Looks good. Only thing I don't like is how it looks like its going to fall backwards.
3
108 replies to this topic
#101
Posted 12 November 2014 - 07:19 AM
#102
Posted 12 November 2014 - 07:52 AM
Viktor Drake, on 12 November 2014 - 07:03 AM, said:
Anyway, 4 C-ER MLs = 28 damage, with a max damage range of 400m (440m with module) and a max range of 800m (880m with module). 6 IS MLs = 30 damage with a max damage range of 270m (297m with module) and a max range of 540m (594m with module). IS MLs do enjoy a faster pulse but 130-140m range advantage is significant especially since it keeps the Mist Lynx out of Streak or SRM range or even most IS ML ranges as well.
Clan ERML received a slight buff with the last patch to 405 meters, so the distances will be 445/891. That's pretty good for a jumpy, pokey, tiny mech.
Another idea I like is 1xERLL and 3xERSL, with one ton left over for 1 extra DHS. The ERLL will allow some early game distance poking, while the ERSL will be good for late game finishing and will at least help to punish pursuers. The whole combo can be alpha'd around 5 times on a heat neutral map with elite x2 skills, and the Small Lasers alone can be fired almost 20 times alone without trouble.
I think people are underestimating ERSL on this mech... After Range module 5, it's approaching the range of an IS medium laser. (220/440 vs 270/540) AND it does the same 5 damage with only 3 heat, all in a 1/2 ton package.
I'll state again that I think this mech could be very powerful with 4xSPL. 6xSPL is becoming a common build for Firestarters, allowing them to do fast, repeated 24 damage strikes at close range with only 12 heat generated per strike. 4xSPL for clans does the same 24 damage with 12 heat, but at an improved 165 meters even before range mod 5. I am sure we will see players having success with the 4xSPL build, especially since this thing is so small.
Another close range power build is potentially 2xSRM4+2 tons ammo, 3xERSL+1DHS. Or if you like to live hot and dangerously, 2xSPL+1xERSL. An alpha from either will do 31-33 damage if all missiles hit.
1xERPPC and 1xLPL might work decently, but the limited firepower and reduced armor if you want to put ECM on with it will be hard to take. ERLL is probably as heavy as I'd go in terms of available weaponry. If only we could take out CAP and a few JJ, we'd have some good firepower available. But alas, the gods are cruel.
I do however think this mech will be painful to run without speed tweak. It will improve greatly with it, but I think good pilots will do just fine as long as they use the 6x Jump Jet's to their advantage and play smart.
Edited by Greenjulius, 12 November 2014 - 08:21 AM.
#103
Posted 12 November 2014 - 09:07 AM
OMG ITS PERFECT!!!!!!!!!!!!!
#104
Posted 12 November 2014 - 09:13 AM
It's legs aren't as spindly as you may think, as it's just that huge hunch behind it that makes them look small, but they're pretty well proportioned, gonna be fun to play, a clan Commando-esque 'mech with jump jets? Sign me up.
#105
Posted 12 November 2014 - 05:24 PM
i don't understand why this mech is scaled so well but then the kitfox and adder are so big
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users