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Ecm On Non-Qualified Mechs?


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#21 Mouzie

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Posted 08 May 2014 - 08:29 PM

View PostWintersdark, on 08 May 2014 - 04:15 PM, said:

If it where mine, I'd seriously consider doing this. Just one ton MG ammo off, two tons is more than adequate for a pair of MG's.

The rest of the changes result in another DHS, maxing out the armor, swapping the LL's for ERLL's, adding 3 Jump Jets and increasing the speed 20kph.

Some cost, though, with the 225XL engine.


Thanks so much, I already got ERLLs on it. ^_^ I'll try your way and it'll be a big improvement. Thanks so much!

Have a cookie. <3

#22 luxebo

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Posted 08 May 2014 - 10:06 PM

View PostMouzie, on 08 May 2014 - 08:29 PM, said:


Thanks so much, I already got ERLLs on it. ^_^ I'll try your way and it'll be a big improvement. Thanks so much!

Have a cookie. <3

I think your best bet is to run this build with the max engine on it, cut down a bit here and there on armor/space maybe even remove MGs for pure laser sniping. I do this on my 2X, but instead of JJs, I added AMS. Many recommend doing this on the 3L, though 3L has it's uses as a missile spotter (1xTAG, 2xML, 2xSSRMs, ECM). My 4X is actually armed with an AC20... :lol:

#23 Void Angel

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Posted 08 May 2014 - 10:09 PM

View PostMouzie, on 08 May 2014 - 02:00 PM, said:

Thanks for the response, I have a side question. What LRM spammer is the best? I was thinking the Catapult might be a good choice?

Not the Atlas. =)

#24 mailin

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Posted 08 May 2014 - 11:47 PM

If you want to run an A1 and are worried about lights, throw on either a pair of srm6s or streaks with BAP. Otherwise I'd agree with all the previous suggestions. Typically I find that for lrms I like to have the most ammo possible. For that reason I'm not a fan of anything lighter than a Catapult. (Maybe I'm just old school.) I know that there are some valid arguments out there for running fast lrm mechs, but as far as I'm concerned, I don't like any weapons system that runs out of ammo well before all the enemies are dead.

As an aside, there are some who run lrm Stalkers with XL engines and swear by them, but I'm not in favor of that.

#25 Mouzie

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Posted 09 May 2014 - 06:08 AM

View Postluxebo, on 08 May 2014 - 10:06 PM, said:

I think your best bet is to run this build with the max engine on it, cut down a bit here and there on armor/space maybe even remove MGs for pure laser sniping. I do this on my 2X, but instead of JJs, I added AMS. Many recommend doing this on the 3L, though 3L has it's uses as a missile spotter (1xTAG, 2xML, 2xSSRMs, ECM). My 4X is actually armed with an AC20... ;)


The goal of a skirmisher is not to be the fastest, but I use upgraded speed to get just enough to beat the heavies and often lights will not engaged unless they're protected (typical). The MGs are used because they are fantastic when you get the MG range perk. They writtles down armor and when hitting them with the MGs at accurate range along with laser fire then you get something quite deadly even more so when they lose a component and you crit because of the MGs.

I do not use XL engine because 1. They are extremely expensive. 2. Playing a skirmisher, I could lose a side or something from counter-sniping or missles sometimes and once you lose a side it's game over.

Just to note, I tried a missle boat on an test account and found that I dislike it and hated it. So I am sticking to my sexy Raven. :D

Edited by Mouzie, 09 May 2014 - 06:09 AM.


#26 Denolven

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Posted 09 May 2014 - 06:51 AM

View PostMouzie, on 09 May 2014 - 06:08 AM, said:

The goal of a skirmisher is not to be the fastest, but I use upgraded speed to get just enough to beat the heavies

Actually, as a skirmisher you want to stick around the 100 kph mark. Reason is that heavies and some assaults can move at 80+. Top speed for the Cataphract is 86, 76 with the very common 300 engine. In order to disengage when little cover is around, you need a sigificant speed difference, which starts at around +20 kph from my experience. The 90s are working when you play more defensively (sniper hybrid), but for active skirmishing 100 - 110 is significantly better. More may be handy, but may be wasted, as running fast alone isn't going to win the game. At least not in its current design, where there is basically only one thing to do: fighting.

Oh by the way, LRMs and skirmishing don't exclude. I'm doing quite well in my Trebuchets, some of them using LRMs. All you need to do is stay above 180m distance, everything else goes. Just because you use LRMs doesn't mean you need to be stationary and shooting at 900m :D It's pretty common for me to fight at 200-400 m distance, playing aggro games.

Edited by Denolven, 09 May 2014 - 06:55 AM.


#27 Mouzie

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Posted 09 May 2014 - 08:19 AM

View PostDenolven, on 09 May 2014 - 06:51 AM, said:

Actually, as a skirmisher you want to stick around the 100 kph mark. Reason is that heavies and some assaults can move at 80+. Top speed for the Cataphract is 86, 76 with the very common 300 engine. In order to disengage when little cover is around, you need a sigificant speed difference, which starts at around +20 kph from my experience. The 90s are working when you play more defensively (sniper hybrid), but for active skirmishing 100 - 110 is significantly better. More may be handy, but may be wasted, as running fast alone isn't going to win the game. At least not in its current design, where there is basically only one thing to do: fighting.

Oh by the way, LRMs and skirmishing don't exclude. I'm doing quite well in my Trebuchets, some of them using LRMs. All you need to do is stay above 180m distance, everything else goes. Just because you use LRMs doesn't mean you need to be stationary and shooting at 900m :D It's pretty common for me to fight at 200-400 m distance, playing aggro games.


You have a point there, but often enough I stay really far away with my ERs and the perks for long range lasers also helps. Any thoughts on the Stalker? It looks pretty sweet and reliable.

#28 luxebo

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Posted 09 May 2014 - 03:20 PM

View PostMouzie, on 09 May 2014 - 06:08 AM, said:

The goal of a skirmisher is not to be the fastest, but I use upgraded speed to get just enough to beat the heavies and often lights will not engaged unless they're protected (typical). The MGs are used because they are fantastic when you get the MG range perk. They writtles down armor and when hitting them with the MGs at accurate range along with laser fire then you get something quite deadly even more so when they lose a component and you crit because of the MGs.

I do not use XL engine because 1. They are extremely expensive. 2. Playing a skirmisher, I could lose a side or something from counter-sniping or missles sometimes and once you lose a side it's game over.

Good points indeed, as you can snipe someone from afar, then move in for the critted sides and kill everything with the MGs. I suggest only about one ton of ammo, as you really don't need to get close often if at all. Not bad of a combo, though I still recommend XL engine, maybe get the 3L and then you can have access to XL 210, which isn't bad as a start before getting XL 275, which is best. Anyway, just suggesting my thoughts on the build/situations possible.

#29 Denolven

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Posted 15 May 2014 - 06:09 AM

View PostMouzie, on 09 May 2014 - 08:19 AM, said:

thoughts on the Stalker? It looks pretty sweet and reliable.

The Stalker is an unexpectedly weird mech. On one hand it looks straight forward, but if you know a bit about the game mechanics, it's actually a bit tricky to use all its potential.
First of all, you are slow. That means forget about repositioning, and forget about steep terrain. That severely limits your options. Stalker is more of a turret. You need to know where you want to be stationed beforehand, because if you end up too far from your team, some light mech will come and teach you a lesson. Also you want to utilize that heavy armor to soak some damage (damage that would kill your more squishy allies). That means very long range is actually not your thing - firstly because being a loner gets you killed, and secondly because your team needs you to be a relevant target.

On the other hand, the Stalker also does not like close range brawling either, because the turning speed is low, and twist angles are literally the worst of all mechs.

Where the Stalker shines is mid to long range combat. It's a good weapon platform with tons of hardpoints and good survivability. Like a battleship.
If you like your ER large lasers, you'll like them on the Stalker too. High mounted arms like the Raven, just more lasers. I play my Stalker with 4 ERLL (2 left arm, 2 right arm), advanced zoom and a million heatsinks. Just keep 0.5 seconds between firing the two groups to avoid ghost heat and it's alright. I even have a large pulse laser in the CT and a few streaks for close range combat - there is always some light who thinks I'm easy prey in melee. Well, surprise, I'm not ;)

The Stalker can be played with LRMs, but without the option to reposition quickly you often cannot use the full potential and depend on the team alot. So I went full laser (no endo steel, you need those slots for double heatsinks). With the large amount of heatsinks energy weapons become viable. Lasers scale with cooling.

Overall, yes, it's a pretty reliable mech. The build itself always works - no ammo problems, no range problems, good heat efficiency, very good survivability (thin center torso, twist for shielding). All you need is some battle knowledge (good sniper positions, how to defend against lights). That, and more large lasers, and more heatsinks :lol:.

It's actually an interesting mech no matter your experience level, because it is easy to learn but hard to master. The only issue I ever had was when I tried using the ballistic hardpoint on the Misery. Never worked out for me. My aiming is too bad for that.

Edited by Denolven, 15 May 2014 - 06:12 AM.






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