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Light Hunter Builds?


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#41 FERAL TIGER

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Posted 23 January 2014 - 10:01 PM

View PostBront, on 04 August 2013 - 12:42 PM, said:

LB10Xs are also good, for similar reasons (that, and they're easier to hit with because of the spread in general) as a light hunter weapon.


What's the maximum distance on the LB10X? Or, to clarify, at what distance is the spread so far it reduces damage?

#42 Bront

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Posted 26 January 2014 - 06:51 AM

View PostFERAL TIGER, on 23 January 2014 - 10:01 PM, said:


What's the maximum distance on the LB10X? Or, to clarify, at what distance is the spread so far it reduces damage?

Depends, but I find them generally effective at 300m still, and have used them to get kills out to max range. They did shrink the spread quite a bit. It's not a great primary weapon, but it works well in tandem with weapons that strip armor off and might spread damage a bit (Streaks/Lasers), or in tandem with weapons that might take the armor off (One of these days I'll try a 2 AC5 1 LB10X, 1 PPC Ilya)

#43 Flak Kannon

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Posted 29 January 2014 - 02:33 PM

Hi BD,

Been a while since I saw you in game. Hope all is well.


I found the best light hunters are either the Shadow Hawk with 4 missle slots, or most the Kintaros.

I bought the Golden Boy and I love it.

5 missle slots, all SSRM's, and 3 energy hardpoints. You can go either 3 SPL or 3 ML, your choice.


I like have 3 ML so as to touch out past 300 meters, even if not for full damage.

But add a BAP on the streak build, max out the engine size and run like the wind. Just remember, good light pilots will try to kite you back to the group. So pick your engagements wisely, and an upengined XL Kintaro will not take much punishment from the big boy guns. The shadow hawks seem to soak damage a little better and have jump jets.. but the Kintaro just seems to be the lights achilles heel...

#44 TygerLily

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Posted 29 January 2014 - 02:41 PM

Shadowhawk 2D2...4 streaks, LBX, 2 MPL...and an XL275
Posted Image

Edited by TygerLily, 29 January 2014 - 02:41 PM.


#45 CygnusX7

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Posted 30 January 2014 - 06:40 AM

I finally got speed tweak last night and these builds are hilarious. Especially the 2D2.
Am able to keep up with spiders and punch many rounds of SSRM's in their back.

View PostCygnusX7, on 23 December 2013 - 10:24 AM, said:

2D2 XL360 4SSRM, LL, mL, BAP, 2 JJ
SHD-2D2-Light Hunter

2H XL360 3MG, ERLL, 3 SSRM, BAP, 3 JJ
SHD-2H-Light Hunter


#46 DonGardenio

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Posted 30 January 2014 - 07:04 AM

People push streaks a lot but really? As a light pilot, I feel all they do is deter me rather than actually kill me or anything of the sort. When you run at 150kph and have JJs, it's really not hard to stay the hell out of that zone. Unless its an Oxide. Also sure you land hits on otherwise hard to hit things, but they splatter all over the place and are kinda unreliable. Max armour Jenners will take a lot of streaks to take down.

Definitely more afraid of AC20s, PPCs and more frontloaded nonsense. One shot and its over. No Light is absolutely perfect and these chances will appear. Streaks? I have plenty of time to respond to streaks before they do any real damage. If lights are good at anything, its responding to things. And picking their fights. No decent light pilot will hang around a streak-mech in a MLas slugfest. I know I'd leave them to get slaughtered by the heavies and assaults while I go harass something easier to mess with. Even if the higher speed builds can maintain some form of a chase, perhaps with the help of terrain and such - streaks just don't kill fast enough usually. Unless said light is absolutely isolated, its gonna find some beefcakes to cake cover amongst.

Also you pay for being rather lousy against anything else. Potentially outgunned by the very same lights you sought to hunt.

Overall I say pah to streaks, just pack some PLs/PPCs/Ballistics and work on that snap aim.

But I suppose with the prevalence and absolutely high annoyance of ******* Spiders, anybody would want to slap them about with a sure hit weapon.

#47 N0t Me

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Posted 30 January 2014 - 07:10 AM

kintaro-18 with 5 SSRM 2 ML and a XL350, need BAP to be reliable

#48 TygerLily

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Posted 30 January 2014 - 07:18 AM

View PostDonGardenio, on 30 January 2014 - 07:04 AM, said:

Overall I say pah to streaks, just pack some PLs/PPCs/Ballistics and work on that snap aim.


Nah man, ballistics (except LBX) and PPCs are the last thing you want for lights. Lasers and streaks are the way to go...

Streaks: Even though they scatter and do lighter damage, Lights don't have much armor to work through in the first place.
Lasers: If you miss even a little with a ballistic or ppc, you're out ammo or a high heat investment. If you miss a little with a laser you can correct it and do some damage...

Pulses are in between: deliver damage faster but still kind of trackable. I don't think many find their higher heat, weight increase, and decreased range worth it though. I do find Pulses good while playing as a Light...it's best to do a drive by and deliver your damage faster instead of staring at your opponent until all the damage is out.

Obviously, I've been shot down by AC20's and the like as a Light, so being a skilled shooter is good...but I think there are better weapon choices if you're building specifically to counter Lights.

Edited by TygerLily, 30 January 2014 - 07:21 AM.


#49 CygnusX7

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Posted 30 January 2014 - 08:15 AM

View PostDonGardenio, on 30 January 2014 - 07:04 AM, said:

People push streaks a lot but really? As a light pilot, I feel all they do is deter me rather than actually kill me or anything of the sort. When you run at 150kph and have JJs, it's really not hard to stay the hell out of that zone. Unless its an Oxide. Also sure you land hits on otherwise hard to hit things, but they splatter all over the place and are kinda unreliable. Max armour Jenners will take a lot of streaks to take down.

Definitely more afraid of AC20s, PPCs and more frontloaded nonsense. One shot and its over. No Light is absolutely perfect and these chances will appear. Streaks? I have plenty of time to respond to streaks before they do any real damage. If lights are good at anything, its responding to things. And picking their fights. No decent light pilot will hang around a streak-mech in a MLas slugfest. I know I'd leave them to get slaughtered by the heavies and assaults while I go harass something easier to mess with. Even if the higher speed builds can maintain some form of a chase, perhaps with the help of terrain and such - streaks just don't kill fast enough usually. Unless said light is absolutely isolated, its gonna find some beefcakes to cake cover amongst.

Also you pay for being rather lousy against anything else. Potentially outgunned by the very same lights you sought to hunt.

Overall I say pah to streaks, just pack some PLs/PPCs/Ballistics and work on that snap aim.

But I suppose with the prevalence and absolutely high annoyance of ******* Spiders, anybody would want to slap them about with a sure hit weapon.


Streakers might be weak but as long as you're within range they always hit. BAP is required.
A medium mech carrying 4 streaks, a LL, mL and a couple JJ's at 116kph is a tough mech.

Edited by CygnusX7, 30 January 2014 - 08:16 AM.


#50 jper4

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Posted 30 January 2014 - 08:45 AM

i use either oxide with 4 streaks on KTO 18 with 5 streaks (edit and BAP of course) and a pair of MLs, forget the engine but it tops out in the high 90s which is enough to keep you in range for enough volleys to either kill or seriously cripple most lights.

Edited by Tanar, 30 January 2014 - 08:45 AM.


#51 Flyto

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Posted 30 January 2014 - 08:48 AM

Here's my light hunter: http://mwo.smurfy-ne...9379a4c95767413

Needs speed tweak.

If a light decides to run away, you won't keep up - but it means that they have to keep away, and that's all you need if you're trying to protect a group of more vulnerable mechs.

#52 990Dreams

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Posted 30 January 2014 - 09:09 AM

Light Mechs that hunt or Mechs that hunt Lights?

I have a build for one either way.

Jenner

Death's Knell

Light Hunter CN9-A (Eden's Guard)

#53 Dawnstealer

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Posted 30 January 2014 - 09:13 AM

My new favorite:

http://mwo.smurfy-ne...bf09800bb5a97fc

Love my wolverine.

#54 BaconTWOfourACTUAL

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Posted 30 January 2014 - 09:18 AM

Now are we talking "Light Hunter" as far as pursuit mechs?
Or "Light Hunter" as a Light mech, loaded out to do tons of damage?

#55 DAYLEET

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Posted 30 January 2014 - 12:38 PM

Why run after them when you can get them to you like moths to a flame? I drive a Stalker 5M with 5 Streak and 2 ERLL, big slow easy target right, till 10 streak fly their way then they take evasive maneuver and then 2 ERLL redo their back paint job. They will be back, they always come back, moth to a flame.

scratch that, i just realised this is in a light mech subforum, i just clicked the topic on the frontpage.

Edited by DAYLEET, 30 January 2014 - 01:15 PM.


#56 Wispsy

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Posted 08 February 2014 - 03:59 AM

You want a fast medium with jjs that has lots of SSRMs and some pinpoint damage. This is the best light hunter.

2nd best is a highlander with ppcs gauss and SSRMs.

Edited by Wispsy, 08 February 2014 - 04:00 AM.


#57 Bishop Steiner

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Posted 08 February 2014 - 05:26 AM

View PostWispsy, on 08 February 2014 - 03:59 AM, said:

You want a fast medium with jjs that has lots of SSRMs and some pinpoint damage. This is the best light hunter.

2nd best is a highlander with ppcs gauss and SSRMs.

MEH.

Baiting the trap there Wisp?

Let's be honest, against decent to good Light Pilots, Light "Hunting" is almost always a bad idea that ends up getting your Medium Mech isolated and wolf packed by mechs faster and more maneuverable than you are. Light "Killers" are always most effective when they are in range of support, and for that, you really don't need blazing speed.

Overall, a good Light "Killer" that can also contribute usefully in other aspects (like actually do more than annoy assault mechs) doesn't have to be uber-fast, but 90+ kph is a good idea as are JJs. Whilst some at the "Church of Skill" deride SSRMs, they are still, far and away the great counter to Lights, and why for instance the Ember which has no missiles, while a great little unit, is far better off against Medium and Heavy Mechs, than fighting Jenners (though obviously skill can win out, no matter the chassis).

Biggest mistake is the people I see who neglect the heavy pinpoint weaponry. A SHD-2D2 going 120 kph with 4 SSRM and 2 lasers, is simply inferior in killing power to one doing 90 with the same loadout AND a UAC, LB-X or AC10. Period. (Heck Wispy, you know what happens if you run in a straight line for even a second if I got an ac20!). And overall, ballistics are superior to PPCs for this, because unless the Lights are bad, or you are great, you are going to miss shots, and ac5, uacs, ac10s all cycle far faster, and generate a lot less heat (plus no minimum range).

Best plan to dealing with enemy Light Mechs? Build a good mobile medium with a mix of SSRMs and pinpoint weapons, and stick with your big guys acting as an escort, beating the little boogers off if they get adventurous. Leave the High Speed shenanigans and cap response to your own Light Mechs. If you are burning 50-55 tons of my teams drop weight, you dang well better be useful for more than squirrel hunting!

#58 Wispsy

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Posted 08 February 2014 - 06:42 AM

I am quite sure that is what I said.

Also the Ember beats the Jenner F still but the D has SSRMs so will win a 1v1 almost always. Either one shot them or SSRM them for guaranteed damage. They are just a light mech.

Edited by Wispsy, 08 February 2014 - 06:44 AM.


#59 John Buford

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Posted 08 February 2014 - 03:06 PM

View PostBishop Steiner, on 08 February 2014 - 05:26 AM, said:

MEH.

Baiting the trap there Wisp?

Let's be honest, against decent to good Light Pilots, Light "Hunting" is almost always a bad idea that ends up getting your Medium Mech isolated and wolf packed by mechs faster and more maneuverable than you are. Light "Killers" are always most effective when they are in range of support, and for that, you really don't need blazing speed.

Overall, a good Light "Killer" that can also contribute usefully in other aspects (like actually do more than annoy assault mechs) doesn't have to be uber-fast, but 90+ kph is a good idea as are JJs. Whilst some at the "Church of Skill" deride SSRMs, they are still, far and away the great counter to Lights, and why for instance the Ember which has no missiles, while a great little unit, is far better off against Medium and Heavy Mechs, than fighting Jenners (though obviously skill can win out, no matter the chassis).

Biggest mistake is the people I see who neglect the heavy pinpoint weaponry. A SHD-2D2 going 120 kph with 4 SSRM and 2 lasers, is simply inferior in killing power to one doing 90 with the same loadout AND a UAC, LB-X or AC10. Period. (Heck Wispy, you know what happens if you run in a straight line for even a second if I got an ac20!). And overall, ballistics are superior to PPCs for this, because unless the Lights are bad, or you are great, you are going to miss shots, and ac5, uacs, ac10s all cycle far faster, and generate a lot less heat (plus no minimum range).

Best plan to dealing with enemy Light Mechs? Build a good mobile medium with a mix of SSRMs and pinpoint weapons, and stick with your big guys acting as an escort, beating the little boogers off if they get adventurous. Leave the High Speed shenanigans and cap response to your own Light Mechs. If you are burning 50-55 tons of my teams drop weight, you dang well better be useful for more than squirrel hunting!


Good advice here. Put it this way as a "Light Hunter" your job is not to chase down lights but more to escort the big guys. For this you will engage any light that gets behind or close by and run them off with streaks or kill if you can but don't leave your charge. If there are no lights around it is your job to put fire on you charge's target and support him. Just chasing off the Lights allows the big guys to do their job.

#60 Victor Morson

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Posted 08 February 2014 - 03:24 PM

DO NOT USE A YEN-LO-WANG FOR LIGHT HUNTING. It's an awful choice with it's arm.

Recommended builds:

Shadow Hawk 2D2 - AC/20 + ER PPC
Shadow Hawk 2D2 - 4x SSRM2 1x ERLL
Shadow Hawk 5J - 2x AC/5 3x SSRM2
Griffin - 4x SSRM2 2x MPL
Kintaro KTO-18 - 5x SSRM2 2x ML
Oxide - 4x SSRM2 [A light hunting light.]

Carry a BAP on any Streak Build. Also carry Artemis as it gives an unlisted advantage to your lock time with the weapon. Other than the 5J, this also includes the largest engine you can fit within a few engine ratings, so that you can dogfight lights.

The Kintaro and Oxide can't jump, so keep that in mind when comparing firepower.

There you go - any one of those will absolutely excel at light hunting, in particular if you hang close to another 'mech running counter-ECM. Absolutely avoid the YLW though, it's arm will be gone against light 'mechs before you even get half a ton fired off.

Edited by Victor Morson, 08 February 2014 - 03:26 PM.






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