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Anti-Light Builds


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#21 Sug

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Posted 14 January 2014 - 01:22 PM

View PostcSand, on 14 January 2014 - 01:20 PM, said:


Is this true?

My awesome QKD just became that much awesomer



It seems so. Though it will probably be corrected via a hotfix in 9 months.

#22 Sagamore

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Posted 14 January 2014 - 01:24 PM

View PostcSand, on 14 January 2014 - 01:20 PM, said:

Is this true? My awesome QKD just became that much awesomer


This is the first time I've heard this as well.

#23 Mechteric

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Posted 14 January 2014 - 01:27 PM

View PostReuSeven, on 14 January 2014 - 11:32 AM, said:

The Dragon N1 with 2 SSRM, 2LLAS and 1 UAC5 with XL320

Did any one try and use this on a light?


The main problems there are that the UAC5 isn't terrific at hitting lights, large lasers also sometimes since they have such long duration.

But overall I wouldn't recommend this chassis, I just don't think the DRG-1N is particularly well suited to be dedicated anti-light, as this is about the best I could come up with: DRG-1N

Edited by CapperDeluxe, 14 January 2014 - 01:28 PM.


#24 Prawfutt

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Posted 14 January 2014 - 01:53 PM

View PostSug, on 14 January 2014 - 01:22 PM, said:



It seems so. Though it will probably be corrected via a hotfix in 9 months.



actually it has been around nearly a year with no fix or mention of intention to fix... Not sure if the artemis launchers + ammo in UI2,0 will fix it or not.

and I did some field research in training grounds.
recorded a lock aquiring 10 times with no artimis, averaged 1.25 seconds time to lock
Took the same mech with artimis, 10 times recorded, average lock time 0.75 seconds time to lock

the problem is in the lock itself, the mechanic for SSRM and LRM is the same. Until they split the lock mechanic from SSRM and LRM the artimis trick will work.

#25 TercieI

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Posted 14 January 2014 - 02:03 PM

View PostDarthPeanut, on 14 January 2014 - 12:13 PM, said:

My 2 cents but I would also say 2D2 hawk. 4x ssrm, 2x ML, 1x ac5, bap, ams, jj, xl280, etc.. and it does pretty well fighting lights.


I took a version of this out (I got an XL 300 on it) last night for the first time. I was pleased. Like a big jumpy Oxide. Wrecked lights quite nicely and wasn't useless against bigger things either.

#26 theta123

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Posted 14 January 2014 - 02:11 PM

SHD-2D2

My Anti-light build

I use a LB10X for several reasons

The AC10..Or pretty much any autocannon fire one shot. With this games bad hit detection and spider spamming, i find it highly unreliable. With LB10X you will hit the target... Now with 4 streaks firing, you'll quickly tear away the armor somewhere, together with the 2 Medium lasers... Even one LB10X impact can then easily cripple any light mech.

#27 kesuga7

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Posted 14 January 2014 - 02:16 PM

View PostEscef, on 14 January 2014 - 12:11 PM, said:

And pick up the Artemis upgrade if you have Streaks. LRMs and Streaks use the same lock on mechanics, so an unintended quirk of the Artemis upgrade is that it shortens the lock-on time for Streaks the same as for LRMs. It will add 1ton and 1 crit to all of your non-Streak missile racks, but if all you have are Streaks it s 0-ton, 0-crit improvement for a modest c-bill investment.

that sounds broken

#28 DONTOR

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Posted 14 January 2014 - 03:04 PM

View PostPrawfut Bludskin, on 14 January 2014 - 01:53 PM, said:



actually it has been around nearly a year with no fix or mention of intention to fix... Not sure if the artemis launchers + ammo in UI2,0 will fix it or not.

and I did some field research in training grounds.
recorded a lock aquiring 10 times with no artimis, averaged 1.25 seconds time to lock
Took the same mech with artimis, 10 times recorded, average lock time 0.75 seconds time to lock

the problem is in the lock itself, the mechanic for SSRM and LRM is the same. Until they split the lock mechanic from SSRM and LRM the artimis trick will work.

I personally dont think it needs a fix at all, the spread damage makes streaks basically a light fighting weapon only. If people want to spend 750,000 Cbills to upgrade lock time by .5 seconds than by all means please do. Although maybe a more expensve ammo is in order for ASSRMs lol. Locking on to 170KPH lights is a pain in medium mechs, and they will be out of range quickly so it helps in that scenario aswell.

#29 Escef

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Posted 14 January 2014 - 03:06 PM

View PostDONTOR, on 14 January 2014 - 03:04 PM, said:

I personally dont think it needs a fix at all, the spread damage makes streaks basically a light fighting weapon only. If people want to spend 750,000 Cbills to upgrade lock time by .5 seconds than by all means please do. Although maybe a more expensve ammo is in order for ASSRMs lol. Locking on to 170KPH lights is a pain in medium mechs, and they will be out of range quickly so it helps in that scenario aswell.

Not to mention the fact that ECM is so popular that in many matches if you don't have a Beagle Probe the Streaks are a complete waste.

#30 Kubernetes

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Posted 14 January 2014 - 05:27 PM

View PostSowaka, on 14 January 2014 - 11:30 AM, said:

Also, am I the only one that has found SSRMs to be pretty horrible? I don't see why I'd want to shoot ten missiles that home in on literally 8 different components of a mech when I could take an AC or beam weapon and focus down their CT and STs for not only more damage but more pinpoint damage, or at least as pinpoint as you can get on such a small target.


Because light mechs are very fragile and repeatedly hitting one with 25 points of guaranteed damage will kill it quickly regardless of where the damage is distributed. How often can you keep a laser trained on a specific part of a light mech for a full second? Most streakboats are also carrying lasers, so it's not like it's either/or.

Just as in a lot of warfare, the best counter to light mechs is a platform with similar characteristics, i.e. another light mech.

Edited by Kubernetes, 14 January 2014 - 05:30 PM.


#31 East Indy

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Posted 14 January 2014 - 05:28 PM

Speed and Streaks usually get them to head for the exits. From there, it's a matter of taste.

#32 Levi Porphyrogenitus

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Posted 14 January 2014 - 05:33 PM

SHD-2D2

It's quite fast and has a whole bunch of SSRMs, plus the BAP to cancel the nearest enemy ECM. It's not helpless against more than one, though, with the ML and LL on the arms being great for tracking fast targets. It also does good work against larger enemies, so long as you keep moving and use your speed and your JJs to avoid or spread as much damage as possible.

#33 Monky

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Posted 14 January 2014 - 05:37 PM

Dual AC5's, streak SRMs, large and medium lasers are a light killer's best friend.

Therefore, anything that can mount those while being agile enough to counter the light's maneuverability to some extent is a decent light killer.

#34 Bhelogan

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Posted 14 January 2014 - 05:50 PM

I eat lights for breakfast with this:
SHD-2H

#35 Kaox Veed

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Posted 14 January 2014 - 06:11 PM

http://mwo.smurfy-ne...244d2d9c3552322

Can do the same on a SHK 2D2

#36 Roland

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Posted 14 January 2014 - 06:20 PM

The best mechs for killing light mechs are not streaks, but rather high alpha weapons like the AC20 in a skilled shooter's hands.

Streaks used to obliterate light mechs, but since they now spread all over the mech, their utility has greatly diminished.

An AC20 will basically kill any light mech in two shots through a side torso, or rip its leg off. When you're hunting lights, you want to be able to crush them with a huge alpha as soon as you have a good shot on them.

Streaks aren't really terrible against lights, but they're inferior to high alpha weapons unless you aren't able to land the high alpha guns.

#37 Bhelogan

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Posted 14 January 2014 - 06:32 PM

View PostKaox Veed, on 14 January 2014 - 06:11 PM, said:

http://mwo.smurfy-ne...244d2d9c3552322

Can do the same on a SHK 2D2

Actually, the 3MGs help tear their legs out fast. That, and your not 'have to hit em with one shot' like the bigger ACs

#38 William T Riker

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Posted 14 January 2014 - 08:12 PM

Streak Oxide will work over other lights. I always focus on them first if I see them in my Oxide.

Ignore them at your peril.

Edited by William T Riker, 14 January 2014 - 08:13 PM.


#39 Monky

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Posted 14 January 2014 - 10:38 PM

After much deliberation i've decided SHD-2D2 is an ideal light fighting build. Fast enough to give chase, can engage other targets at decent range with decent firepower, capable of overpowering lights in a stand up fight and uses jumpjets to break light-circle-strafe.

It is damned expensive for a dedicated light fighter though.

#40 MetalBacon

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Posted 15 January 2014 - 04:43 AM

Streaktaro Missilehands

lulwatlights?

Edited by MetalBacon, 15 January 2014 - 04:45 AM.






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