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Modules that cause weapons on nearby mechs to shoot harder? This strikes me as magical bonuses and doesn't really belong.
Yeah, I know. I'll go away now.
It's a laser hooked up to a kinetic energy generator - the more your mech runs around, the higher the capacitor charges. (yeah, still kind of silly. It's another attempt to make fast - i.e, Light - mechs 'viable')
I think part of the problem is that they already had plenty of "bonus to hit" things in the game, so when they added the stuff that in tabletop gives a bonus to hit (Narc, TAG, etc) - they gave them +dmg bonuses instead. Because we can already hit as much as we want. Not ideal. :|
edit: which is why I'd prefer a "Battletech 2" (rebalancing the gear & combat) at this point, rather than Moar DLC! to glue more confusion onto the side of this game.
But I can stand still hiding behind a tree and do more damage than that with a heavy mech. So I wouldn't say it is better...just different. I will probably give it a try for a while, but after the tenth PPC blast takes an arm off that I have crazy high chances to evade I will probably retire it.
I will have to see if I can get some back stabs in with it. I am not sure I can get behind too often by just running. The coil won't charge from jump jets :(
You can usually angle to avoid most damage on the gun-arm. You also can get 60 armour on the arm, so a PPC shouldn't sniping it off.
In general the Coil-L Assassin works well on missions that require constant movement and should avoid set-piece battles since it can't take too many hits. It also performs poorly against heavy/assault mechs since 210 damage isn't enough to kill anything that big and any heavy direct-fire platform can do better single-location damage.
With regards to backstabbing, I've pulled it off a few times but it can be hard to really maximize the damage done since you need to spend movement points to turn around after running past the enemy.
the only downside is the number of slots they take up, and the fact that exchangers do not work on the heat built through charging, so repeated shots can quickly overheat your mech.
but I love love love them on my warhammer.
tags+coil = destruction. I use one large coil, one large pulse laser, a tag++ and 2 snubPPC++ (+10 dam).
I always kill medium mechs in a single attack. usually kill heavy mechs. always severely damage any mech.
if I get a precise shot? it's over. doesn't matter what angle; side, back, front... your mech is dead.
if you really want to go overboard, try enabling the setting in the combatconstants.json file that allows you to charge via jumps.
watch what happens when you put a large coil weapon on a phoenix hawk with 6 jj.