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How Do You Tend To Equip Mechs That Have Low Slung Weapons And/or No Jump Jets?


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#1 Sephlock

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Posted 28 February 2014 - 08:18 AM

Particularly the heavier ones.

Hell, lets throw the Zeus into the mix as well, even though some of those chest hardpoints are reasonably high up.

Do you tend to go for brawler designs? With or without a token long range weapon?

Do you just resign yourself to being an inferior steptart and try to (ab)use corners?

#2 Felicitatem Parco

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Posted 28 February 2014 - 08:23 AM

Well, I tend to avoid big jumpless Mechs with low-slung arms unless they have really-good high Torso mounts, like the Battlemaster.

Big Mechs with low-slung arms and no jets or really high Torso mounts are designed to fight in the absence of cover... and I consider that to be a very "situational" playstyle. For instance, I have a Founder's Atlas that was one of the very first Mechs I acquired in this game, and I don't have the basic 8 efficiencies unlocked yet because the arms might was well be equipped with shovels - they turf every shot unless you're fighting across open, flat terrain.

Edited by Prosperity Park, 28 February 2014 - 08:24 AM.


#3 Squash

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Posted 28 February 2014 - 08:31 AM

I only have two heavier mechs with this problem, an Ilya and a DDC. I'm not as concerned with how I equip them as how I pilot them. It's fairly obvious they can't be piloted the same as a high-slung (stalker for example).
With the Ilya, I really enjoy the dual-gauss/2ML with Target-info gathering and advanced zoom modules. I tend to stay back or find an overwatch position (though I do brawl with it on occasion). Once the fighting starts and the enemy is distracted start scanning for opportunistic lights, LRM boats, poptarts, etc. Having the flexibility of the arms for aiming is very useful for taking twitch shots with gauss.

The DDC I run 2xLL in the arms and some mix of ballistic/SRMs in the torsos. I'm not sniping with those LL, but they're useful for some reach, and still work fine in a brawl. I usually play this mech when I'm in a premade and usually escort them providing ECM cover, and if enemies get close to us, the build really starts to shine.

Just be careful of friendly lights, I've accidently TK'd a couple of them when they run straight in front of a firing line (who hasn't?) from a low-slung weapon.

#4 Flying Judgement

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Posted 28 February 2014 - 09:02 AM

in my rs 2 large on the left 1medium and a large on the right hand
ac 20 bigest engine

dragon ac5 ultra5 large pulse med laser

they one of my best and most favorite mechs
i prefer arms more than JJs u can shield ur ct side torso but still shooting back its a different play stile but it works very effectively

#5 LastPaladin

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Posted 28 February 2014 - 10:13 AM

If I have jumpjets, like in a Victor or Phract 3D, I might use AC or PPCs in the arms, but if not, I will probably stick with large lasers or med lasers, or maybe machine guns/LB 10-X for a ballistic hardpoint. For example, right now in my Protector, I have an AC-5 and 2 PPCs in the torso, because the torso mounts are good for ridge humping, and 2 large lasers in the arm mounts. I'm generally going to need that extra firepower on fast mechs that get close enough to negate the PPCS, and that is when the extra arm movement really comes in handy too, so it tends to work pretty well.

#6 Bishop Steiner

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Posted 28 February 2014 - 10:41 AM

Well, Low slug guns pretty well nerfs Sniping. So this ILYA MURDERMETZ is indicative to my usual approach. Fast Hunter/Seeker. Works good against all sizes, out to 1000 meters or so. Has my highest KDr and avg damage, so must be doing something right.

#7 Joseph Mallan

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Posted 28 February 2014 - 11:05 AM

I mix heavy hitting FLD with DoT and RNG damage... In other words I try to have a mix of weapons to cover every way to deliver damage.

#8 tayhimself

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Posted 28 February 2014 - 01:14 PM

Equip them as heat efficient (see Bishop's build) maximum damage brawlers (as Joseph's mixed DoT weapons would indicate) with a decent size engine which is fast but doesn't result in an undergunned mech.

I try and equip as many hardpoints as possible to do the maximum damage in 2-3 volleys to drop a mech quickly.

#9 Felicitatem Parco

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Posted 28 February 2014 - 01:42 PM

If I do run a low-slung gunner, like my Ilya, I try to go either two routes with it: 1.) Just overload it with weapons and go nuts, or 2.) mount a very big engine and focus on utilizing a high-mobility playstyle while moving from point-to-point.

If you focus on moving from cover point to cover point, then you will have many opportunities to fire all your weapons free of obstructions, and you can use the wide range of arc that low-slung arms typically provide to enhance your defensive capacity while torso twisting or engaging enemy Lights. High-mounted arms are great for shooting from behind cover; Low-slung arms are best when moving between cover locations.

Edited by Prosperity Park, 28 February 2014 - 01:44 PM.






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