[MEDIA] I like the concept of this build - given how often I am in an Oxide, that shouldn't be a surprise. There are two Oxide builds; 4xSRM4 and...
[MEDIA] Another no missile variation. A little more brawler and closer range. Swapping to a Standard engine doesn't work out - to maintain the...
[MEDIA] It sure does - stared at the loadout for too long, could not figure out why it didn't match my MWO mech load out... stupid hiding ammo.
[MEDIA] I am finding it harder to balance Missiles, Ammo and direct fire with the Tempest. So I gave up on Missiles and Ammo.
If you are going to play at Large Laser range, take a few LRMs with you. 200m is close enough to brawl - stay out of SPL range - you may even 1/2...
[MEDIA] Heat is not your friend here. :rage::rage::rage: The mech works very well at all ranges, but, very differently. Long Range, stick to the...
[MEDIA] If you are going to brawl with SRMs, mech speed and Damage per second are critical. Changed to SRM2s and upped the Engine to near max -...
Gave up arms armour to get the full 270. Only a 10 kph difference, but, speed is armour. As a hit and run mech... running is more important....
What does the Command Console do for you? I have seen it used in LRM builds for the range and Target gathering. Not clear how it gives a brawler a...
Nice mix on this mech of the long and short. The LRMs give you the range and support fire and LRM25 is enough to be effective. The two LRM5 are...
Isn't this the Big Stick mech with a slightly bigger engine ?
Tried this build in on the test maps today - not for me. Dual Gauss is a nice alpha, but, makes no sense on the QKD. Too little armour to be moving...
XL245 to give enough speed to get to the sniping positions - you need the long range ability to hit with SC2, or forget this mech. 2xLRM10 give nice...
This mech is a little slow for my liking, but, pairs well with a heavy group. More than enough speed to find the enemy and inflict a little damage...
Personally hate Machine Guns - they keep you looking directly at the enemy while they fire back at you. The variant drops MG in favour of AC2s for...
two problems with this build,as I saw it; Lights and Heat. My solution Machine Guns. We have the slots, lets use them ! [MEDIA] Once the LRM...
I hate loading two types of Ammo... getting balance right drive me nutz. as a "by the way", the AC5 and UAC5 needing two types of ammo makes no...
I have been running the 3xAC2 version of this Dragon since first day I could afford it. Suffering the continued decline of its impact with every...
LPL and SRM6 work well together - with heat being a problem, consider losing the MGs. Never a big fan of MGs - the continuous fire means that you...
Ran a Hunchie with 6 Flamers a while back - Fun to see the reactions, but, only useful when fighting a mech on its own. If you can find a hot mech,...
It is not so much philosophy as a simple question which has gone off in a few very interesting directions. My style of play changes with the mech...
Heat is such a problem with the 4xERL - its the ghost heat that gets you now. Better running 2xERL and 2xPPC - easier heat management.
I ran a similar build for a while - got tired of being lunch for lights. 2ML not enough to defend yourself in close :whacko:
What makes a better lancemate; high damage in a match or higher kills? I have much builds that excel at both and have the same win:loss rates with...
I have been running "my" version of this mech for a few days. Placed the PPC in the arms - lights like to shoot off the arms and I don't want to...
I came up with this build as well - been running it for a while. The tubes are a pain, and I wish they would be "fixed". not withstanding "funny"...
Speed and Heat are decent in the mech and the mix of ranges is nice, but, the MGs give me pause. Hunchies that always look at their targets tend to...
Will try the armor shift - survivability is a challenge wit this build. Otherwise, stickin with the original. 5kph is not going to help much and...
[MEDIA] Yes, it runs hot. Very difficult mech to play, but, very satisfying when you do. 3 Groups; 1 - 3MPL, 2- 6MPL, 3 - 9MPL chained. Two...
Nice alpha and reasonable cool down period. Enough fire power to deal with lights and poke a hole in Assaults. [MEDIA]
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