KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited May 2018
Unchecking it removes a doobrie on your mech's arm that seems purely cosmetic in MWO.
In the board game, actuators in your arms gave you more melee damage and arc of fire, but could be critted to make things less effective. Not having arm actuators meant you could "flip" your arms and reverse your fire arc, which was pretty cool.
Man I am not having a good time trying to find an optimal weapon set for my Timber Wolf. The single ERLL on the torso wasn't making as much of an impact as I would've liked, so I swapped it to a medium pulse, bringing that count to 5. And so of course I can't fire for long because my heat builds up pretty hard in that setup. So I'm back to each arm having an ERLL, and I've downgraded to 3 small pulse lasers as support close fire along with the MGs. And it feels... all the weaker. Plus now I'm back to that problem of the ERLLs being set so low that I have to be extremely mindful of what I'm trying to shoot over, and how high the target is.
I mean, ultimately when I do find a good weapon config it will have all been worth it and this heartache will enhance that feeling. Just... grumpy :P
Hmm...looking into more unorthodox builds (since I know my usual loadout is not for everybody), and I came up with 2xUAC10+4xERSL. I wonder how it'll do...
One of the ballistic slots on Timber Wolf Prime is on the center chassis, meaning it is limited to a machine gun of some sort.
Switch the left torso to the -S variant. You get enough crit slots for an Ultra-10 and also get 2 jump jets.
The jump jets I'll pass on, but y'know...maybe I should swap the torsos out? I really want to provide LRM support (on smart targets, not just firing into an AMS cluster)... but it's not working out like I'd hoped. LRMs feel very weak in this game. Are there ballistic left & right torso omni parts?
So, here's the thing with omnimechs and omnipods:
If an omnipod has jump jets installed, they are fixed equipment and you can't remove them.
And with the Timber Wolf, the only left torso that has a ballistic slot is the one that has a pair jump jets. Otherwise, you can keep your -Prime variant right torso for ballistic shenanigans.
Balls, clan tech being fixed in some ways really irks me. OH! On that note I have a question. On the arm omni pods, they have a check box for something about a "lower arm actuator" or something to that extent. What is that for / what does it do?
Lower arm actuators let you have some amount of lateral aiming with your arm-mounted weapons. If you have both lower arm and hand actuators, you get full range of motion and aiming ability with your arm-mounted weapons (can shoot at nearly 90-degrees to your side (actually, it might be closer to 75-80 degrees)).
EDIT - and without lower arm actuators, your arm-mounted weapons are restricted to the lateral arc of your torso twist (but they will be able to aim high/lower than your torso pitch angle).
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
+3
MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
Man I am not having a good time trying to find an optimal weapon set for my Timber Wolf. The single ERLL on the torso wasn't making as much of an impact as I would've liked, so I swapped it to a medium pulse, bringing that count to 5. And so of course I can't fire for long because my heat builds up pretty hard in that setup. So I'm back to each arm having an ERLL, and I've downgraded to 3 small pulse lasers as support close fire along with the MGs. And it feels... all the weaker. Plus now I'm back to that problem of the ERLLs being set so low that I have to be extremely mindful of what I'm trying to shoot over, and how high the target is.
I mean, ultimately when I do find a good weapon config it will have all been worth it and this heartache will enhance that feeling. Just... grumpy :P
Did you know you can fit 9 medium pulse lasers on a Timberwolf?
You can even fire them once.
I'd rather not, I'm very mindful of the "multiple of a same weapon generates more heat than usual" thing. This is why I didn't jump on the Nova right away, as hilarious as it'd be. Whenever I was bored with Mechwarrior 2 I would alpha strike my way to detonation.
You fire them in two groups, half a second wait in between.
Man I am not having a good time trying to find an optimal weapon set for my Timber Wolf. The single ERLL on the torso wasn't making as much of an impact as I would've liked, so I swapped it to a medium pulse, bringing that count to 5. And so of course I can't fire for long because my heat builds up pretty hard in that setup. So I'm back to each arm having an ERLL, and I've downgraded to 3 small pulse lasers as support close fire along with the MGs. And it feels... all the weaker. Plus now I'm back to that problem of the ERLLs being set so low that I have to be extremely mindful of what I'm trying to shoot over, and how high the target is.
I mean, ultimately when I do find a good weapon config it will have all been worth it and this heartache will enhance that feeling. Just... grumpy :P
Hmm...looking into more unorthodox builds (since I know my usual loadout is not for everybody), and I came up with 2xUAC10+4xERSL. I wonder how it'll do...
One of the ballistic slots on Timber Wolf Prime is on the center chassis, meaning it is limited to a machine gun of some sort.
Switch the left torso to the -S variant. You get enough crit slots for an Ultra-10 and also get 2 jump jets.
The jump jets I'll pass on, but y'know...maybe I should swap the torsos out? I really want to provide LRM support (on smart targets, not just firing into an AMS cluster)... but it's not working out like I'd hoped. LRMs feel very weak in this game. Are there ballistic left & right torso omni parts?
So, here's the thing with omnimechs and omnipods:
If an omnipod has jump jets installed, they are fixed equipment and you can't remove them.
And with the Timber Wolf, the only left torso that has a ballistic slot is the one that has a pair jump jets. Otherwise, you can keep your -Prime variant right torso for ballistic shenanigans.
Balls, clan tech being fixed in some ways really irks me. OH! On that note I have a question. On the arm omni pods, they have a check box for something about a "lower arm actuator" or something to that extent. What is that for / what does it do?
Lower arm actuators let you have some amount of lateral aiming with your arm-mounted weapons. If you have both lower arm and hand actuators, you get full range of motion and aiming ability with your arm-mounted weapons (can shoot at nearly 90-degrees to your side (actually, it might be closer to 75-80 degrees)).
Details like this... I really, really love this series.
0
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Fliparms was always totally sweet. Run away in your Blackjack while peppering the enemy with annoying AC2 shots, etc.
So. I think the only 'improvement' to this build would be to remove the MGs and ammo, and switch in some SLs and a heatsink, or remove the MGs/ammo/MLs and upgrade the AC5 to an AC10. Though the AC5 is just way more efficient at the tonnage.
3DS FCode: 1993-7512-8991
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited May 2018
Another day of this game deciding to pour nothing but love all over me.
I take an Assassination mission. The last time I did this, I ended up with a complete K2. This time? I go 3/14 for salvage, knowing what it could lead to.
The target was in a Quickdraw, and had for backup a Panther, Jenner, Centurion AL, andThunderbolt. Holy crap.
I then proceeded to Melt (Blenderize? Chipper-Shredder?) the pilots in the Thunderbolt, Centurion,and Quickdraw. The chassis selection here is choice.
I only get three priority salvage, so of course I take the THUD. Then, the game gifts me a complete Centurion AL, which will go nicely with its brother being refit for LURM duty.
Another day of this game deciding to pour nothing but love all over me.
I take an Assassination mission. The last time I did this, I ended up with a complete K2. This time? I go 3/14 for salvage, knowing what it could lead to.
The target was in a Quickdraw, and had for backup a Panther, Jenner, Centurion AL, andThunderbolt. Holy crap.
I then proceeded to Melt (Blenderize? Chipper-Shredder?) the pilots in the Thunderbolt, Centurion,and Quickdraw. The chassis selection here is choice.
I only get three priority salvage, so of course I take the THUD. Then, the game gifts me a complete Centurion AL, which will go nicely with its brother being refit for LURM duty.
This game, guys.
After 2 assassination missions resulted in a target with a heavy (and a heavy escort), I decide 'Hey, I'll do one with max salvage'. Target is a heavy......vehicle and 4 light mech escort.
Another day of this game deciding to pour nothing but love all over me.
I take an Assassination mission. The last time I did this, I ended up with a complete K2. This time? I go 3/14 for salvage, knowing what it could lead to.
The target was in a Quickdraw, and had for backup a Panther, Jenner, Centurion AL, andThunderbolt. Holy crap.
I then proceeded to Melt (Blenderize? Chipper-Shredder?) the pilots in the Thunderbolt, Centurion,and Quickdraw. The chassis selection here is choice.
I only get three priority salvage, so of course I take the THUD. Then, the game gifts me a complete Centurion AL, which will go nicely with its brother being refit for LURM duty.
This game, guys.
After 2 assassination missions resulted in a target with a heavy (and a heavy escort), I decide 'Hey, I'll do one with max salvage'. Target is a heavy......vehicle and 4 light mech escort.
I love to hate Battletech in all of it's glory
"Hey! Arano! I'm trying to run a fuckin' business here!"
People are still wondering how to build their K2s, even after this post?
It takes advantage of the super buffed AC5 paired with PPC to make the most of single heat sinks, efficient ML backup, and critseeking MG melee finishers for when you eventually need to cool down. Oh, and max armor everywhere except the rear, where you have something like 40/50/40.
Why are you putting your AC5/PPC K2s into ranges where they can actually take advantage of their MGs? Far better to convert that weight into heat sinks.
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Man I am not having a good time trying to find an optimal weapon set for my Timber Wolf. The single ERLL on the torso wasn't making as much of an impact as I would've liked, so I swapped it to a medium pulse, bringing that count to 5. And so of course I can't fire for long because my heat builds up pretty hard in that setup. So I'm back to each arm having an ERLL, and I've downgraded to 3 small pulse lasers as support close fire along with the MGs. And it feels... all the weaker. Plus now I'm back to that problem of the ERLLs being set so low that I have to be extremely mindful of what I'm trying to shoot over, and how high the target is.
I mean, ultimately when I do find a good weapon config it will have all been worth it and this heartache will enhance that feeling. Just... grumpy :P
Hmm...looking into more unorthodox builds (since I know my usual loadout is not for everybody), and I came up with 2xUAC10+4xERSL. I wonder how it'll do...
One of the ballistic slots on Timber Wolf Prime is on the center chassis, meaning it is limited to a machine gun of some sort.
Switch the left torso to the -S variant. You get enough crit slots for an Ultra-10 and also get 2 jump jets.
The jump jets I'll pass on, but y'know...maybe I should swap the torsos out? I really want to provide LRM support (on smart targets, not just firing into an AMS cluster)... but it's not working out like I'd hoped. LRMs feel very weak in this game. Are there ballistic left & right torso omni parts?
So, here's the thing with omnimechs and omnipods:
If an omnipod has jump jets installed, they are fixed equipment and you can't remove them.
And with the Timber Wolf, the only left torso that has a ballistic slot is the one that has a pair jump jets. Otherwise, you can keep your -Prime variant right torso for ballistic shenanigans.
Balls, clan tech being fixed in some ways really irks me. OH! On that note I have a question. On the arm omni pods, they have a check box for something about a "lower arm actuator" or something to that extent. What is that for / what does it do?
Lower arm actuators let you have some amount of lateral aiming with your arm-mounted weapons. If you have both lower arm and hand actuators, you get full range of motion and aiming ability with your arm-mounted weapons (can shoot at nearly 90-degrees to your side (actually, it might be closer to 75-80 degrees)).
Details like this... I really, really love this series.
If you want to know a secret in MWO regarding the actuators. If you want crit space, you can actually just enable them on one arm and it will unlock it for both. So if you have an arm that has barely enough room for the weapon/equipment you can take it out of that one and leave it on an arm that can afford the space.
Also, the omnipods are annoying by having the restriction of not being able to remove the equipment. But there are "other" clan mechs that the clans do not speak of that do allow you to play build-a-mech.
People are still wondering how to build their K2s, even after this post?
It takes advantage of the super buffed AC5 paired with PPC to make the most of single heat sinks, efficient ML backup, and critseeking MG melee finishers for when you eventually need to cool down. Oh, and max armor everywhere except the rear, where you have something like 40/50/40.
Why are you putting your AC5/PPC K2s into ranges where they can actually take advantage of their MGs? Far better to convert that weight into heat sinks.
1) Machine Guns are cool.
2) More HS and no MGs would make sense but machine guns are cool.
3DS FCode: 1993-7512-8991
+4
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
People are still wondering how to build their K2s, even after this post?
It takes advantage of the super buffed AC5 paired with PPC to make the most of single heat sinks, efficient ML backup, and critseeking MG melee finishers for when you eventually need to cool down. Oh, and max armor everywhere except the rear, where you have something like 40/50/40.
Why are you putting your AC5/PPC K2s into ranges where they can actually take advantage of their MGs? Far better to convert that weight into heat sinks.
1) Machine Guns are cool.
2) More HS and no MGs would make sense but machine guns are cool.
Also, the omnipods are annoying by having the restriction of not being able to remove the equipment. But there are "other" clan mechs that the clans do not speak of that do allow you to play build-a-mech.
I finally got the chance to give the enemy a Highlander Burial. Been wanting to do that since I first got a Highlander. It felt great.
Then I took the head clean off a Dragon with a split fire Gauss Rifle shot.
Then I took the head clean off a Vindicator with a LLaser++ shot.
And now I am profoundly afraid of how the RNG will balance out in my next few engagements. One of my pilots is gonna die, I just know it. The law of averages wills it.
People are still wondering how to build their K2s, even after this post?
It takes advantage of the super buffed AC5 paired with PPC to make the most of single heat sinks, efficient ML backup, and critseeking MG melee finishers for when you eventually need to cool down. Oh, and max armor everywhere except the rear, where you have something like 40/50/40.
Why are you putting your AC5/PPC K2s into ranges where they can actually take advantage of their MGs? Far better to convert that weight into heat sinks.
1) Machine Guns are cool.
2) More HS and no MGs would make sense but machine guns are cool.
Huh I remove machine guns and small lasers from any mech that has them...certainly if my guy has a 'sniper' build, it's not going to find itself in melee range of the enemy, ever.
I put I think 2 AC10s in my Catapult but I'm not sure whether I actually like it. I do like the sound effects from autocannons more than from lasers so that is a big advantage.
Steam, LoL: credeiki
0
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Well, given that the build has max armor and runs fairly cool and has good punch with AC5/PPC, I'm fine having the MGs. Things devolve into melee range punch ups fairly frequently, anyhow.
Man I am not having a good time trying to find an optimal weapon set for my Timber Wolf. The single ERLL on the torso wasn't making as much of an impact as I would've liked, so I swapped it to a medium pulse, bringing that count to 5. And so of course I can't fire for long because my heat builds up pretty hard in that setup. So I'm back to each arm having an ERLL, and I've downgraded to 3 small pulse lasers as support close fire along with the MGs. And it feels... all the weaker. Plus now I'm back to that problem of the ERLLs being set so low that I have to be extremely mindful of what I'm trying to shoot over, and how high the target is.
I mean, ultimately when I do find a good weapon config it will have all been worth it and this heartache will enhance that feeling. Just... grumpy :P
Hmm...looking into more unorthodox builds (since I know my usual loadout is not for everybody), and I came up with 2xUAC10+4xERSL. I wonder how it'll do...
One of the ballistic slots on Timber Wolf Prime is on the center chassis, meaning it is limited to a machine gun of some sort.
Switch the left torso to the -S variant. You get enough crit slots for an Ultra-10 and also get 2 jump jets.
The jump jets I'll pass on, but y'know...maybe I should swap the torsos out? I really want to provide LRM support (on smart targets, not just firing into an AMS cluster)... but it's not working out like I'd hoped. LRMs feel very weak in this game. Are there ballistic left & right torso omni parts?
So, here's the thing with omnimechs and omnipods:
If an omnipod has jump jets installed, they are fixed equipment and you can't remove them.
And with the Timber Wolf, the only left torso that has a ballistic slot is the one that has a pair jump jets. Otherwise, you can keep your -Prime variant right torso for ballistic shenanigans.
Balls, clan tech being fixed in some ways really irks me. OH! On that note I have a question. On the arm omni pods, they have a check box for something about a "lower arm actuator" or something to that extent. What is that for / what does it do?
Lower arm actuators let you have some amount of lateral aiming with your arm-mounted weapons. If you have both lower arm and hand actuators, you get full range of motion and aiming ability with your arm-mounted weapons (can shoot at nearly 90-degrees to your side (actually, it might be closer to 75-80 degrees)).
Details like this... I really, really love this series.
If you want to know a secret in MWO regarding the actuators. If you want crit space, you can actually just enable them on one arm and it will unlock it for both. So if you have an arm that has barely enough room for the weapon/equipment you can take it out of that one and leave it on an arm that can afford the space.
Also, the omnipods are annoying by having the restriction of not being able to remove the equipment. But there are "other" clan mechs that the clans do not speak of that do allow you to play build-a-mech.
Lies! Lies and slander!
Although, my favorite Clan mech does happen to be one of those "others". Although, I'm thinking right now just how brutal it would be if the Marauder IICs actually were omnimechs.
Hmmph...I'll be in my bunk.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
I figured out how to build a Battlemaster. 5 ML and an AC20 with 2 tons of ammo, 4 heatsinks, max armour.
It'll core anything in a single salvo with a called shot.
Solid.
I thought my other AC20 mechs were nasty up close, but then I got lucky and snagged a Highlander -333 that now has a +20dmg AC20, 4 SRM6's with added damage, 1 ML, 1 SL, and 9 HS. If you can get it in range, an alpha strike can put out 400 pts of damage. And do that 2 out of every 3 rounds. I love piloting it, it is so choice. If you have the means, I highly recommend picking one up.
Just remember that half the people you meet are below average intelligence.
+5
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
edited May 2018
Anyone have a good JM6-S build? I managed to get the one from the prison liberation (no savescumming!) but I'm having a hell of a time finding a build I'm happy with. I ended up settling on 2xAC/5+1xLL in order max the armor but can't fit any JJs on there nor does that feel like a right proper 'heavy' loadout.
Anyone have a good JM6-S build? I managed to get the one from the prison liberation (no savescumming!) but I'm having a hell of a time finding a build I'm happy with. I ended up settling on 2xAC/5+1xLL in order max the armor but can't fit any JJs on there nor does that feel like a right proper 'heavy' loadout.
I'd say don't try to make it "heavy". Use the stock load out, keep it in your back line so the paper thin armor isn't such a liability, stick a good Gunner with multitarget in it, and use Called Shot often to delete side/center torsos weakened by others. It was my primary killer of medium mechs until it was retired when enemy lances started being mostly heavy and assault.
Just remember that half the people you meet are below average intelligence.
Also, the omnipods are annoying by having the restriction of not being able to remove the equipment. But there are "other" clan mechs that the clans do not speak of that do allow you to play build-a-mech.
I think the Jenner IIC is one of those?
Yep, the IIcs are some of them. Off the top of my head I think the Piranha is another (but can't remember now). I just remember to look and if it has a Prime variant then it is an Omnimech.
Also there is an event going on right now that you should try to complete to get extra stuff for "free" (like cbills, MC, cockpit items).
Man I am not having a good time trying to find an optimal weapon set for my Timber Wolf. The single ERLL on the torso wasn't making as much of an impact as I would've liked, so I swapped it to a medium pulse, bringing that count to 5. And so of course I can't fire for long because my heat builds up pretty hard in that setup. So I'm back to each arm having an ERLL, and I've downgraded to 3 small pulse lasers as support close fire along with the MGs. And it feels... all the weaker. Plus now I'm back to that problem of the ERLLs being set so low that I have to be extremely mindful of what I'm trying to shoot over, and how high the target is.
I mean, ultimately when I do find a good weapon config it will have all been worth it and this heartache will enhance that feeling. Just... grumpy :P
Hmm...looking into more unorthodox builds (since I know my usual loadout is not for everybody), and I came up with 2xUAC10+4xERSL. I wonder how it'll do...
One of the ballistic slots on Timber Wolf Prime is on the center chassis, meaning it is limited to a machine gun of some sort.
Switch the left torso to the -S variant. You get enough crit slots for an Ultra-10 and also get 2 jump jets.
The jump jets I'll pass on, but y'know...maybe I should swap the torsos out? I really want to provide LRM support (on smart targets, not just firing into an AMS cluster)... but it's not working out like I'd hoped. LRMs feel very weak in this game. Are there ballistic left & right torso omni parts?
So, here's the thing with omnimechs and omnipods:
If an omnipod has jump jets installed, they are fixed equipment and you can't remove them.
And with the Timber Wolf, the only left torso that has a ballistic slot is the one that has a pair jump jets. Otherwise, you can keep your -Prime variant right torso for ballistic shenanigans.
Balls, clan tech being fixed in some ways really irks me. OH! On that note I have a question. On the arm omni pods, they have a check box for something about a "lower arm actuator" or something to that extent. What is that for / what does it do?
Lower arm actuators let you have some amount of lateral aiming with your arm-mounted weapons. If you have both lower arm and hand actuators, you get full range of motion and aiming ability with your arm-mounted weapons (can shoot at nearly 90-degrees to your side (actually, it might be closer to 75-80 degrees)).
Details like this... I really, really love this series.
If you want to know a secret in MWO regarding the actuators. If you want crit space, you can actually just enable them on one arm and it will unlock it for both. So if you have an arm that has barely enough room for the weapon/equipment you can take it out of that one and leave it on an arm that can afford the space.
Also, the omnipods are annoying by having the restriction of not being able to remove the equipment. But there are "other" clan mechs that the clans do not speak of that do allow you to play build-a-mech.
Lies! Lies and slander!
Although, my favorite Clan mech does happen to be one of those "others". Although, I'm thinking right now just how brutal it would be if the Marauder IICs actually were omnimechs.
I'm going to be the opposite. Absolutely do not keep the AC/2s that the stock build has. The damage of a medium laser in a 6.5/7 ton package (depending on how much ammo you have) is not an OK use of your tonnage.
2xAC/5+PPC. Up the armor somewhat (but not max armor!), load it up with heatsinks and keep it on the backline.
If you necessarily want to get close up, then high armor (but still not max armor, especially not on the back) and an AC/20 supported by whatever mid-range weapons you can mount (medium beams, SRM4s) will work in a pinch.
The Jager is a fire support mech in every iteration. The other JagerMech, JM6-A, is a pretty good LRM boat capable of mounting a pair of LRM20s.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Also, the omnipods are annoying by having the restriction of not being able to remove the equipment. But there are "other" clan mechs that the clans do not speak of that do allow you to play build-a-mech.
I think the Jenner IIC is one of those?
Yep, the IIcs are some of them. Off the top of my head I think the Piranha is another (but can't remember now). I just remember to look and if it has a Prime variant then it is an Omnimech.
Also there is an event going on right now that you should try to complete to get extra stuff for "free" (like cbills, MC, cockpit items).
Also, it should be noted that there are some chassis that have both omnimech and battlemech variants. I seem to recall the Arctic Wolf being one of them (ACW-1 and ACW-2 are battlemechs, the others are omnis)
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
On another note: Dekker piloting my newly recovered Firestarter. 3xML, 6xMG, Max armor, cockpit mod. I was thinking Legs mod too, but it's already a rediculous spotter and closer.
Still only running the single ONI (Ac5++ stab, lrm30, and some Mlas) but with SHD Lrmboat, HBK hole-punch, and depending mission goals all-the-Srms griffin or the spitfirestarter...
I'm collecting a huge pile of incomplete mechs
"Hey, want a Skull Servent? He's Evil." XFIRE:redspo0n (Yep, Zero in there) XBL: Pinkspo0n
I figured out how to build a Battlemaster. 5 ML and an AC20 with 2 tons of ammo, 4 heatsinks, max armour.
It'll core anything in a single salvo with a called shot.
Solid.
I thought my other AC20 mechs were nasty up close, but then I got lucky and snagged a Highlander -333 that now has a +20dmg AC20, 4 SRM6's with added damage, 1 ML, 1 SL, and 9 HS. If you can get it in range, an alpha strike can put out 400 pts of damage. And do that 2 out of every 3 rounds. I love piloting it, it is so choice. If you have the means, I highly recommend picking one up.
Well, seeing as I snagged I second Highlander today that I've been kind of at a loss of what to do with, I just might try this.
AC20s on everything!
Until I get a reliable supply of Gauss Rifles, that is. My main exposure to Battletech prior to MWO was the DarkAge novels and more than one of them ends with the bad guys taking a gauss slug through the cockpit, so that's permanently coloured my expectations of Mechs.
Posts
In the board game, actuators in your arms gave you more melee damage and arc of fire, but could be critted to make things less effective. Not having arm actuators meant you could "flip" your arms and reverse your fire arc, which was pretty cool.
3DS FCode: 1993-7512-8991
Lower arm actuators let you have some amount of lateral aiming with your arm-mounted weapons. If you have both lower arm and hand actuators, you get full range of motion and aiming ability with your arm-mounted weapons (can shoot at nearly 90-degrees to your side (actually, it might be closer to 75-80 degrees)).
EDIT - and without lower arm actuators, your arm-mounted weapons are restricted to the lateral arc of your torso twist (but they will be able to aim high/lower than your torso pitch angle).
You fire them in two groups, half a second wait in between.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
So. I think the only 'improvement' to this build would be to remove the MGs and ammo, and switch in some SLs and a heatsink, or remove the MGs/ammo/MLs and upgrade the AC5 to an AC10. Though the AC5 is just way more efficient at the tonnage.
3DS FCode: 1993-7512-8991
I take an Assassination mission. The last time I did this, I ended up with a complete K2. This time? I go 3/14 for salvage, knowing what it could lead to.
The target was in a Quickdraw, and had for backup a Panther, Jenner, Centurion AL, and Thunderbolt. Holy crap.
I then proceeded to Melt (Blenderize? Chipper-Shredder?) the pilots in the Thunderbolt, Centurion, and Quickdraw. The chassis selection here is choice.
I only get three priority salvage, so of course I take the THUD. Then, the game gifts me a complete Centurion AL, which will go nicely with its brother being refit for LURM duty.
This game, guys.
After 2 assassination missions resulted in a target with a heavy (and a heavy escort), I decide 'Hey, I'll do one with max salvage'. Target is a heavy......vehicle and 4 light mech escort.
I love to hate Battletech in all of it's glory
"Hey! Arano! I'm trying to run a fuckin' business here!"
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Why are you putting your AC5/PPC K2s into ranges where they can actually take advantage of their MGs? Far better to convert that weight into heat sinks.
Not until and unless the Longbow is added, no.
I'm starting to feel like maybe I'm the Anti-Padre when it comes to luck in this game.
Perhaps you are siphoning his would-be good luck and he’s getting your bad luck. The only way to know for sure is a duel to the death.
No joke. I'm head capping fools like a mofo.
If you want to know a secret in MWO regarding the actuators. If you want crit space, you can actually just enable them on one arm and it will unlock it for both. So if you have an arm that has barely enough room for the weapon/equipment you can take it out of that one and leave it on an arm that can afford the space.
Also, the omnipods are annoying by having the restriction of not being able to remove the equipment. But there are "other" clan mechs that the clans do not speak of that do allow you to play build-a-mech.
Steam: betsuni7
1) Machine Guns are cool.
2) More HS and no MGs would make sense but machine guns are cool.
3DS FCode: 1993-7512-8991
Yeah no that's fair.
They really need to add infantry to this game to give extra reason to include machineguns and flamers
Assuming Tactics 9, anyhow.
3DS FCode: 1993-7512-8991
That's why I pack MG instead of S Laser in my support slots! 5 fewer damage is a pittance, but 4 extra headshot chances is #realValue
Plus additional chance to crit and blow up ammo which is basically the same thing as a headshot
I finally got the chance to give the enemy a Highlander Burial. Been wanting to do that since I first got a Highlander. It felt great.
Then I took the head clean off a Dragon with a split fire Gauss Rifle shot.
Then I took the head clean off a Vindicator with a LLaser++ shot.
And now I am profoundly afraid of how the RNG will balance out in my next few engagements. One of my pilots is gonna die, I just know it. The law of averages wills it.
Huh I remove machine guns and small lasers from any mech that has them...certainly if my guy has a 'sniper' build, it's not going to find itself in melee range of the enemy, ever.
I put I think 2 AC10s in my Catapult but I'm not sure whether I actually like it. I do like the sound effects from autocannons more than from lasers so that is a big advantage.
3DS FCode: 1993-7512-8991
Lies! Lies and slander!
Although, my favorite Clan mech does happen to be one of those "others". Although, I'm thinking right now just how brutal it would be if the Marauder IICs actually were omnimechs.
Hmmph...I'll be in my bunk.
It'll core anything in a single salvo with a called shot.
"BANG! Your dead!"
You ruined the moment. Bathroom detail, Glitch
XFIRE:redspo0n (Yep, Zero in there) XBL: Pinkspo0n
My lance: gets into position by sprinting through the settlement stepping on all buildings without healthbars and blowing them to bits
Sounds like some homeowners didn’t pay their government protection money that month.
Pity.
Solid.
I thought my other AC20 mechs were nasty up close, but then I got lucky and snagged a Highlander -333 that now has a +20dmg AC20, 4 SRM6's with added damage, 1 ML, 1 SL, and 9 HS. If you can get it in range, an alpha strike can put out 400 pts of damage. And do that 2 out of every 3 rounds. I love piloting it, it is so choice. If you have the means, I highly recommend picking one up.
I'd say don't try to make it "heavy". Use the stock load out, keep it in your back line so the paper thin armor isn't such a liability, stick a good Gunner with multitarget in it, and use Called Shot often to delete side/center torsos weakened by others. It was my primary killer of medium mechs until it was retired when enemy lances started being mostly heavy and assault.
Yep, the IIcs are some of them. Off the top of my head I think the Piranha is another (but can't remember now). I just remember to look and if it has a Prime variant then it is an Omnimech.
Also there is an event going on right now that you should try to complete to get extra stuff for "free" (like cbills, MC, cockpit items).
Well we all know where your loyalties lie.
Steam: betsuni7
2xAC/5+PPC. Up the armor somewhat (but not max armor!), load it up with heatsinks and keep it on the backline.
If you necessarily want to get close up, then high armor (but still not max armor, especially not on the back) and an AC/20 supported by whatever mid-range weapons you can mount (medium beams, SRM4s) will work in a pinch.
The Jager is a fire support mech in every iteration. The other JagerMech, JM6-A, is a pretty good LRM boat capable of mounting a pair of LRM20s.
-Antje Jackelén, Archbishop of the Church of Sweden
Also, it should be noted that there are some chassis that have both omnimech and battlemech variants. I seem to recall the Arctic Wolf being one of them (ACW-1 and ACW-2 are battlemechs, the others are omnis)
I would love to see bigger maps with artillery strikes, infantry, vehicles, and so on. If not campaign stuff then multiplayer for sure.
Still only running the single ONI (Ac5++ stab, lrm30, and some Mlas) but with SHD Lrmboat, HBK hole-punch, and depending mission goals all-the-Srms griffin or the spitfirestarter...
I'm collecting a huge pile of incomplete mechs
XFIRE:redspo0n (Yep, Zero in there) XBL: Pinkspo0n
Well, seeing as I snagged I second Highlander today that I've been kind of at a loss of what to do with, I just might try this.
AC20s on everything!
Until I get a reliable supply of Gauss Rifles, that is. My main exposure to Battletech prior to MWO was the DarkAge novels and more than one of them ends with the bad guys taking a gauss slug through the cockpit, so that's permanently coloured my expectations of Mechs.
So what i'm hearing is that I shouldnt go to gencon this year
because if we accidentally bump into eachother, the world could explode.