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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.
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.
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.
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)
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.
What about mechs that are actually in the unmodded game?
(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
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.
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
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.
Warhammer 7A. TAG, MLs 2SRM6 JJs
Griffin 2N 4SRM6s JJs
Jenner 4MLs JJs
Not the flashiest lance, but it will keel.
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
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
Firestarter with max armor 6 MG (crit chancen or -0,5 tons) and all the armmods you can possibly fit on it