BATTLETECH

BATTLETECH

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JC May 22, 2022 @ 4:03am
Build your favorite lance, You must use one from each class

title kinda says it all...

Stalker, 4 LRM10's+narc+4MLs

Quick Draw, L-coil+2 SRM6's

Crab, 2 ERLL's+2 ML's

Spider, 6SL's (or is it 5?) I forget lol *edit, sorry this spider has no JJ's whoops nd (i swapped this one to a medium from time to time, a shadow hawk or a treb.. this is basically the lance i used to beat the game.


So what is yours?
Last edited by JC; May 26, 2022 @ 5:01pm
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Showing 1-15 of 15 comments
maerchen May 22, 2022 @ 5:12am 
Cyclops HQ with x-1 ECM and SNUB++, melee mods, JJs.
MAR-3R 3xUAC2++ JJ. ERPPC
VL-2T SLs and 1 UAC2, JJs. melee arm/leg mods
FST with all MG++/SL++/COIL depending on biome, JJS, ace pilot.

gyros, cockpit mods for sure.

Synopsis and synergies:

Cyclops provides +1 initiative and 10 % damage reduction for the whole lance and LRM immunity via bubble. Melees everything to death.

MAR headshots. Additional -10% damage taken for the whole lance.

VL with the CQC suite can kill everything below 80t in melee and can survive melee.

FST can COIL for up to 6 evasion x35 damage vs unbraced enemies in the first turn. With the +1 initiative the FST is faster than every other Mech except other light Mechs/master tacticians. Every other Mech becomes braced after activation only...
Can survive this stunt because of careful positioning and -20% damage taken from HQ and MAR. Additional backstab abilities during cooldown turns.
Last edited by maerchen; May 22, 2022 @ 1:43pm
MAD-3R_Marauder May 22, 2022 @ 5:15am 
Using only mechs I have in my current campaign play-through, I'll go with:

HGN-732B Highlander - UAC/10 (+10 Stab/-3 tons), 2 x PPC(+10 Dmg), 2 x SRM-6 (+4 Dmg/+2Stab), +3 ACC Energy TTS, +3 Hit Defense Gyro, Cockpit Mod ++

MAD-3R Marauder - Gauss (-2 tons, -1 Slot), 4 x ML (all +3 ACC), +3 ACC Ballistic TTS, +3 Hit Defense Gyro, Cockpit Mod ++

GRF-2N Griffin - LL (+10 DMG/+3 ACC), Snub PPC (+10 DMG), SRM-6 (+4 DMG/+2 Stab), Cockpit Mod ++, +3 Hit Defense Gyro

Don't field any lights right now, but used to field an Panther with 1 x LL and 3 x ML early on.

Oh, and everything has max. JJs and close to max armor.

Still looking for a Star League Marauder and Atlas.

P.s.
If we go without Star League variants, drop the Highlander and Griffin for

KGC-0000 King Crab - 2 x Gauss (-2 tons, -1 slot), LL (+10 DMG/+3 ACC), Cockpit Mod +++, +3 Ballistic ACC TTS, +3 Hit Defense Gyro

CN9-AL - LL, 3 x ML, SRM-6 (this is an old build when I didn't have special equipment)

again, everything has max JJ and close to max armor.
arntbv May 22, 2022 @ 8:22am 
From the mechs I have in my current BEX CE 2025 career I will choose this as my favorite lance if I must use 1 of each weightclass.

Firestarter FS9-H: 1 TAG++, 2xSLDF ERSL, 3xSL+++, Arm MOD +60dmg and full JJ.
Hunchback HBK-4N: 1x SLDF UAC5+, 4xML++, 1xSRM6+++
Warhammer 6Rb: 2x PPC++ 10dmg, 2x SLDF ERML++, LRM10++
Stalker 3F: 2xLRM15++, 2x LRM5++, 2xLL+++

I play 4-5 skulls atm and my alpha lance is like above but I swap the Hunchback for my Bullshark MAZ. The firestarter scout has been with me since the very start, Just upgraded it as I have progressed.
wendigo211 May 22, 2022 @ 10:35am 
Light: Firestarter FS9-H (none of the other Lights are remotely competitive)
Medium: Phoenix Hawk PHX-1B (with the +20% damage bonus after you jump, the hardest hitting and most mobile medium)
Heavy: Warhammer WHM-7A (Assuming I'm trying to kill mechs and not salvage them, it hits harder than the MAD-2R and does better when it isn't trying to head-cap)
Assault: Battlemaster BLR-1GB (I'd rather have another Warhammer, and this is effectively an ersatz Warhammer)
Sword_of_Light May 22, 2022 @ 10:58am 
For this lance, the following rules: Stock variants only, including ammo loadout. I'm not picking any Dark Age designs, Prototypes and no Clan mechs or IS Omni. Heroic, Elite and Legendary are fair game, however.

Let's start off swinging

Dreadnought DN-RSC - this beast is a 100-ton redesign of the super-assault Matar. I fought one of these in a Base Defend and it's terrifying. The RAC-5s have a bite, but it's the twin Heavy Gauss that make this thing a nightmare.

Marauder MAD-BH-II - this is The Bounty Hunter's mech, c. 3044. With ER PCCs and a Gauss Rifle, I'd use it to soften/knock into Unsteady the mech I intended to murder with the Dreadnought. It's heat configuration is such that it can Alpha without redlining.

Dervish DV-8D - the 8delta variant is an Artemis IV missile boat which would nicely fulfill the fire-support role of the lance. Twin 15-racks and four ER ML, plus jump capable.

Firebee FRB-3ER - it was a close decision between this mech and the Raven 4lima model. While the Raven would work better as in the role of forward observer - TAG and Narc equipped - the Firebee has stealth and EW capabilities, but it's weapons array is designed to overheat mechs. The sort of mechs you'd see in a list like this.
Last edited by Sword_of_Light; May 22, 2022 @ 11:01am
wendigo211 May 22, 2022 @ 11:57am 
Originally posted by Sword_of_Light:
<nice list of mechs>

What about mechs that are actually in the unmodded game?
wesnef May 22, 2022 @ 12:33pm 
Been awhile since I played unmodded, to remember the exact gear loadouts, but. . .
(assume ++/+++ with +damage or reduced weight)

Firestarter, 2xML, 6xMG, Jets
Griffin 2N, 4xSRM6, MPL, Jets
Marauder 3xUAC2, whatever fits in the arms? ERLL, ERML?
(or the SLDF Marauder with 4x ERLL, and something in the torso if there's weight left)
Annihilator 5x UAC5/UAC2
Sword_of_Light May 22, 2022 @ 1:04pm 
Originally posted by wendigo211:
Originally posted by Sword_of_Light:
<nice list of mechs>

What about mechs that are actually in the unmodded game?

Been a few years, so I don't recall if the base game uses the most common models, but assuming so:

Annihilator ANH-2A - one of my favorite lance roles is the "paintstripper" mech. Rather than a single hit, the paintstripper uses flechettes to volley a mech's armor and evasion to scrap. With 4xLB10Xs, this mech fulfills that to a T.

Archer ARC-2R - while the more popular choice seems to be the Marauder, and my personal favorite has always been the workhorse T-bolt, the Archer in base game is the nastiest fire support mech in the game. Not only does it deliver 40 LRMs to a target, but with unparalleled clustering. Between this and the ANH-2A, most enemy mechs will be lying on their backs, if not outright cored by their combined fire.

Crab CRB-27 - I'm picking the Crab over my more favored designs like the Centurion simply to mix up my lance's attack profile with an energy boat. It's a good mech - not great - but it'll do in support of the larger mechs.

Raven RVN-3L - if I'm going to use a mixed lance, I need a light that's not going to explode on contact with the enemy. Both the Locust and Spider are good picks for that role, but the Locust works best in packs, and the Spider doesn't hit hard enough with any of the base game's variants (I had the Nimakachi 7kilo model in my current game - it excelled at back shots. I only got rid of it when I couldn't replace its improved jumpjets.) The Raven is hard to hit but has a decent punch for its weight class.
Last edited by Sword_of_Light; May 22, 2022 @ 1:07pm
WhamyKaBlamy May 23, 2022 @ 2:59am 
Damnit, why do you make me choose between Warhammer and Marauder?! WHY?!
Dawnsteel420 May 24, 2022 @ 1:12pm 
Light: Raven 1-X "Lions Eye" comes 3 ways armed with gyro +3 hit def, 4 ER S Las+++ or 1 ER PPC+++ or 4 S Pulse las+++

Medium: These 2 are my fav mechs "Blood Claw" Hatchetman 3F that has 2 +60 melee and 1 +10 dam mods, 2 M pulse, 2 S pulse, 4 JJ, -stab gyro++ 2 -30DFA on legs

OR My "Titan Slayer" Vulcan 2T with speed specialist that has 1 COIL M, 2 ER S ++, 1 exchanger, 2 JJ, 1 +60 melee dam and the rest are +10

Heavy: Marauder 2R "Lions Pride Lead" "Stealth Sniper" Breacher spec specialist, that has 1 X-1 ECM, hit def gyro+++, 6 +10 melee damage mods, 1 gauss rifle +++ 2 ton ammo, 1 ER PPC +++

Assult: Cyclops 10-HQ "Star Lion Command" that has 5 +10 dam to melee, 1 narc+++ 1 ton ammo, 2 SRM 4+++ and 1 SRM 2 +++ 1 ton SRM ammo, 1 M Pulse +++, 1 Tag +++, gyro +3 to hit def


This List is with all DLCs fyi
L. Grossman May 31, 2022 @ 11:23pm 
Annihilator 4 UAC 10's {very hard to equip this and keep it that way] I'll downgrade to Ultra anything till I get replacements. That's game right there with an elite gunner.

Archer 1 med laser with 3 tons of extra lrm ammo for the 2 20racks

Wolverine 6r [with a main in right arm UAC 5, UAC 2, or the lbx 5 ]with SRM6 and SRM 4 or SRM 6 depending with 1 or 2 med lasers again depending on armor and main weapon. Fast,
stout, and packs a punch. My favorite mech as it has low heat output also. With jump jets of course.

Firestarter max jump jets 4 med lasers with more armor sometimes add a flamer or 2.


I run all these mechs and always have 1 ready to go.
steelcoresoviet May 31, 2022 @ 11:41pm 
Atlas II- UAC20, 2SRM6, 6MLs. JJs
Warhammer 7A. TAG, MLs 2SRM6 JJs
Griffin 2N 4SRM6s JJs
Jenner 4MLs JJs

Not the flashiest lance, but it will keel. :davion:
sm303030 Jun 1, 2022 @ 9:40pm 
Mad- jj's uac5's
2 ana's 3 lbx2's and 2 uac10's
k crab 50 lrm

weapons all +++

2 ana's even if they miss the head shot can strip a assault mech in one round. Mad scout/precise shot. K-crab long range damage assist.
This is just a straight battle assault group
Last edited by sm303030; Jun 1, 2022 @ 9:41pm
BlackTemplar Jun 2, 2022 @ 12:05am 
Annihilator x2 Gauss x2 Snub PPC.
King Crab x2 LBX 10 Lrm20 x3 Medium laser.
Atlas. AS7-D all the way.
Stalker x4 Lrrm 15 and x4 Medium laser.

Thats my 4 classes. Energy based. Long range brawler. Close range brawler. Missile boat.

Wait what classes did you mean? XP
MIWE37 Jun 2, 2022 @ 3:10am 
4x Punchbot
Firestarter with max armor 6 MG (crit chancen or -0,5 tons) and all the armmods you can possibly fit on it
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Date Posted: May 22, 2022 @ 4:03am
Posts: 15