The name says it all. This is not a brawler, and this is not a mech built to take a lot of hits. It's a mech that was purely designed as a fire from limited cover, at mid-long range. If you charge in with it, you will die in a fiery wreck, but if you conserve ammo, and play smart... Basic strategy rundown I've used, is keep the ACs and LRMs set to chain-fire, while the medium lasers purely act as a back-up or last resort. Stick close to or behind some form of cover, keep a clear line of sight, and commence some hefty sustained fire. The usual result I've observed so far in pug drops were either an all-out retreat of whomever was on the receiving end of this barrage, or, if they were unfortunate enough to be out in the open, having the armor stripped from their CT. Of course a lot of this build could be easily modified to fit one's personal preference, such as macro'd UAC5s, or perhaps something with the energy points at the expense of ammo/armor. The basic idea remains. The Mech: The Potential: This is also my first 'custom' mech that I've posted here, so be gentle.
I would run your ammo as such. I like the loadout, and all the speed. Just stay back and hit them when you are ready. 5-5
Welcome to mechspecs! Not sure about chain firing LRM5 is worth it. I rather have one LRM15 instead. It is a bit heavier, but also runs cooler. That and chain-fired LRM5 gets AMS down more so they are less effective.
I thought about switching to a larger LRM, but what I've observed so far is that, while an LRM 15 or an LRM 20 can do a higher damage per hit, a miss with one of them will cost you 15 or 20 missiles, as opposed to only losing 5-10, depending on much you conserve your LRM 5s. Meaning a larger % of both your ammo, and potential damage are lost. It also adds to the idea of "suppressing fire". People seem to be a lot more inclined to drop back behind cover when they see a stream of missiles heading their way along with that Incoming Missile warning, than they do with a single LRM 15.
5 stars from me. I'm running this version of it: Trades some speed and AMS for 2 ERLL's. Loving it so far. 695 dmg 8 assists in my first match with it on Mordor.
Dear Alpha087, at first, I couldn't get along with this loadout. The reason that I figured out was that I was really looking for situations, where I could use the "supression fire", like 1on1 situations in midrange. But finding them or even creating them was rather hard. What I then did, was just beginng as a normal LRMCarrier, "tagging" a lot of targets and then let them come and tagged them with the AC5. After some rounds more and more situations appeared when i could use both weapons (+ MLs!) alltogether. And then it was REALLY fun to play... What I also recognized is, that I stayed alive a lot more than in other Mechs 5-5 from me Aru
congrats to the highscore, but i don't think this is a 5star build. Triple LRM5s are useless against AMS, so imo wasted tonnage, and C.A.S.E. with XL Engine? Sorry. Absolutely Fail. This here is more powerful and still no 5star build. Personally i would go for this here:
Thank you Blagg. Obviously this loadout may still work for me (as a beginner) although not being optimal. What do you think about Vergere's Variant?
let me guess - your main damage coming from the AC5+MLas Combo? Have you tried the LRM20+A instead of the Triple LRM5s? I bet you'll do even more damage/kills with it. Vergere's Variant is good for Sniping but Ammo-wise it's inferior to your build, but having some more LRM.Punch and also Close Range Punch. It's a jack of all trades with four different weapontypes, making it difficult to use in Weapongroups (at least 4)
Hey Blagg, I am not 100% sure, but tbh, the lrm5 are doing their job. When I see AMS destroying them, I just don't fire them long-range. Main dmg is AC5 for sure, but when I see the distance getting larger than 150m I chainfire the LRM aswell, seeing them hitting fully. I admit, I am a beginner, not knowing the elementary weaknesses of the build, but chainfiring the LRM5 seems to scare hell out of some people (with AC5s hammering on them as well). Thank you for sharing your thoughts, man
yeah sure, IF the enemies don't have AMS they definitely do their job, but IF they have AMS, you say it yourself - you don't/can't fire them. With an LRM20.Launcher you still can give them that additional indirect Firepunch. In some situations that extra Punch decides whether you or your enemy dies first. Imagine all of the enemies have AMS - what you do? -> LRM5s can't use -> wasted Tonnage. LRM5s are only scary if you have at least 4 of them, so you can combinefire them like an LRM20.Punch for Anti-AMS.
With the recent LRM buff and builds that I've run similar to this one on my Protector, I'd say this deserves a five star rating.
Ironically the new quirks really do fit the OP's build.... the new need is MORE AMMO and much care with heat management! Additional Structure L/R Arm 6 Additional Structure L/R Torso 8 AC/5 Cooldown 20% Ballistic Weapon Cooldown 10% AC/5 Velocity 20% Ballistic Weapon Velocity 10% Energy Weapon Range 12.5% LRM/5 Cooldown 20% Missile Weapon Cooldown 10%
Decent compromise. About ammo I think if you fire all this amount you did good, looks quite interesting as CW defensive mech.