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gunner Sep 30, 2020 @ 11:49am
Grasshopper Builds with Heavy Metal DLC?
Hi guys, just wondering how you would build a Grasshopper before getting access to high level end game equipment?

I was thinking 6 Flamers to combo with my PPC Marauder to help in head capping. Or is it ideal 4 flamers with 2 MG and COIL, I am not certain as well. I have yet to get COIL but will probably get the Medium or Large Version for a JJ equipped Grasshopper.

I am still new to Heavy Metal DLC and my career is on my 4th Planet, so lets talk about interesting non-endgame builds.
Last edited by gunner; Sep 30, 2020 @ 11:50am
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Showing 1-15 of 22 comments
wesnef Sep 30, 2020 @ 12:29pm 
Small but important note - COIL doesn't work with jumping, only ground movement.



edit: Hmm, I'm not sure what I'd do with a Grasshopper in HM. My pre-HM build was 7xMLas, 6x(MGs or SLs). Most of the 'better' versions of those - pulse or ER lasers - make more heat and/or weigh more. And if you're making a jumping backstabber, you don't really need the ER ML's. ER SL's might be useful, so you could backstab from further away. Or fill the support slots with 0-weight MG's and upgrade some ML's to pulse? Or use the weight for some melee arm mods.

But that'd count as an 'endgame build', I suppose, with all those ++ and/or lostech weapons.
Last edited by wesnef; Sep 30, 2020 @ 12:36pm
Cervidal Sep 30, 2020 @ 12:30pm 
All medium lasers/heat sinks means rear destroying for daaaays.
maerchen Sep 30, 2020 @ 12:32pm 
Flamers are a waste of 1t each on a Grashopper in my book. Why? Ammo restriction - you only get 4 shots each mission, and instead you could use a bazillion SL and ML. GHR are mobile, so why not use it for backshots on those Mechs you do not want to headshot?
gunner Sep 30, 2020 @ 2:10pm 
Anyone tried mixing some flamers with MG like the Firestarter Stock build?
maerchen Sep 30, 2020 @ 2:38pm 
I have a FST with flamers, for ammo popping fun and the achievement. I removed the MGs tho. It has TAG for the follow up of WH etc. And a ML.
CommandDork Sep 30, 2020 @ 4:22pm 
COIL can be made to work with jumping if you change the right setting in the JSON files. I tried it, but the heat build up was crazy high for my Phoenix Hawk.
Rosminn Oct 1, 2020 @ 12:25pm 
7 medium lasers and 6 small lasers. Pop a coolant vent when it gets too toasty. Delete a mech every turn and you can even go for headshots if you see that mech you really want.
Garner Oct 1, 2020 @ 5:02pm 
I think there's only one rule with the Grasshopper. Take advantage of those support slots. Very few mechs even have three, much less six.
gunner Oct 2, 2020 @ 1:45am 
Ok, I have been testing with my Campaign save games and I think I will use a Warhammer instead. It has 4 Support slots, which is not 6 but still is decent 4 MGs can get head shots with enough Tactic skills. Guess I will retire my Grasshopper tactics unless I get Mech Bay 3, currently I am at my 4th Planet in my Career game and I am avoiding getting Mech Bay 3 too early as I want to buy equipment for my Mechs and my game settings I have set Unequipped Mechs.
Valen Oct 2, 2020 @ 2:02am 
Always have a Grasshopper on my team. I use flamers, lasers, Defensive Gyro, and tag every time.

Way to good as a heavy scout and back stabber with Master Tactician and Bulwark.

If you know how to use it correctly - it will serve you through the entire game.



gunner Oct 2, 2020 @ 2:05am 
@ Valen, could you give me the details of how exactly you recommend to load out a Grasshopper?

I decided to go with the Warhammer because it has the Increase Energy damage quirk and it moves as fast as the Grasshopper as well.
Valen Oct 2, 2020 @ 2:30am 
Originally posted by gunner:
@ Valen, could you give me the details of how exactly you recommend to load out a Grasshopper?

I decided to go with the Warhammer because it has the Increase Energy damage quirk and it moves as fast as the Grasshopper as well.

Everyone has a different play style. I run jump jets on every one of my mechs.

Currently I am running this Grasshopper build with 3 Atlas 2s with primary energy and ballistic weapons (This is one reason why the mech has TAG).

Grasshopper:

9 Heat sinks
1 Heat bank +20 +10
Cockpit mod +3
Tag +20% energy & ballistic
Gyro +3 hit defense
1 Large Laser +10 dam + 3 acc
4 Medium Lasers +50% crit +3 acc
4 Flamers +5 heat
4 Jump Jets

This build is used as a heavy scout (It is always forward) and it lays down Tag on a target then goes for overheating and backstabbing enemy mechs. My pilot for this mech will always have Master Tactician and Bulwark.

Hope this helps, but again - you have to find a play style and builds that work for you.:steamhappy:
Last edited by Valen; Oct 2, 2020 @ 2:37am
gunner Oct 2, 2020 @ 2:42am 
Originally posted by Valen:
Originally posted by gunner:
@ Valen, could you give me the details of how exactly you recommend to load out a Grasshopper?

I decided to go with the Warhammer because it has the Increase Energy damage quirk and it moves as fast as the Grasshopper as well.

Everyone has a different play style. I run jump jets on every one of my mechs.

Currently I am running this Grasshopper build with 3 Atlas 2s with primary energy and ballistic weapons (This is one reason why the mech has TAG).

Grasshopper:

9 Heat sinks
1 Heat bank +20 +10
Cockpit mod +3
Tag +20% energy & ballistic
Gyro +3 hit defense
1 Large Laser +10 dam + 3 acc
4 Medium Lasers +50% crit +3 acc
4 Flamers +5 heat
4 Jump Jets

This build is used as a heavy scout (It is always forward) and it lays down Tag on a target then goes for overheating and backstabbing enemy mechs. My pilot for this mech will always have Master Tactician and Bulwark.

Hope this helps, but again - you have to find a play style and builds that work for you.:steamhappy:

Thank you Valen, that is an interesting build. I will think about it.
Hurricane Oct 2, 2020 @ 4:52am 
They suck... melee sucks in this game.
Gnome d'War Oct 2, 2020 @ 11:01am 
What's Tag? I haven't seen that yet.
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Date Posted: Sep 30, 2020 @ 11:49am
Posts: 22