FoxTrot05, on 22 December 2014 - 08:19 AM, said:
In the minset of not knowing if I'll attack or defend, I would either like to make a crab that was slow with alot of weapons(good long range) or a faster crab with med range weapons. I think LRM's should be taken at a minimum of 15, three LRM5 racks would take the least tonnage and let me chain fire or as a battery. LRM's are situational, but I like to be able to damage someone out of line of sight and save my cored CT while killing someone else who is cored.
edit:
I know clans have a range advantage on IS, but I just may end up in a house that doesn't have a border witht the clans.
Well in the lobby it says defend/attack/counterattack(aka attack). So you can tell ahead of time what you are doing.
My favorite two builds on the 000 are:
XL350, 3-AC5, 2-AC2. Fast and has good range. AC5 cooldown/range mods make this a good build from short to mid-long range.
Std300, 4UAC5. Slow, but has the advantage of being able to lose a ST and keep going. UAC5 cooldown/range mods make this dangerous at all ranges. You can use firecontrol for maximum DPS. Just got to stay calm and know when to stop double tapping to keep you from being a sitting duck.
I know these are both direct dealers. but I get at least a couple 900-1000+ damage matches with them per play session. I am always in the mindset of, if I bring LRM's, I want to be able to really use them. So I take LRM's where I can volley 20-30 per shot to make it through AMS.
pvtjamesr, on 22 December 2014 - 11:32 PM, said:
Step 1, use ERPPC's to tag targets for assists.
Step 2, fade into background of battle.
Step 3, sneak up on a target.
Step 4, One shot, one kill!
Step 5, sit in overheated mech till the enemy teams kills you.
I'd run in this a couple times for fun!