpha for kicks, its heat was horrible (as was the build but it was fun). That being said, the FS9-S has fantastic heat, but keeps the insta-killing power. It's better able to play the roll of a heavy (attacking from the front at mid-range) and is better able to play the "I killed your medium before he could even turn" game.
    Most really good pilots, if not caught out of position, will take one alpha to the back and start calling in reinforcements and twisting. With 7MPL, it doesn't seem to matter. That wolverine is dead before he ever thinks about torso twisting. The fight is over, you lose no armor, and if he doesn't warn his team in 2 seconds you can take your next victim without hesitating.

    With that insane firepower it plays just like an extremely fast heavy, and I quite like that about it. Dropping lasers for heatsinks, JJ, or speed makes this mech play more like a light, but then it loses what is so unique about it.

    If you want a good midrange gate jumping speed demon, the FS9-H is there. Usually I bring both.
     
  7. epikt

    epikt Benefactor

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    I'm curious, in which competitive team do you play and in which league are you engaged?
    edit: my bad, I skipped the intro. I suggest you change your title to "Community Warfare IS tier list", because comp and CW are pretty different.

    PS: http://metamechs.com/mwo-tier-lists/
     
  8. Epydemic2020

    Epydemic2020 Well-Known Member

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    Epikt, I should have specified more clearly. I'm talking about CW, not being part of a league.

    I must say, I don't like metamechs all that much. A lot of their builds don't even strike me as good. Take a look at their hunchback 4J. It is terrible. Somehow they managed to build that mech with less speed and less armor, and decided not to put the tag laser in the head. Or the Trebuchet missile boat without enough ammo.
     
  9. Motörhead

    Motörhead Benefactor

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    The Firebrand build is really interesting !

    I'd go for more armor (many go for the legs in CW, 36 is really too low for an heavy, even with a leg-friendly geometry) and cooling, but the concept is great ! (0 slots free with FF too, wich I love)

     
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  10. epikt

    epikt Benefactor

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    Well, I with you on this, but it's kind of a problem if you're writing a competitive tier list, isn't it?

    I suppose you're talking about this build. (taken from the IS list). Strange indeed but I suspect the TAG misplacement is a simple mistake since I see this build on the other list. As for the Treb (this one) it looks perfectly fine to me. Those two are the best medium LRM boats, and maybe simply the best LRM boats for a comp lineup (a weird idea though).
    About the ammo, that's way enough, I'm actually surprised they load so much. Most leagues are played in 8v8 and targets go down much quicker in comp than on CW anyway.
     
  11. Epydemic2020

    Epydemic2020 Well-Known Member

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    I meant I'm not a fan of all that that website (named metamechs) and all of their builds.
    I don't really like running current meta's anyway. My dropdeck usually sports the 7mpl firestarter, the missile boat, the medium laser firestarter, and a battlemaster.
     
  12. Epydemic2020

    Epydemic2020 Well-Known Member

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    Showcasing the builds from the guide Firestarter 9s, Firestarter 9H, Hunchback 4J and a Thunderbolt 5SS:
    [​IMG]
     
  13. The Verge

    The Verge Moderator Staff Member

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    If I may, Request Title be changed to something more specific. Something like
    CW - Inner Sphere Competitive Tier List
     
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  14. epikt

    epikt Benefactor

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    Actually "Personal favourites" would be better, because half of the builds are pretty exotic and nowhere to be seen on any other similar list.

    Too bad it's made by players from a high tier competitive team, knowing what builds are played at competitive level.
     
  15. Epydemic2020

    Epydemic2020 Well-Known Member

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    I think the main problem is how these builds transfer over into community warfare.

    If you want to play a competitive 8 man, fine. But this list is supposed to be about mechs where you get to bring 4 of them, you get to fight for much longer periods, and you have multiple waves of enemies. If you want to try and just pick mechs off of the competitive list and play them in CW they probably won't be the worst mechs in the world, but they won't be optimal either.
     
  16. enileph

    enileph Star Lord

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    CW builds can be different. Most obvious thing is the high ammo count on weapons. That and mobility are either less important (for turret type and gunbunnies) or super fast blitz for zerg rush warfare.
     
  17. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    There's a lot of great choices on there, Epy. However, I do disagree with the Assaults and lights...

    There is NO arguing an FS9. Each variant has it's own unique way of RUINING people's days! Great chassis! (Though, I've never tried 7x MPL) o_O

    I would take a BNC-3E (Trip AC/5, 2x LL, STD340) or BNC-3M (3x LPL, 5x MLas, STD350 or 8x MPL) over any of the Battlemasters or Crab. STD Engines, great DPS and some of the best quirks assaults can get.

    Also, despite other Ravens having nice quirks, you cannot argue with ECM. Especially in the larger CW maps. I'll take a superchicken all day over a faster firing, slower, un-ECM'd mech.

    I would also put it on the table that a BJ-1X (8x MLas, STD280) SHD-2K (3x SRM6+A, 3x MLas, STD280, 1x JJ, 5t Ammo) and TDR-9SE (2x LPL, 3x MLas, STD280, 2x JJ, 18DHS) make excellent additions to a drop deck. All drop with STD engines, 2 of 3 have JJ for increase maneuverability over terrain and agility in combat, 2 of 3 are only energy so there's no worry for running out of ammo, and the BJ and TDR have EXCELLENT quirks for energy builds.
    BJ-1X: -12.5% MLas Cooldown -30% to Heat Gen, Range, and Duration
    SHD-2K: -7.5% MLas Heat Gen, -7.5% SRM Cooldown
    TDR-9SE: -7.5% Energy Cooldown, -7.5 Energy Duration, -30% LPL Heat Gen, +30% LPL Range

    The BJ-1X is a powerhouse with these, the TDR-9SE turns into a MONSTER and the SHD-2K is still a damn force of firepower for a jumping, 90kph, 55 tonner with a 50+pt alpha...


    Just my 2¢

    Good insights and explanations of your choices, regardless of if we agree or not. Hell, I don't think it's POSSIBLE for all of us to agree 100% on these kinds of lists. At the very least, it starts a good discussion for people's opinions on ISCW.

    Cheers.
     
    Last edited: Mar 16, 2015
  18. Epydemic2020

    Epydemic2020 Well-Known Member

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    I agree with the 3E. That mech should have been on this list. The Misery is another mech that could make it.

    I debated with myself a long time whether or not put a wubshee on her compared to a wubbattlemaster. Here is my explanation as to why I personally go with either of the two battlemasters over the wubshee.

    These mechs share the same medium laser quirks (although the battlemaster has much better medium pulse quirks). The only real differences between the two mechs are speed, hardpoint location, and armor. The Banshee wins on armor. The Battlemaster wins by about 10 KPH (if you use STD engines in both). They should both be able to boat 22 DHS. The battlemaster can torso twist a bit better, but the Banshee is still able to perform this task well after being elited. The real difference is hardpoint locations. The battlemaster has the best torso mounted hardpoints in the game. You can simply hit mechs that can't hit you back, and you never end up shooting an alpha that has some of your lasers bump into terrain.


    I won't be running any chickens in my personal dropdeck. My speciality is lights and I really enjoy playing serial killer as opposed to a supporting mech. That and I love extremely fast speeds. That being said, I think you are going to see some competitive teams start incorporating that 3LL raven. I think its a better mech for actual competition than for CW in paritcular, but I think some teams could make it work if they incorporate it into their strategy.

    I never really considered a blackjack or shadowhawk (shadowhawks are a great chassis but they recieved no quirk lovin). However, that Thunderbolt looks pretty awesome.
     
  19. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Amen!

    Even this newest quirk pass... It seems that PGI saw how well they performed pre-quirk and decided they must keep them nerfed to hell. Same with Victors and LowLanders. Just rude. (Don't even get me started on the JOKE quirks that Summoners received... 1-2%???)

    I'm with you on lights. I prefer crankin' out the speed and using quick strikers, but, the utility a 3L brings has been so hammered into my head by my Merc Corp that I have trouble now not seeing what an incredible advantage for the team having an ECM sniper is. That said, I still love my FS9s and Jenners to death! I blame my drop commanders for my affinity for the Chicken. ;)

    I understand your point about the Battlemasters. However, to get the same cooling efficiency on a BLR as a BNC with similar 3x LPL loadouts and a STD engine, you have to drop down to a 325/330 - only gaining about 3-4kph over the BNC and losing nearly 100 points of armor and one MLas... With an XL you can make a GREAT 3x LPL, 4x MLas BLR that's fast as hell with some nice quirks, but, that's an XL brawler... I worry.

    That said, I haven't played BLRs much since a while after Phoenix dropped and barely at all since the quirkening. They do have great hardpoint locations and better quirks. I'll have to check them out as Pulse boats. Thanks for the insight!
     
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  20. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Also, you can do an ECM Triple Large 3L... You just run at 100kph. Or 115kph w/ lower cooling and armor... Still gives the superior firepower and ECM, but, doesn't give the great quirks... I am just hard pressed to give up that indispensable ECM cover.
     
    Last edited: Mar 17, 2015
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