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A four lights mech lance is viable until the very endgame, just not so easy as with a heavy-assault lance. And some meds like Phoenix Hawk 1b or Griffin 2N can solo five skull missions without much trouble, at least the easier ones.
And coils do not change it. Even more, they become mostly useless once enemies have enough armor to survive its hits. Ultimately a bunch of small lasers or machineguns on a firestarter is better than single COIL(which you can realistically put into light), especially once you pilots get called shot mastery.
If you want fast movement and less risk - look at mediums. You can definitely do any mission in game with medium lance, you just need good equipment and good pilots. And good thing is - while they are still fast and still can do flanking, backstabbing etc, they also have enough armor to survive unlucky hits.
I started a career mode, got an Assassian and a COIL gun. I just couldnt bring myself to equip it. IT weighed like 7 tons and was like 5 crit slots, and it was just a medium....
The update gave me a bunch of new chassis, one of them has a lance commander modification which gives me a 35% chance to hit the head with called shots. two shots to the head is therefore a barrage of 6 guns. and stuff dies.
light mechs die to LRM bombing which exists which is the main reason they aren't viable. you run a map and there are a few LRM carriers and or catapult type units and they target your Lights they are just going to pile on stability damage and do fatal knockdown damage.
you can make due with fast, lighter flanking mechs, but I would strongly advise leveling up from lights to something more survivable.
I guess RNG could be heavily against me...
No, they're part of Heavy Metal.
They're a gimmick weapon, that you have to build a mech and playstyle around. Can they be good? Sure. But so can lots of other things. (And they're certainly not the top 'broken' weapon of the DLC - that would be the LBX2, UAC2, and UAC5.)
Well, as you said, it's the combination of energy & support hardpoints, combined with pre-HM weapons. 7xML+10dmg & 6xSL+10dmg was much better than anything you could mount in other 4-speed Heavies.
But yeah, I haven't used one since I could get my hands on a Griffin 2N.
Using lights exclusively will be challenging but doable, using them in a Light/Medium lance or a balanced lance is very viable. They benefit from being hard to hit by virtue of both their speed and innate +3 to hit, combine that with boosted sensors/vision, an experienced pilot and some basic evasion and you're good to go. This is especially true if you take it slow, max your pilots and purchase some tasty weapons/equipment from the black market.
I'd point out that several later campaign missions are actually made quite a bit more difficult if you deploy 4 big fat lumbering assault mechs instead of having at least 1 or 2 more mobile mechs.
That having been said, for me, the coils are good fun and the HM flashpoint was worth the price of admission on it's own. Plus the flea would get some use in a 'light only, 4 different designs' lance. Coils look great and I like the idea of a lance thats just 4 different fast light mechs, each armed with a coil, charging around 1-shotting enemy assaults - should be great fun, although it may take a while to find them all - they were few and far between in my last game.
A pure light campaign is probably not for Iron man play as you can guarantee the enemy will get an AC20 headshot at the worst possible moment. I'd also point out that I've seen some people who under-estimated coils because they didnt realise they dont benefit from jump related evasion.
They have good range, and can put a decent dent into a target - if you can get enough chevrons, and cooling to keep shooting.
What you want to remember in some environments: They cause half their raw damage output upon being fired as heat on your end. And you do not want to keep the mech in water for better cooling while reducing your movement speed.
The possibility of an explosion is not much of an issue. On light mechs usually the whole part falls off on a bad hit anyway, leaving no chance for the coil gun to explode.
Plus depending on the situation you might be able to fire off a big attack on one mech and then be a sitting target. Typically is easy to avoid, but it is one more thing to be managing. This is fun for a while, but at some point some armor and a bunch of conventional guns just makes more sense.
Yeah, my current Campaign's Annihilator has a Gauss++, 3x UAC5++, UAC2++. It makes holes in things.