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Justin_760 23. juni 2019 kl. 18:35
Is it even worth having PPC/L Laser sniper mechs?
Im the kind of RPG player that gets hung up on the numbers. And so far it seems like ranged/sniper mechs are completely underpowered.

Take for example the Vindicator at the start of the game. You can mount a single PPC that does 50 damage, or 5 medium lasers that do almost 3 times the damage and STILL weigh less. 7 tons for the damage output of 2 tons of medium lasers. L lasers are the same, 40 damage for 5 tons and the M lasers still outperform them in all respects except range.

Am I building ranged mechs wrong? Or are they just supposed to have crap damage output in exchange for range? They just seem wildly underpowered. I feel like sniper units should be heavy hitters, yet when I try and build ranged mechs the attack rating is always severely lower than itd be if I just piled on lighter close range weaponry.
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Viser 31-45 af 51 kommentarer
Werecat101 25. juni 2019 kl. 9:11 
My black knight build has 2 LL++ for long range work 5 ML++ for close work all +10 dmg which gives it an alpha of 275, it lost a LL and gained a ml from my old build due to needing JJ's in urban maps. With a good pilot it will mess up a ai's life upside with this is at range 2 LL's will keep firing with no heat buildup so 100DMG at range with better than average accuracy.
Kel'Ithra 25. juni 2019 kl. 9:27 
My current play through I have ppc's on almost every mech. Still at the medium range but I have an SRM griffin with a ppc. Still using the vindicator with its ppc, have the AC black jack with 1 ppc and 3 meds, have a panther with ppc. And those are the mechs I tend to field the most. Occasionally switching out the panther for the med laser/srm griffin or for the Raven.

I'm finding ppc's are very handy when focus firing and being able to spread out abit. Heat can be an issue but so far its been working well. Did take a break but yeah find its good to have a PPC line of mech and an AC line of mechs. But PPC's are worth having IMO as long as your good at managing heat.
Darth Cannabis 25. juni 2019 kl. 9:52 
Oprindeligt skrevet af danko9696:

Oprindeligt skrevet af Darth Cannabis:
]So what is it that makes a sniper? Its being able to hit, from outside the range one can be detected yet with a direct line of fire back.
So if you're at 301m and they may know you exist, even more or less where you are, but not with enough precision to be able to target you, you're not a sniper?. Because it sounds to me a lot like one, knowing for certain the presence of snipers in a certain place but without being able to pinpoint their precise location.


Oprindeligt skrevet af Darth Cannabis:
]In the battletech sense, I put it as a unit that can hit another from outside that units sensors, with a direct line of sight. This is what puts it at roughly double visual, being outside of sensor (detectable) range. A sniper should only reveal the basic direction (not specific spot) when he fires a shot.
That's still very arbitrary and it doesn't fit what I think most people understands as sniper. You're the first one I've found disagreeing with LLs being considered a sniper weapon. In gameplay terms doesn't matter if the target is at 2x, 1.7x or 1.2x sensor/visual range. But needing a spotter definitely has a huge effect on your gameplay.

Well IF your within sensor range, they have your exact location. They may not be able to target, but they DO know EXACTLY where you are. They know your PRECISE location.

And in the case of L Laser, I would consider them sniper, if it was not for the fact that there is such a thing as EXTRA RANGE LASERS. Thus in my mind, all regular lasers, are regular weaponry, and only ER lasers, are sniping lasers. Calling a L laser sniping, largely devalues the purpose of the ER L Laser. Honestly thou, that was never the major debate. The entire start which made me bring up the topic, was someone mentioning AC20 in a sniper discussion. (which honestly made me go WTF)

Again most of this comes from the casual debate, of what truly constitutes sniping, in 100 ton vehicle combat, as opposed to infantry.

This is what makes the SWAT sniper example, not a properly scaled example. Its an infantry scenario, by infantry definition. So for such an example, you need to scale things up properly. The average engagement range for infantry and firearms is around 50m (actually most incidents are handgun within 25m, but I am doubling that for warfare and combat with rifles, disregarding civilian violence). Thus your example is around 3 times average engagement range for that sniper. If you were to extend by the same scale for mechs, what would be that range?

Its all down to one of the oldest of battletech discussions, the issue of scaling. So I personally question whether a looser or stricter definition, properly scales the definition of sniper. I just happen to lean toward the stricter definition.

Don't get me wrong, I don't see any problem with PPC or L Laser to start the process of building a energy based sniper. But until your using ER versions of those weapons, you are going by the loosest possible definition of sniping, and I personally wouldn't call them a sniper until that ER point.

I guess another consideration is also, how much someone personally names and uses different build types.

If in a player's mind there's only brawlers, missile boats and snipers, then yeah a lot of things would be sniper.

I tend to have around 20 different named types. Ranging from melee specialized samurais, flankers, harassers, brawlers, support gunners, 3 types of missile boat, hit and run specialists, etc. This makes sniper a very specific build for me, distinquished from support gunners and basic marksmen. Something as simple as whether or not it has jump jets, can completely change what I define the mech as.

So I admit, I may overthink language use, and get way to specific on terminology. Pretty sure a search of comment history would have a good 1/3 of debates, debating specifics of terminology.

And again, this is just my point of view, not arguing that everyone should strictly adhere to this. It just mostly a thought experiment on the scaling of infantry terminology, when it gets applied to 100 ton vehicle combat. (this then leads to the heart of the idea, of how does mech combat redefine warfare in general?)

(apologies if this did get too nerdy, I have a habit of overthinking and over analyzing unless I slow down my neurons a bit)

As to the original question of the OP, I prefer large laser myself, but to truly make either worthwhile, you eventually want ER version of them an plenty of heat sinks. Until that point, ballistics tend to be a superior sniping choice due to just how much of a range difference it is.

If multiple guns, AC2 (my intial sniper at start of game, is simply stripping down armor of shadowhawk, and placing 2 ac2s with a lrm 10, it hangs back and pops the weak targets while by brawlers brawl. In theory one could strip almost ALL armor and do a 3x ac 2, but its nice to have an indirect fire option and at least enough armor for an oops or two.), if singular weapon system, gauss rifle and breaching shot (ignoring guard can make a big difference in many examples). AC5, is good for either way (thou it doesn't quite have the range), and compares well to PPC (ppc has the slightly more damage, but is a lot more heat).
Sidst redigeret af Darth Cannabis; 25. juni 2019 kl. 11:34
danko9696 25. juni 2019 kl. 12:14 

Oprindeligt skrevet af Darth Cannabis:
Well IF your within sensor range, they have your exact location. They may not be able to target, but they DO know EXACTLY where you are. They know your PRECISE location.
I don't think that's the case. What you detect is only an estimation provided by the computer, not where exactly the mech is, its position and the way he is moving. If not, why you can't fire at a mech with LLs at 301m but you can at 299m?

Oprindeligt skrevet af Darth Cannabis:
And in the case of L Laser, I would consider them sniper, if it was not for the fact that there is such a thing as EXTRA RANGE LASERS. Thus in my mind, all regular lasers, are regular weaponry, and only ER lasers, are sniping lasers. Calling a L laser sniping, largely devalues the purpose of the ER L Laser. Honestly thou, that was never the major debate. The entire start which made me bring up the topic, was someone mentioning AC20 in a sniper discussion. (which honestly made me go WTF)
I think it is a very bad argument and I'll counteract by asking what would happen if a ER AC2 existed?, then isn't any more the regular AC2 a sniper weapon?. And in real life the fact very high powered sniper rifles with huge range exist don't preclude low power but accurate sniper rifles being named as such.

Oprindeligt skrevet af Darth Cannabis:
Again most of this comes from the casual debate, of what truly constitutes sniping, in 100 ton vehicle combat, as opposed to infantry.

This is what makes the SWAT sniper example, not a properly scaled example. Its an infantry scenario, by infantry definition. So for such an example, you need to scale things up properly. The average engagement range for infantry and firearms is around 50m (actually most incidents are handgun within 25m, but I am doubling that for warfare and combat with rifles, disregarding civilian violence). Thus your example is around 3 times average engagement range for that sniper. If you were to extend by the same scale for mechs, what would be that range?

Its all down to one of the oldest of battletech discussions, the issue of scaling. So I personally question whether a looser or stricter definition, properly scales the definition of sniper. I just happen to lean toward the stricter definition.

Don't get me wrong, I don't see any problem with PPC or L Laser to start the process of building a energy based sniper. But until your using ER versions of those weapons, you are going by the loosest possible definition of sniping, and I personally wouldn't call them a sniper until that ER point.
Not sure, but are you saying that "sniping" is only applicable to military?, not for other contexts like civilian policing (swat) or civilian internal security (civilian special forces like counter terrorism).

If due to the circumstances the swat (or counter terrorist) needs to fire within 20m and aim at a very small spot with a very small margin of error to solve the conflict and avoid a disaster, that's not sniping?. I think it is, that most people would consider it as such, and that range alone is not the defining factor. In this example a gun has the range and perhaps could do the job with a very lucky shot, and it would be the thing to try if there is no alternative, but has not the accuracy to do it self reliably, not the gun itself and not the aiming it provides. You'll need equipment like sniper rifles with very good aiming addons to have a good chance.

Oprindeligt skrevet af Darth Cannabis:
I tend to have around 20 different named types. Ranging from melee specialized samurais, flankers, harassers, brawlers, support gunners, 3 types of missile boat, hit and run specialists, etc. This makes sniper a very specific build for me, distinquished from support gunners and basic marksmen. Something as simple as whether or not it has jump jets, can completely change what I define the mech as.

So I admit, I may overthink language use, and get way to specific on terminology. Pretty sure a search of comment history would have a good 1/3 of debates, debating specifics of terminology.
The thing about all of these is that when those terms are used is because a reason, to allow for many people on the same page so when you use a term most other people will understand what you're referring to. You could use a different name for each possible setup in the game if you want, but that won't make it useful.

Oprindeligt skrevet af Darth Cannabis:
And again, this is just my point of view, not arguing that everyone should strictly adhere to this. It just mostly a thought experiment on the scaling of infantry terminology, when it gets applied to 100 ton vehicle combat. (this then leads to the heart of the idea, of how does mech combat redefine warfare in general?)

(apologies if this did get too nerdy, I have a habit of overthinking and over analyzing unless I slow down my neurons a bit)
I don't see any problem for you using any terminology you want. It's just that on my perspective I don't find it useful. Use of language requires making concessions because it is about many people using it. Like I said before, if circumstances changed my definition could become obsolete, useless, because now all mechs have unlimited visual range, so now another different definition would be adopted. Maybe a fully arbitrary one or maybe based on some other new game mechanics. But as it is now, I think most people understands a LL/AC10 weapon as sniper weapons.

And as I said before, this isn't too nerdy. I've been involved myself in discussions here way more nerdy than this XDDD
Darth Cannabis 25. juni 2019 kl. 12:38 
Like I said, I overthink things without my medication. I already went back to the original question and put the question of ppc and laser comparison, and since then had my medication.
Oprindeligt skrevet af Darth Cannabis:

As to the original question of the OP, I prefer large laser myself, but to truly make either worthwhile, you eventually want ER version of them an plenty of heat sinks. Until that point, ballistics tend to be a superior sniping choice due to just how much of a range difference it is.

If multiple guns, AC2 (my intial sniper at start of game, is simply stripping down armor of shadowhawk, and placing 2 ac2s with a lrm 10, it hangs back and pops the weak targets while by brawlers brawl. In theory one could strip almost ALL armor and do a 3x ac 2, but its nice to have an indirect fire option and at least enough armor for an oops or two.), if singular weapon system, gauss rifle and breaching shot (ignoring guard can make a big difference in many examples). AC5, is good for either way (thou it doesn't quite have the range), and compares well to PPC (ppc has the slightly more damage, but is a lot more heat).

Sorry to self quote, I know how narcissistic that can seem.

Also to be clear, when I talk about liking the large laser, it is rather specifically in the case of the starting vindicator, I never made that clear. Later on once you get breaching shot, I would have to re-evaluate if the vindicator was still being used.

Beyond that, most of the linguistic debate (argument is way to strong of a word, its extremely civil and casual), is me refusing to call just good marksmanship (which is all I would call the last swat example) sniping. Just as range is not the only factor of sniping, neither is just being an excellent shot.

I mean context wise, we all understand what someone means when they say someone is sniping with an AC10, or someone snipes a target (regardless of range or weapon) its just some of us would never personally say that.....
Sidst redigeret af Darth Cannabis; 25. juni 2019 kl. 15:56
MortVent 25. juni 2019 kl. 15:52 
Not quoting the wall of text..

But head hits are not the only target of sniping.

A 85 percent chance to hit center torso, leg, side torso, side plate (vehicle), or turret (vehicle) is where direct damage shines best. As every one tends to hit that point and eliminate the threat.

Focusing only on headshots vs targeted damage is silly, that's like focusing only on builds that excel at two skull missions
Befitzero 25. juni 2019 kl. 16:14 
PPC may not put out a lot of damage but it dose also have the added bonus of messing with the senors of the target. Putting mediums on a light mech means it has to be in closer to damage the target which means their armor is going to take more of a beating. Light mechs can't take much of beating at all so its better to give them some range unless its a fast light mech like the Jenner.

Even then a Jenner has to keep the evasion high to avoid getting killed. In early career if I have a Jenner I tend to do hit and run with it. Swoop in blast at something then sprint it away to min damage.
Sidst redigeret af Befitzero; 25. juni 2019 kl. 16:16
wesnef 25. juni 2019 kl. 16:16 
Oprindeligt skrevet af MortVent:
Not quoting the wall of text..

But head hits are not the only target of sniping.

A 85 percent chance to hit center torso, leg, side torso, side plate (vehicle), or turret (vehicle) is where direct damage shines best. As every one tends to hit that point and eliminate the threat.

Yeah, I'm pretty fond of targeting a side torso that's either full of ammo or a Big Gun (or holding the arm with a Big Gun). Makes the enemy less of a threat, and helps concentrate your un-targeted followup fire, since that arm & side are gone.
Werecat101 25. juni 2019 kl. 16:23 
I take legs at range, you get a good target chance and once a mech is down cut the second leg off.
danko9696 25. juni 2019 kl. 17:09 
Oprindeligt skrevet af MortVent:
Not quoting the wall of text..

But head hits are not the only target of sniping.
I haven't said that. In fact, I told how a non sniping weapon not using PS is much more effective against vehicles than pinpoint damage setups using PS.

Oprindeligt skrevet af MortVent:
A 85 percent chance to hit center torso, leg, side torso, side plate (vehicle), or turret (vehicle) is where direct damage shines best. As every one tends to hit that point and eliminate the threat.
But you forget that the 85% also applies to the multihit setups with a lot more firepower. And the funny thing is that big hitters are comparatively much worse against high base chance hit locations (but with more armor) than against the head. Because it's more likely they won't have damage enough due to being less efficient.

For example, the dual AC20 has lower chances than a Stalker to headcap a King Crab, but they're still considerable (32%), but you just can't CT core it with the AC20s, even at 0% DR. You can with a Stalker, and with meaningful chances (40%).

So it's quite the opposite to what you say. Big meaty hit locations of big mechs are the worst case scenario for big hitter weapons with lower damage/weight efficiency. And I guess (I can't calculate chances for vehicles) that's what happens against vehicles as well. Even worse, because vehicles have less hit locations and that favors a lot multiple smaller hits with a high volume of fire over pinpoint but much lower damage.

That could explain the difficulties I have with my 5xPPC++ (dmg) against vehicles in the open and from a side, and the cheesy time I have with my LRM boat against vehicles in cover from the front.

The advantage I see for big hitters is when you can't aim properly but a single very big hit anywhere is very likely will disable something, destroy a part or perhaps kill the target. In other words: in the early or early-mid game and later sometimes against heavier but very bad maintained targets.

Oprindeligt skrevet af MortVent:
Focusing only on headshots vs targeted damage is silly, that's like focusing only on builds that excel at two skull missions
I don't focus only on headshots but rather is me going against the current of people saying that big hitters like AC20s are good for that. They're not.

Using headshots as a reference is making a favor to pinpoint damge setups, because the bigger the mech...the head will still have 16+45 max total internal + struct, so big hitter will still stand a chance. But CT, LT, ... they won't, not for hard targets. Or course I'm speaking of single salvos, with two they recover spectacularly, now with good chances. But only because the multihit enter the domain of massive overdamaging the target, and still slightly increasing the difference with the dual AC20s.

And you may get lucky crits. But those are even easier with multihitters.
MortVent 25. juni 2019 kl. 17:29 
And you also get multihitters that barely hit the target location...

And a dual ac/20 is going to core or severly weaken pretty much any mech. And any five ppc hit will likely do enough to cripple the threats if not take them out at ranges that medium lasers can't hit them.

Missiles suck at precision strikes (outside of the center torso which they get a bonus to hit iirc as it's the main point of impact), and medium lasers/srms can't hit a target at true sniper ranges. So comparing brawling spam vs sniper weapons is silly. Sure that hunchback is nasty, if it gets into range with it's cannon / medium lasers... but when you blow the side torso off with a couple heavy hitter ppcs/large lasers, it's just an oversized light mech in damage output.. Same with many heavier mechs where they put most of the weapons on one side (or like the thunderbolt can be taken out through a snipe attack of a couple ppcs at range or opened up for an easy followup shot)

A mech with 20 medium lasers is going to wreck things.. but it can't do anything if you blow off a leg or take out the side torso eliminating most of them (torso and arm mounts on that side) before it even gets in range to use them
Hidden Gunman 25. juni 2019 kl. 17:58 
While it's nice to get a one shot head kill, time is the one thing in this game that is generally not limited in battle scenarios...so you can, in most missions, take your time in ripping enemy mechs apart, without taking 'iffy' headshots. So, precision shots into locations with ammo bays or legs is quite probably a better option.

Ultimately though, single mech loadouts are probably not as important as your entire lance's loadout, if the individual loadouts complement each other.

I'm leaning towards LLs and AC5s with max accuracy buffs as my long range hitters these days, on the basis that head hits are not guaranteed, and far less probable than other targetting, and you only need something powerful enough to kill head armour and structure...even if you don't kill, a damaged head with no armour is highly susceptible to massed LRM and SRM without the need for precision shots.

I will say one thing though...4 damage buffed SRM6's is 288 damage, that's 48 more damage than 2 AC20's, with more potential for applying most of that damage on the target somewhere, as opposed to a yes/no equation for the AC20s, and for considerably less weight and heat buildup. That weight saving can be used to enhance accuracy, or provide supplementary weapons like LL or ML, or heat reduction which allows you to fire the full salvo more often...and you don't have recoil debuffs.
Sidst redigeret af Hidden Gunman; 25. juni 2019 kl. 18:11
JC 25. juni 2019 kl. 18:24 
Oprindeligt skrevet af danko9696:
[quote=Darth

Oprindeligt skrevet af JC:
I like my Crab with 2 LL's+2 ML's for extra up close damage.. With a properly leveled pilot you can get 90%+ with a called shot, which means 100 damage to a single location. You can often leg, or CT core a mech.. Or often even better take out an arm that is holding a deadly weapon.
That doesn't mean 100 damage to a single location but around 81% (0.9x0.9) of doing 100 damage to a single location. And you need to have done damage previously (knockdown) in order to get that free called shot with extra chances for the CT.


Use the called shots, the mech does not need to be knocked down. You can also position so you are more likely to hit an arm by getting higher elevation.. They also can be great for taking out SRM/LRM/PPC vehicles. Often they have lower armor on the side. I don't need to tell you how bad of an idea it is to get close to an SRM carrier in a smaller mech.


Upgrade your ship and you should be getting called shots by the time you are taking your first shot.


I run a typical 4 class drop meaning i only take one of each class in a drop. Sniping at range is vital when you have to kill 4 assaults + vehicles and reinforcements in a 4 1/2 skull mission. Half the posts on here i see are about running all heavies or head snipers or huge assault drops. I guess if that is what you wanna do. But there are lots of other ways to play.
danko9696 28. juni 2019 kl. 3:59 
Oprindeligt skrevet af MortVent:
And you also get multihitters that barely hit the target location...
That's unlikely. If you have a lot of tries the result will tend to deviate less from the average than with fewer hits. Of course if you're speaking about something like 2xML 1xSRM6 that will happen sometimes, but not with high firepower mechs and maxed pilots. Big hitters are way more unreliable, dual weapon setups in particular, and even more when considering follow up salvos, because the chance of dealing a lot less damage is much higher, even not dealing any damage at all, like aiming at the head with dual AC20s where a multihit setup may not get the kill but the next PS salvo it is very likely will need less damage to finish.

Oprindeligt skrevet af MortVent:
And a dual ac/20 is going to core or severly weaken pretty much any mech. And any five ppc hit will likely do enough to cripple the threats if not take them out at ranges that medium lasers can't hit them.
Not really. The dual AC20 can't core even a heavy like an Orion unless underarmored or already damaged, while you have 91% with a Stalker. The dual AC20 can take the leg though, but the chances are not super good and he can't take the leg at all of a mech just one tier above like the Awesome. And taking a leg doesn't end the fight.

The 5xPPC++ imo doesn't cripple foes so easily (not talking about the debuff) mechs, not the hardest ones. The Range is quite good but often you can't fully take advantage of it. It's a very fine support mech, good as finisher, debuffer, and can be deadly against soft targets, but it's not a killer, not against hard targets. The A-II 6xLL version I'd say is a killer, even if the damage is not that much higher. In fact, damage being the same you have more chances to headcap (up to 20% DR) with 6xLL+++ than with 5xPPC++, and then on top you add something like 1xAC5, 2xAC2 or even 2xAC5, depending on how do you expect to play with him.

Funny enough, and perhaps surprisingly for many, IMO AC10s (and Gauss) are bellow AC2s in the endgame and on par with AC5s due to low weight and heat generation as extra punch for an already established primary weapon array. I even use them now in some ML/SRM setups as substitute for the usual single AC20 when fine tuning for heat/weight, not firing them ever at long range.

Oprindeligt skrevet af MortVent:
Missiles suck at precision strikes (outside of the center torso which they get a bonus to hit iirc as it's the main point of impact), and medium lasers/srms can't hit a target at true sniper ranges. So comparing brawling spam vs sniper weapons is silly. Sure that hunchback is nasty, if it gets into range with it's cannon / medium lasers... but when you blow the side torso off with a couple heavy hitter ppcs/large lasers, it's just an oversized light mech in damage output.. Same with many heavier mechs where they put most of the weapons on one side (or like the thunderbolt can be taken out through a snipe attack of a couple ppcs at range or opened up for an easy followup shot)
What bonus are you talking about, not sure I understand, the PS bonus?

First, take into consideration that when I'm comparing setups, not only but mostly, I do it between multihit brawlers and big hit brawlers like AC20s. Not so much Brawlers against Snipers.

Yes, SRMs will be worse outside the aimed location and when you don't aim at all, same reason as why big hitters become comparatively much better with regular shots (although the amount of firepower still matters, and more so the amount of the armor/struct of the target). But assuming the target is undamaged, against well armored heavies and assaults you won't destroy anything with a dual AC20 unless both shots land in the same location, but that is going to be quite uncommon outside PS aimed locations (regular shot or a PS miss), and even then many times you won't do if the target is big enough, the location has lot of armor or the mech has damage reduction at that moment.

For the range obviously the SRM/MLs are at disadvantage, but you're not comparing them on equal terms. You need another mech to spot for you while the brawler doesn't, so it's two mechs vs one. Or you can use rangefinders, in which case you still can't get a big chunk of the range of some weapons like PPCs and Gauss (although IMO this last one is a very bad weapon) and then you're not using a cockpit mod.

For example, when I play with just two mechs in 5-skull missions I recognize that definitely the sniper team sometimes has it a bit easier depending on the map. But there are some caveats: first, the fact I use one A-II as part of the team, with 6xLL plus one or two more weapons it packs a serious punch. Not very different than a Grasshopper kind of setup but with bigger guns. The other sniper, usually a KC with 4xLL plus something else not so much. As said before a couple extra weapons can make a big difference. Also I use Rangefinders+++, so you can fire at around 400m. That helps a lot, but then you're not using cockpit mods and it's much more likely you'll end injured at the end of the mission. Thay may matter or not, depending on the bench depth you have. Without the RF it becomes much harder, although still can be done, just using the weapons as if they were medium range ones. With the brawler couple I always tend to use them both at a time, avoiding combat and just bracing within cover if I have not morale enough for two PS, while I have a bit more leeway with the snipers.

And the third kind of team I play are Heavy mechs like Grasshoppers, Black Knights or even Black Knights B. Here is where the fun begins. Small lasers are really hard (risky) to use, because you need to enter very deep from sensor/visual range and all the foes attention is on your only two mechs. Sometimes you can do it when the circumstances are particularly in your favor but not most of the time. So I tend to replace them with a SRM4+++ or 4xERSL++, which is not perfect but makes it much easier. Still most of the time I just fire at ML/SRM range and only get closer when I see an opportunity (many missions never). Many 5-skull missions can be done with them, but depends a lot on the map. And of course they do much worse than snipers, because now on top of the lower range they also do less damage, as most of the time I'll be firing just 7xMLs or 7xML 1xSRM4.

Oprindeligt skrevet af MortVent:
A mech with 20 medium lasers is going to wreck things.. but it can't do anything if you blow off a leg or take out the side torso eliminating most of them (torso and arm mounts on that side) before it even gets in range to use them
Are you talking about PvP?
danko9696 28. juni 2019 kl. 4:00 
Oprindeligt skrevet af Hidden Gunman:
While it's nice to get a one shot head kill, time is the one thing in this game that is generally not limited in battle scenarios...so you can, in most missions, take your time in ripping enemy mechs apart, without taking 'iffy' headshots. So, precision shots into locations with ammo bays or legs is quite probably a better option.
One shot kills are not the only thing for me, two shot kill capability is also very high in my mind. That's why I use Master Tactician in most setups involving assaults or even heavies and also why I bothered for my "chance-to-destroy-X" setup calculator to allow follow ups, like the chance to core with a PS from a brawler followed up by a non PS from a newbie pilot at lower base chance and PS bonus, or (more commonly) for the combined chances of two consecutive alphas from the same mech.

Also I regard very high attrition playstyles, which is quite the opposite of one shot kills, firing over many many turns while trying to not get hit at all are something I'm quite into. They take a lot of turns but with the benefit of being possible to do them in a very safe way. In contrast I have a very bad opinion of bracket range builds from a performance point of view. Nothing against playing them for fun or lore reasons though.

One example with two brawlers and two LRM boats (or one long range direct damage mech and one LRM boat): first brawler goes for the head, if he misses that the second goes also for the head. If first kills the mech then the second go for the CT of a different mech, to allow an easier third-fourth mech follow up with regular shots from the two remainder mechs. That follow up shot would be much harder if the the second shot was at a leg, because it has lower armor/struct, but also half he chance than the CT. Of course if you aim at a leg and destroy it then you'l get two extra free called shots, but if you have a very good chance at it then you also have a good chance at CT core.

Oprindeligt skrevet af JC:
Use the called shots, the mech does not need to be knocked down. You can also position so you are more likely to hit an arm by getting higher elevation.. They also can be great for taking out SRM/LRM/PPC vehicles. Often they have lower armor on the side. I don't need to tell you how bad of an idea it is to get close to an SRM carrier in a smaller mech.
In order to get that 90% hit chance into a single location you need to previously knockdown a mech and then aim at the CT with a maxed tactics pilot. If not, with morale based PS the chance will be 81%, 0.81 x 0.81 = 66% to land both shots with a dual AC20.

Unless changed in 1.6 the elevation does not affect chances to hit a leg or the torso. There is simply a bonus to base chance but the table used is the same. Even LRMs use that table with indirect fire, although it seems visually they do more damage to the head and torsos.

Oprindeligt skrevet af JC:
Half the posts on here i see are about running all heavies or head snipers or huge assault drops. I guess if that is what you wanna do. But there are lots of other ways to play.
Sure, but what's your point? I've never said there aren't other ways to play. Some people play with stock loadouts only, with no JJs, only AC2s, ... And don't you think that the association sniping+head makes sense, that is something which often comes to mind when discussing about sniping?, or the same about sniping+assaults (capable of packing several sniping weapons)?

Oprindeligt skrevet af JC:
I run a typical 4 class drop meaning i only take one of each class in a drop. Sniping at range is vital when you have to kill 4 assaults + vehicles and reinforcements in a 4 1/2 skull mission.
I disagree. Sniping is not vital if you can complete 5-skull missions (at least those non time limited) with just two assault brawlers, even two heavy brawlers. And the best setup (by far) against soft targets (lights, meds, vehicles) is IMO a dmg based LRM boat anyway, not a sniper setup. Ignoring indirect fire, a LRM boat setup can easily outdamage a dual Gauss setup both with and without PS. And the dual Gauss only gets the advantage (a massive one certainly) when aiming at the head. You need to boat multiple sniping weapons in order to outclass LRMs at long range and that will only work with PS. Even the powerful 6xLL 2xAC2 is on the same league as a dmg based assault LRM boat when not using PS, and on top of that has less range and no indirect fire.
Sidst redigeret af danko9696; 28. juni 2019 kl. 4:02
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