However, I would like to present a counter argument in this thread of this "boating" concept, with the idea of adding complementary weapons together can help one form a stronger, more balanced build. These concepts will be more important and relevant for PUG (Pick Up Groups, or can also be referred to as Solo playing) games than competitive (preconstructed 12 mans teams) games.
Focused Builds:
Now, I'll just mention that there is a strength with adding in a lot of the same weapons, but with a focused strength, there is a larger weakness. To name a few for you:
- With a heavy SRM payload, you end up with a great strength at close range, causing a lot of damage for very little weight and marginal heat. However, anything outside of 100m is going to really spread the damage, and outside 270m is completely immune to you. You are also heavily ammo dependent. Counters: Long range and pin point damage. (Also a known problem with SRM hit registration as of the time of posting.)
- Dual AC20 builds have a great pin point, high damage loadout. Up close and personal, they are going to do a lot of damage to a single location. However, the weapons are heavy, hot and require ammo. They also don't have a lot of range as well. Counters: Long Range, Ammo reserves, fast targets (for most people).
- An LRM boat will have great support, able to fire indirectly with a lot of damage. However, most times that damage is going to be spread out. With direct fire, the damage is less spread out. Lots of damage at mid to longer ranges. However, anything that gets close to you, within 180m, you just aren't going to hurt. Counters: Close combat, fast mechs, ECM, AMS (will hinder you), Terrain, Pin point sniper builds, etc.
I could go on, but I think you get the point.
Balanced Builds:
With this pointed out, sometimes it really pays to have a more balanced build. This way, you can avoid some of these large weaknesses of a fully focus build. However, with a more balanced build, you will also weaken your performance in any one field. Basically, the more balanced you become, the weaker your focused performance in the other roles will be, but the stronger your overall performance should be. Balance too far, and you might make yourself too weak in any one engagement type. Focus too far, and you gain strength in one type of engagement at the cost of weaknesses in other types.
With this information, I want to now present the case I have. A balanced build, with some weapons for up close damage and ranged damage, will preform overall better. However, by balanced, I don't mean splitting your mech roles into all categories. Select two roles. AKA: Something range and something for close up. Focus a little more on one over the other, but retain something for the range or close combat. This becomes more easier and more key the heavier your mech is. (Lights can basically throw this out the window and focus on one role most times.)
An example I shall present forth:
Stalker 3F: http://mwo.smurfy-ne...1b0fed418ebb28e (Armor placement not exact.)
With this Stalker build, I created what I consider to be a nice blend for close combat and long range. I have a total of 30 LRMs for ranged combat, which is good for the build as it is a slow moving build. When I am out of line of sight and working to get into the fight, I can support my team with my LRMs. Then, for close ranges where my LRMs are completely useless, I cover myself with 4 Med lasers, and 2 SSRM2s, as well as a BAP to help counter ECM for the SSRMs.
So far, I have had great success with this particular loadout. It's a great mech in my opinion for newer players. Shoot your weapons in their proper range bands, and you should be fine. Lasers and SSRMs within 270m, and LRMs outside 180m. When the fight isn't good for my LRMs, I close in. If I am best off standing out back with my LRMs, then I can do that as well. A weapon for either situation, though a lot of it's punch is in the closer ranges. (This build works best on targets within the tight band of 270m to 180m. If you can, you try to keep targets in this zone. However, if you can't, you still have enough punch to at least go down fighting.)
The main concept behind this build is to be a guard for the team. If there are other LRM mechs, stick with them. Your more balanced build can help protect the LRM members of your team, while you can still use your LRMs with theirs.
With the example build, I'd like to point out how I didn't focus just on my LRMs. Actually, if anything, the mech was almost made for closer fights instead, with LRMs to help the build as it moves into position. This mech can work great in a solo PUG match, as it can handle most anything that comes it's way.
From the success I've had with this mech, I have made a lot of other mechs based on this design, and many of them have also been fairly successful. To present the idea of how this works, I shall post these other builds here as well.
Battlemaster 1S: http://mwo.smurfy-ne...d83edc6e97ad3eb
Thunderbolt 5S: http://mwo.smurfy-ne...1e01d025e505557
Hunchback 4SP: http://mwo.smurfy-ne...bb0bc827b009caf (No SSRMs, Artemis, or BAP, but similar concept.)
EDIT:
Griffin 3M:
Revised build Griffin 3M: http://mwo.smurfy-ne...c4acc2e2546a287 (Test platform has stock XL 275 engine, and an extra heat sink, for the moment.)
Complimentary Weapons:
For the next part of this, I want to discuss complementary weapon systems. These are weapons that seem to work well together. The weapons I found to work well together so far:
- AC5/UAC5 with a TAG laser: They share similar ranges to each other, and each require direct line of sight. Aim for the AC, and let the TAG hit as well. Great for anyone who wants to be a spotter, or for mixing ACs and LRMs together. The cooler run of the AC helps keep the TAG shooting inside that weapongroup.
- Med/Sm lasers and SSRMs: They share similar weapon ranges (or effective ranges for the Med Lasers). Combine them with BAP and you can do well with those pesky lights. Best part is, if you don't want the SSRMs to fire, don't lock on. (AKA: Target is outside 270m range, but you want to shoot those med lasers. I do not actually recommend one fight without locking on. Always, whenever possible, lock onto your target. It helps you out. It helps your team out.)
- Med/SM lasers and MGs: Works great, especially with Sm Lasers. Share similar ranges to each other as well as aiming mechanics (ignore the MG bullets. They hit like a laser.) Also, Lasers help punch through armor, MGs help with Internals.
- SSRMs and LRMs: Buy the Artemis for the LRMs, and the faster lock on speed also effects your SSRMs as well. Actually, I always suggest Artemis for SSRMs (but not all LRMs need to be Artemis, but this is for a different discussion). Combine with BAP, and it helps your SSRMs for the most part, but your LRMs benefit from the extended sensor ranges, and the cutting of ECM that gets too close.
- Large Laser and TAG: Share similar ranges, and have the same exact aiming style. Only problem is keeping those large lasers cool so you can keep the TAG on target near indefinitely.
For this, you will have to grasp the concept that you don't have to "fill all hard points with the same weapon". My example above (Stalker and Stalker based builds) don't used all the Missile Hard Points for LRMs, but also spend a few on SSRMs as well.
Other examples of using weapons that blend together well to make a good, balanced, mech:
Raven 4x: http://mwo.smurfy-ne...98482fb6aa1c943
This Raven has been deemed as one of the worst Raven variants in the game for a long time by a lot of people here on the Forums. However, I find that it's got just the perfect blend of hard points to make it a real carrion bird. The LRMs are for the long range punch and team support. After armor has been breached, use the speed of the Raven to close in for the Med Lasers supported by the MGs. Take a section from them, then withdraw into your team again. Use your LRMs as much as you can to peel armor with your team. Try to save yourself for the end game, with your MGs and Lasers could be the tide turner. Work within the team.
I will warn, it will not play like a typical light mech. Everything you learned about being a light pilot will not work here. You want to stay with the team. If you go off on your own, you will most likely die. Fair warning.
Shadowhawk 2H: http://mwo.smurfy-ne...f9634c0c93c9903
This is the build where I found the nice blend of the AC5 and TAG. This mech might not look like much on paper, but the fact that it's guns are never silent makes it a real killer. Use range to your advantage, and try to get line of sight. When you start to hit with your AC5, shoot the LRMs as well. In theory, your LRMs and AC should never be silent. Against slower targets, you should be able to keep your AC on target, with the TAG, and be shooting your LRMs constantly. (I have often died with no ammo left and 600+ damage to my credit.)
These mechs I find effective for how the weapons on them blend together. With the Raven, it's the LRMs (range) and med lasers (close) making openings for the MGs to do what they do best, taking out structure. The Shadowhawk is a beast on even the hottest maps, as it just keeps shooting everything it's got and cutting through ECM with TAG, even when other mechs are shut down from overheating.
Range Balance:
The last part of this guide, I'd like to look at builds that might not use LRMs, but balance themselves between range and close combat weapons. If you haven't already noticed, all my other mechs here have weapons designated for each range type, especially if the ranged weapon will not work in close range. This means that, at range or up close, none of these builds will ever be completely useless. This is not to say that one can not play with a more focused build, but just be ready to meat your counter on the field and take your lumps. However, same goes for the more balanced build, coming across a more focused build in their element. With a balanced build, you give up some strength in one role, for the ability to still deal damage in other roles. (Example Stalker can deal damage with LRMs (Range) or lasers/SSRMs (Close). If in an LRM dual, I will probably lose. If in a Brawl, I will probably lose. But, I am never helpless in either situation at the same time. And don't forget, you do have a team who can help you.)
I'll keep this short, and jump to some more examples of a balance between close range and far range:
Shadowhawk 2D2: http://mwo.smurfy-ne...0ef2b36422b21b2
I have ERPPCs (you can use ERLLs if you desire) for long range, and can snipe if I need to. However, this mech's best in a brawl (surprisingly enough). Place the SSRM2s on chain fire, and use the ERPPCs sparingly. Also, chain fire the ERPPCs to help you manage your heat as well. The advantage is that, at range I'm still a threat, and up close I increase in threat. So, say, you get stuck on Alpines with this mech, you wont be hopeless till someone (or you) charges. At the same time, if a light mech tries to take an ally, you are there to make their day not such a nice one.. (Also seems to be good at preforming daring charges for some reason. Just, don't go charging in alone...)
Dragon 1N: http://mwo.smurfy-ne...d9e193fedc40eaf
I know a lot of people's opinions of Dragons, but I've had a lot of fun and good luck with this one. It's designed to "play with the lights" with enough armor to take in damage. Either go with the lights to help them, or stick with your team and hunt lights that get close. Either way, you have an UAC5 for range, as well as a Large Laser. Each are good against lights, UAC5 for it's rapid fire, and Laser for it's duration. Then, add in the SSRMs, and it's not going to be nice for the light mech... (And you are fast enough to give them a good chase.) Scout, flank, etc with this mech. (I also suggest, with larger threats/targets, circle them and try to keep them just in the corner of your screen.)
Battlemaster 1G: http://mwo.smurfy-ne...a354333be74bbac
This Battlemaster has 2 ERLLs for long range, placed on the highest points possible. From there, anything that it can get close to (or gets close to it) will find itself in a tough spot. If you don't shoot the ERLLs, it's not too bad on heat. Use the ERLLs sparingly up close, as they will spike your heat. Then, learning from the Raven 4X, use the Med Lasers to open up holes, and let the MGs finish the job. You should be able to keep all med lasers and MGs shooting for a while, enough to do some serious damage. (Also, I never stop moving with this mech, unless it's being a long range war, and even then. An assault moving at 80 KPH can be very disconcerting. However, be careful as it can have the same problem as a Dragon. "Fast enough to get into trouble, too slow to get out of trouble.")
Overview:
- Have a weapon for long and short range. It's okay to focus a little on one or the other, but don't forget either one entirely.
- LRMs don't need to be boated to be effective. But too few is also a problem. This is a personal taste situation. I'd suggest no fewer than 15 tubes total. (Watch out for ghost heat.)
- Different weapons can work well together. Avoid the boating problem by finding weapons that can work side by side well.
- You don't have to fill all of the same hard point type with the same weapon. (Example: 2 large lasers instead of 4, replace the other ones with med pulse. Don't need to fill 4 missile slots with LRMs, but can take some SRMs or SSRMs instead. (Stalker/Catapult.)
- Find what works for you. These are suggestions, and they have served me well, but each person/pilot is different. What works for me, might not work for you.