Hi all, recently got back into the game after an absence and been trying to remember how to play. I've been playing around with a TBR sniper with support weapons and I notice I keep having issues with being flanked, so I slapped some SRMs onto a sniper, tell me what you think: The 3 JJs are a bit overkill but I like being able to vault in Canyon. Is the TBR-A left torso out of the meta? I see the "bunny ear" problem but those high mounts are cool. And yes I know this is worse than strictly doing all ERLLs. EDIT: Did not fully adjust the armor allocations so ignore that; if I had I would frontload 60 pts. on each torso to help deal with the bunny ears problem and probably 80 on the CT.
Why not put all the 3 ERLL in the LT? Changed the SRM6 into an SRM4 because of same cooldown and spread, makes it easier to use reliably close range (and adds a little bit of armor)
Nice; thanks for that, I'll play around with it. EDIT: The reason I didn't put the 3 lasers into the LT is because I'm slightly paranoid about losing that torso and then 3/4 of my ERLLs. That and having one in an arm gives me slightly more utility at using them in close range and corner-peeking with either side. D-Double EDIT: Do you think I might drop the TCI? I don't know how much utility it's giving this build over Advanced Zoom versus, say more armor/ammo/heat sinks?
short answer, no. And ERLL are best used from range, high hardpoints. You have bursty SRM4s for close range (though it's still best to take second line and stay ranged)
What about sniping with the left side and short range defense from the right side? You can acquire at least 1 missile ammo node easily for your SRMs, so 1.5t should be enough for the backup weapons. Arm mounted ERML will reach out to nearly 1k as well (remember, they are back to double their effective range for the max range). They are also fully actuated so you got some tools for aiming up and down (shooting UAVs is a thing!) or for fighting fast mechs close up. The heat efficiency from using triple ERLL should be pretty ok. Try to shoot them in groups of 2, so here we are looking at a 2-1-2-1-2-1... rhythm here. This should be sufficient for some nasty long range damage farming and won't overheat you anytime soon. When filling your skill tree, take advantage of your massive amount of DHS (= aim for some points into Cool Run). Finally, using 1 JJ should be fine here as you're not a classic poptart. 1 JJ is sufficient for a lot of small obstacles, climbing small hills and so on. Here's a proposal for skilling such a mech: https://kitlaan.gitlab.io/mwoskill/?p=jsonbin1.597c7db3d3dc77608b0262e2&s=Weapons Please share you're experience here!
Good suggestions Aylek! I personally prefer to have the ERLLs on chainfire, and doubleclick or single click based on my heat. As long as you never click three times in a row, the ERLLs will be easy to manage that way I've only been using them with laser vomit so far (3ERLL, 4ERSL), but it's interesting to combine with missiles, as it also makes your right torso better at blocking fire. I tend to lose the LT even when twisting. My edit from your build: Regarding the question about the TC1: definitely worth it for laserbuilds due to the instant 4% beam range, and a little increased crit.
My worry is taking too much of my build into mid-range combat will make it kind of a range-schizophrenic build; as far as I know I get the most out of ERLLs when I'm at or past 1Km range to magnify the range advantage. Is an ammo node a skill tree thing? I'm currently being a child and not using the skill tree for frankly childish reasons. EDIT: That and it feels like I'd lose out on a powerful alpha strike going from 3 to 4 ERLLs. EDIT 2: Looking over the skill nodes now, I feel like I'm going to be hitting the Sensor, Survival and Mobility trees pretty hard; the TBR is surprisingly sluggish.
You'll want Firepower for the heatgen/laser duation, 9 points in operations for the easiest heat containment/coolrun, and the rest mostly mobility and sensors. Survivability tree is still decent, but without quirks to multiply mobility and survivability are pretty close. You'll end up in mid range at some point in PUGs anyway. cSRM4s aren't heavy, just a little insurance in close range,like AMS is insurance for LRMs. the ERMLs are great in addition to cHLL or cERLL, still useful up to like 600m. You can always invest the SRM4 tonnage into more heatsinks, if you don't like spending 3.5 tons on an insurance policy, but I think the burst is a good reason to include them.
Thanks for that, still wrapping my head around the skill trees. Do you know any good resources on how to spend skill points?