Sniper Mech
#1
Posted 12 March 2012 - 12:24 PM
#2
Posted 12 March 2012 - 12:27 PM
Sniping is probably best handled by [ER]PPC/Gauss because of their long range and high damage (vs things like AC2 which have long range, but don't hit anywhere as hard)
As far as which Mech is "best", you're just min/maxing here. Snipers need to be mobile (so dual PPC/Gauss isn't optimal) and relocate often. Luckily, there isn't the traditional phenomenon with FPS-style Snipers (in that they are potent at long range but nerfed up close)
You'll just need to practice leading your shots a lot and keeping out of LOS or LOD.
#3
Posted 12 March 2012 - 12:37 PM
#4
Posted 12 March 2012 - 12:39 PM
#5
Posted 12 March 2012 - 01:12 PM
Go with the Griffin.
#6
Posted 12 March 2012 - 01:26 PM
#7
Posted 12 March 2012 - 01:29 PM
#8
Posted 12 March 2012 - 01:31 PM
CyberCrist, on 12 March 2012 - 01:26 PM, said:
Have you not met the Hollander? Granted, it doesn't fit the time frame for launch, but it was built specifically as a sniper platform.
In regards to the original question, Aegis pretty much answered it. While there are not a lot of stock 'Mechs that could be classified as a "sniper" platform, the ability to modify chassis creates the option to turn just about any 'Mech into a sniper, it's just a matter of how you build it.
#9
Posted 12 March 2012 - 01:36 PM
IS - Hollander is definately built for it but if you put a PPC on a Wolfhound, that works pretty well too
#10
Posted 12 March 2012 - 01:58 PM
Take the ANH-1G variant, drop the ERPPC, use a smaller engine and take out a couple of heatsinks till you can fit a 4th gauss rifle and presto. one mean monther of a sniper.
Capable of doing 60 damage per volley out to 900m with pinpoint accuracy. This is much much better than LRM boats because LRM's spread their damage all over the enemy mech, can be intercepted by AMS systems or hit intervening terrain if the target is moving quickly.
In MW4 Vengeance this bad boy could one-shot light and medium mechs and even a vew heavies if you hit them centre torso.
only downside is in extended firefights / missions with large numbers of enemies once your gauss rifles run out of ammo you are running around with only a couple of medium lasers for weapons. Might actually be worth dropping them altogether and adding another few tons of GR ammo.
#11
Posted 12 March 2012 - 02:07 PM
Light
- Pack Hunter - One ER PPC, top speed of 119 KPH, and very long jump capability. One-on-one, it can threaten anything - but, as its name implies, things only get better if a couple work together. It's got light armor, though, so it's best against dedicated brawlers
- Adder Prime - Two ER PPCs and a top speed of 97 KPH give it the weapons of a medium with the speed of a medium, and it's got decent armor for its weight. It also provides a very small target. Unfortunately, it lack jump jets; however, I've always liked the idea of removing the rather useless flamer to put a jump jet in; one jet isn't much, but it can still get the 'Mech into a better firing position. This may not be possible, though, depending on how fixed weapons are handled
- Hollander - Its Gauss rifle gives it massive firepower, and it has a respectable top speed of 86 KPH. However, its downsides may outweigh its advantages - it has tissue paper for armor, mounts no jump jets, and is completely ammunition-dependant.
- Shadow Cat - Its blistering top speed and jump capability let it keep its distance from its target, while its decent armor gives it some breathing room in case it takes some hits. The Active Probe it mounts lets it keep track of targets no matter the circumstances. It has two main variants that are ideal for direct sniping: the Prime runs very cool and has massive one-shot firepower, but is a bit ammo-dependant for my taste. The A, meanwhile mounts ER Large lasers for long-range combat, freeing it from supply worries unless the enemy gets close - however, it runs pretty hot.
- As already mentioned, the Griffin makes a good sniper - the PPC and LRM-10 work together to put ls of firepower on target. It's faster than most medium 'Mechs of its time, and mounts jump jets for increased mobility. Its armor is by no means horrible, but the Griffin is still in serious danger if it lets the enemy close range.
- The Marauder is among the best of the many heavies that make good snipers. Mounting two PPCs as its primary weapons, it also carries an AC/5 to fill the gaps while it cools off. It does have its drawbacks, unfortunately - its armor isn't top-notch, and its low speed means that armor will be taking hits. Its heat curve isn't all that friendly, and its back-up weapons only make it worse, while doing little to actually stop enemies.
- The Falconer was built explicitly with long-range combat in mind - an ER PPC and a Gauss Rifle pair up to worry even an Atlas. Its top speed can keep most heavies and assaults at bay, while its four medium lasers will make the lighter 'Mechs regret closing the distance. Its jump jets make it even more mobile, while its heavy armor easily turns aside any hits it can't avoid. All in all, there are very few disadvantages to this choice.
- The Prime and B configurations of the Ebon Jaguar are also quite useful for direct support. Both bring huge amounts of firepower to bear on distant targets, have enough speed to keep them distant, and have enough armor and backup weaponry to deal with anything that CAN get close. Only the B has a real disadvantage: the punishing heat generated by its paired ER PPCs and Large Pulse lasers
- An easy choice, the Pillager is pretty much designed for BattleMech-scale assassinations. 2 gauss rifles and a large laser provide the sniping capability, while a quartet of medium lasers dispatch any 'Mech that closes to short range. Its armor is nigh-impenetrable - a good thing, too, considering the Pillager is regularly passed by roadkill. However, its slow sped is somewhat made up for by the jump jets it carries
- The Warhawk Prime. Four ER PPCs and an LRM-10, made deadly accurate by an advanced targeting computer. A top speed of almost 65 KPH makes it faster than most assault 'Mechs, and its armor is more than adequate. It carries 20 double heat sinks, but unfortunately even those are not enough to completely control all the heat generated by the Warhawk's arsenal.
- Finally, If you can find one, the Stone Rhino is an excellent choice. Two Gauss Rifles provide devastating long-range firepower, which can be augmented with a pair of Large pulse lasers as the enemy closes - which they will, due to the Stone Rhino's pitiful top speed. A set of jump jets help offset the poor speed, though, and its thick armor allow it to survive plenty of hits.
#12
Posted 12 March 2012 - 02:44 PM
#14
Posted 12 March 2012 - 02:48 PM
#16
Posted 12 March 2012 - 03:02 PM
Watchit, on 12 March 2012 - 02:51 PM, said:
The Gauss Rifle IS time-line accurate
Okay, you could mount a gauss rifle on a Hunchback at this point in the timline... If they weren't rarer than Clan Khans native to the Inner Sphere, and so expensive that the Bill Gates of Battletech would balk at the price
#17
Posted 12 March 2012 - 03:16 PM
The role of "sniper" in Mech warfare doesn't really have a direct parallel. You COULD specialize in it, but direct fire from a distance is a lot harder due to the difficulty of making mech-level headshots. Doable, but expect to be practicing. A lot!
Fire support comes in 2 varieties. Direct fire and indirect fire. For the direct variant, you're talking a clear line of sight to your target. For this, ER PPC, Gauss Rifles, PPC, and ER Large Lasers are your weapons of choice. I listed them in my personal order of preference. ER PPC has the biggest punch with the longest range minus any ammo constraints, slowed only by recharge time and the "oh holy crap" levels of heat generated. Gauss Rifles are next, with an incredible punch and nearly matching range that's only stopped by the fact they DO have ammo constraints. PPC and ER Large Lasers are both good choices, but it's a fact that the more damage you do the higher heat or lower ammo you have.
For this role... I'd go with a heavy mech customized with a faster engine, jump jets, and 3-4 ER PPCs. Thin the armor out some, since you're at a distance and shots are going to be spread out. And of course, enough heat sinks to NOT insta-shutdown when you alpha strike all of your PPCs. You don't need to stay CONSTANTLY firing, though. This variant's going to be floating like a butterfly and stinging like a bee.
Indirect? LRM 20 + Artemis + a lancemate with a NARC beacon. Stand back, acquire targets, lob missles. Rinse, repeat, and pare supporting weapons to the bone in order for more ammo and speed. You want to make sure that anyone trying to get to you gets pummeled in the process so that you can finish them at short ranges with next to nothing. Again, speed + jump jets is king, but don't trim the armor nearly as much. Ammo blowouts kind of hurt.
PS-Gauss Rifles are prolly going to be available but expensive. Makes sense, as they're starting to emerge in the timeline for regular use about now. But since we're discussing tactics and not equipment availability... I thought I'd include them in my post. Although IMHO if I was playing fire support, I would NOT use a Gauss Rifle. They lack the ammo for it. You want to be up close and personal with them to make sure you pound the weak spots.
Edited by shadowsong, 12 March 2012 - 03:19 PM.
#18
Posted 12 March 2012 - 03:40 PM
shadowsong, on 12 March 2012 - 03:16 PM, said:
The role of "sniper" in Mech warfare doesn't really have a direct parallel. You COULD specialize in it, but direct fire from a distance is a lot harder due to the difficulty of making mech-level headshots. Doable, but expect to be practicing. A lot!
Fire support comes in 2 varieties. Direct fire and indirect fire. For the direct variant, you're talking a clear line of sight to your target. For this, ER PPC, Gauss Rifles, PPC, and ER Large Lasers are your weapons of choice. I listed them in my personal order of preference. ER PPC has the biggest punch with the longest range minus any ammo constraints, slowed only by recharge time and the "oh holy crap" levels of heat generated. Gauss Rifles are next, with an incredible punch and nearly matching range that's only stopped by the fact they DO have ammo constraints. PPC and ER Large Lasers are both good choices, but it's a fact that the more damage you do the higher heat or lower ammo you have.
For this role... I'd go with a heavy mech customized with a faster engine, jump jets, and 3-4 ER PPCs. Thin the armor out some, since you're at a distance and shots are going to be spread out. And of course, enough heat sinks to NOT insta-shutdown when you alpha strike all of your PPCs. You don't need to stay CONSTANTLY firing, though. This variant's going to be floating like a butterfly and stinging like a bee.
Indirect? LRM 20 + Artemis + a lancemate with a NARC beacon. Stand back, acquire targets, lob missles. Rinse, repeat, and pare supporting weapons to the bone in order for more ammo and speed. You want to make sure that anyone trying to get to you gets pummeled in the process so that you can finish them at short ranges with next to nothing. Again, speed + jump jets is king, but don't trim the armor nearly as much. Ammo blowouts kind of hurt.
PS-Gauss Rifles are prolly going to be available but expensive. Makes sense, as they're starting to emerge in the timeline for regular use about now. But since we're discussing tactics and not equipment availability... I thought I'd include them in my post. Although IMHO if I was playing fire support, I would NOT use a Gauss Rifle. They lack the ammo for it. You want to be up close and personal with them to make sure you pound the weak spots.
I'm going to take issue with using Artemis IV for indirect fire support. Indirect fire, by definition, has no line of sight to the target. Artemis IV requires LoS to function, it doesn't work with indirect fire. Better off dropping the Artemis IV system and packing more ammo.
#19
Posted 12 March 2012 - 03:52 PM
It (canonically) costs a little over 20 million c-bills, and while they've been around for a while (since the fall of the Star League), all of the existing examples are ancient and new construction apparently doesn't happen until around 3058 (despite all of the necessary technologies existing prior to 3049).
#20
Posted 12 March 2012 - 03:52 PM
Nakir, on 12 March 2012 - 12:39 PM, said:
What 'Mech are you running?
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