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My M3 Bullshark is a beast with 2 LBX10s, 4 SRM6s and 2 Medium lasers.. all ++ version but is limited to close range battles. (got a king crab with a similiar build but srm4s)
Did the Anni with 4 ultra 5s and it works pretty good too.
Right now my heavy lance is the M3, Anni, MAZ (but with 4 lbx-5s, 2 lrm10s and 2 medium lasers vs the standard loadout), and what ever I need (right now it's a barely tweaked highlander... ultra 10, srms, and medium lasers for scounting/spotting)
headshot marauder with gauss++ and twin erPPC++
or annihilator with nothing but UAC2++ on it. I think that's 6?
Atlas II (UAC10++, UAC5++, LRM20++, 2x ER LLas++);
BSK-MAZ (2xUAC5++, 2xUAC2++, 2xER ML++);
BSK-M3 (2xGauss, UAC2++, LBX2++, 4xLRM5++)
(or something like that)
My usual don't-need-speed drop lance is the MAZ or M3, the Atlas, a Marauder (2xUAC5++, ER LL++), and an Archer (2xLRM20++)
When I need more speed, I'll replace one of the Assaults with my Griffin-2N (4xSRM6+++)
edit: my main issue is that I can't build up a good supply of extra ++ UAC/Gauss/etc in order to perfect the builds. I keep losing one or two every so often, and don't find many replacements. (Like, my quad-UAC2++ Rifleman lost an arm twice. And I've only found 3 Gauss total, two of them non-rare.)
For the ANH the variant I use more often is the ANH 5xUAC2++ 5xERML++, with higher armor and reach, better cooling and more sustainable.
I really should try a lance with a Narc scout, my Griffin 2N and the 2xLRM20+2dmg Archer. Or two. Just for the amusement value.
Try Kintaro (all srms with the narc replacing the lrms) + archer 2S with 4 SRM6s...
all the SRMS being +4 damage versions...
Give me a 10/10/10/10 pilot with just about any medium or higher mech. Clearly, if he has to pound his way through heavy armor, he may need a couple turns in a medium, but he'll do it.
If you're looking for the mech and sheer firepower, the Annihilator is the way to go... Although there are quite a few that can come close enough to its output to one-shot any mech per round.
Even without any other weapons, that means 30 energy blasts each doing 25 damage and 5 instability, so a 750 damage/150 stb. alpha even ignoring the possiblity that you hit somebody with TAG++ earlier in the round for another +20%. It won't be focused nearly as much as an Annihilator with dual UAC/20s firing a mere four shots rather than 30, but... will it really matter? :D
This would occupy a total of 36 tons and 12 critical spaces, and generate 210 heat.
You could, if you wanted to avoid instantly going into shutdown, add four Heat Exchanger++ for 12 tons, reducing heat generation to 86 or so depending on how rounding happens. This would also leave you with... 6.5 tons for everything else including armor. :D
(Edit: 16 tons for the hex++, not 12. So 2.5 tons left. :D)
Full armor, and enough Heat relief to go full for a while without overheating.
Can reliably take down most mechs with a called torso shot, assassinate just about the rest with a jump target to the back. Good at decapitating, mobile, can split fire, and even easy to mod to melee brawl. Something about 95% accuracy at max and min range is quite appealing.
Finding 8 med laser +++ would be the tricky part, and losing limbs straight up sucks, but it is still fun.
A Black Knight B would be even more sweet, could go 9 laser, or 8 and have a targeting computer, rather than 7.
For 75 Tons, Black Knights are pretty sweet, and visually appealing.
I have only played 50ish hours so I am sure there is a lot more.
At 50 Tons enforcers with Jumps and mods make fast heavy armored melee mechs.