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A single mech can't knock another one over outright, but will get it to the brink. (I use one of the armless mechs with 60 missiles ready to launch) I use the rocket mech to push a high threat to the edge, then knock it down with a 2nd mech, and core it with a 3rd. Mech 4 is a sniper-mech that can core a mech in a single round.
Yeah sounds good.
What mechs do you have?
Im on 3rd story mission about to start it.
I have
Cent' LRM boat
Catapult PPC++ for sniping legs
Jager AC20++ for sniping legs
Shadowhawk D SRM boat as my scout leg hitter.
My tactics is to set up ambush, use shadowhawk to set off mech detection and run back,
Sensor then
Catapult and Cent weaken them up until until called shots on legs.
Im basically going full salvage and selling mechs just to fund my ship....
Not seen any big mechs because im only on 2 skulls and sometimes try a 3 skull
Impoartant consideration: You get a tonnage bonus from the LRM 5s and 15s vs the LRM 10 and 20s.
For example: 10 LRM missiles from 2 LRM 5s weigh 4 tons, 10 LRM missiles from LRM 10 weigh 5 tons. My 4 LRM 15s weigh 28 tons vs 3 LRM 20s weighing 30 tons.
The other consideration with assault missile boats is slot space. Big LRMS are, well, BIG. The King Crab has more tonnage for weapons and 4 missile hardpoints, but all the missile hardpoints are only in 1 torso, so you are slot capped at 10. As it works out, the most LRMs I can fit on a KC is 50, but the Stalker can easily handle more because the hardpoints are 1 each in the arms and torsos.
I suppose if you wanted 4 LRM 20s on a Stalker that would be possible, but its would severely hamper your ammo, armor and heat sinking.
Mid-game, I used a Trebuchet with 2 LRM 15s and 1 LRM 10.
Variants with +stab damage are very good in the early game but later you may find energy builds working better for you (for other mechs in your lance) and also is hard to knockdown assaults only with your LRM boats (even with +stab damage) unless you have ballistic or SRMs in your shorter range mechs.
The LRM++ (+2 damage) is the most damaging weapon (at least for long range) for using with regular attacks (non Precision/Called Shot) and work very well together with other laser based builds (or just with very low stab damage).
What about the missile version of Jager JM6-A it is 65 tons and has 4x missile slots?
Or the Orion ONV1, it is 75 tons and has 3 missile slots?
I prefer Highlander 733. Slightly higher structure, melee, capacity, and you get a shield arm, at cost of less lasers. Worth the trade for me.
I'll second this with an alteration. I'm jump-happy - its terrible for heat, but I like having an assault lance with every mech evaiding at >>>> and still gunning - alpha first round, and usually main gun + a few afterwards.
That said, I've pulled the SRMs from the Stalker, allowing for an upgrade to LRM15s and max jump jets. I also pulled the LRMs from the arms and put them in the torsos. Loose an arm, you only loose a pair of ML, loose a whole side, you've still got an LRM15, LL and two ML on the other.
There are plenty of times I've gotten to put thirty missiles and a pair of LL onto a single target, with the Stalker at the rear of the lance. Not much for knockdown (though it's damn near an execution if the target is already prone) but usually enough to strip down a location for a precision strike from the next mech in line.
The '33 made for an excellent brawler in my lance - pulled out the AC/10 and most of the ammo for the SRM and LRM, and stuffed in an AC/20. I found room somewhere for a flamer, too. The end result is a mobile, durable close-in fighter. Heat dissipation is terrible, but that's just an incentive to get into melee range.
For a pure brawler the best is the King Crab, with space enough to fit four SRM6 or two LRM20 and ballistic/energy hardpoints as well. And for longer range 4xLL 2xAC5 is a balanced setup for that, or 4xLL 1xAC5 3xJJ.
I agree, but my problem goes back to another recent thread. Spawing and dumb luck. My first campaign I had two King Crabs by the end - one as a brawler/executioner - this time around I've yet to even see one, but every assault lance I've come across has had at least one Highlander. This has led to my primary lance being comprised of three Highlanders - including the mission one - and a Stalker.
My lance roles are brawler, support, penetrator/sniper, jack of all trades. So, the best for the brawler was the '33, the best for a support boat was the Stalker - which replaced the lighter Cat' - and since its three Highlanders, might as well make the whole lance jump-capable.