Past dropdecks-
KGC, CatK2, Oxide, 2LL2ML Jenner D (for medium range gen sniping once turrets are down)
Misery, CTF 3D, Cat K2, 2ERLL (+30% energy range quirk) Locust (for 1500m+ obnoxiousness) or 2x overdriven range extended AMS Locust with 4ML (for covering assault zergs)
Current dropdeck -
Cat K2, Cat K2, CTF-3D, Oxide
My STD235 AC40 2ML boomcat is my best CW mech and there is a reason I bought a second one. Oxide (5T ammo) and 2xAC10 PPC 3D are amazing in the right situation as well, but nothing stops a zerg in its tracks like a frontloaded armor STD engine heavy endlessly slinging AC20 rounds in your face. 5 tons of ammo means you have 700 damage worth of AC20 to dish and you'll probably use all of it during an enemy push because heat is unlikely to become an issue. In short skirmishes, it's like a crab with much tighter shot convergence and smaller hitboxes. Oxide gets mad props as well for being able to consistently down 3 different gens on boreal in about 90 seconds if defenders run heavy/camp the gate. SRM lights are just that good against gens, the hitboxes are enormous enough that all your missiles land every shot, your low heat means you can keep firing, and your high speed means you can stay alive a little longer and nab that third gen once the enemy team returns to base.
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Drop Decks, Mechs, Loadouts.
Started by InspectorG, Dec 17 2014 07:44 PM
23 replies to this topic
#21
Posted 14 January 2015 - 08:47 AM
#22
Posted 14 January 2015 - 08:39 PM
Karpundir, on 14 January 2015 - 08:11 AM, said:
@DelphiAuriga
Consider using the HBK-4J instead of the 4P. It has quirks for LRM 10s that fire 50% faster (Jman5 aka HBKing has been using this to tremendously good effect lately). You can stuff it with plenty of ammo, TAG and 3 Small Lasers for close combat deterrence.
That CTF-4X sounds like it runs out of ammo should you be engaged in an attrition battle. What does your build look like? (Plz post Smurfy link)
Consider using the HBK-4J instead of the 4P. It has quirks for LRM 10s that fire 50% faster (Jman5 aka HBKing has been using this to tremendously good effect lately). You can stuff it with plenty of ammo, TAG and 3 Small Lasers for close combat deterrence.
That CTF-4X sounds like it runs out of ammo should you be engaged in an attrition battle. What does your build look like? (Plz post Smurfy link)
The idea of brawling in mid-range completely defeat the quirk for the -4J. Its a good mech to build a little LRM-boat in it, but a horrible one to build a brawler. U have to consider that i use it as that, to keep enemies under pressure mostly. Also, its way less troublesome to loose one torso.
HBK-4SP
I usually dont run dry in the -4X, mostly cause the 3 AC5s really work as a continuos fire, i have them in chain-fire. Even running dry, u can consider not to eject instantly as the ERLLas is a good backup weapon that u MUST use constantly, when ur ACs arent gonna deal the desired/necesary dmg on the target. I also have a full ACs trigger, ofc, but i find the annoyance of constant bullets in enemies to be more usefull for my team, as targets usually are unable to fire back with a minimum accuracy.
Here is the Smurfy link. 2tons/gun, 180 bullets in all:
CTF-4X
EDIT: Armour wasnt fitted as i have it, now it is.
Edited by DelphiAuriga, 14 January 2015 - 08:48 PM.
#23
Posted 14 January 2015 - 10:57 PM
LRM's can be very difficult to use effectively against average or above pilots, boating LRM's is defintely never recommended.
the only exception I have seen work well in CW isn't what most would call a boat anyways, that is the STK-5M when it is fitted out with 5x LRM5's, 4X ML and a tag. The quirks for this variant are very favorable all around for this specific build.
I would never recommend fielding more than two at a time. The pilot should also be very skilled, to advance past the intermediate stage with LRM's requires a great deal of effort that can always be spent in areas that will show much faster improvement and usage, such as PPC/Gauss.
What many fail to take into account is the psy-op warfare aspect this build presents as well as secondary effects not directly related to damage done, If you don't know what effects I am talking about then do not ever bring a LRM equipped mech to CW, stick with the point and click weapons.
Karpundir's list of mechs is an excellent guide to the CW Meta for IS mechs. There are also builds not listed that work very well in certain niches, but usually that means on a single map as well as dependent on attack or hold.
No single drop deck is as effective on every map and mode as one could wish for, but some drop decks are so versatile most players will never need to vary them.
Hopefully this will change if/when PGI makes more and better maps and modes for CW, but don't hold your breaths for that, what we have now is what we will have for the next '90 days' or so, just like all that has passed before.
the only exception I have seen work well in CW isn't what most would call a boat anyways, that is the STK-5M when it is fitted out with 5x LRM5's, 4X ML and a tag. The quirks for this variant are very favorable all around for this specific build.
I would never recommend fielding more than two at a time. The pilot should also be very skilled, to advance past the intermediate stage with LRM's requires a great deal of effort that can always be spent in areas that will show much faster improvement and usage, such as PPC/Gauss.
What many fail to take into account is the psy-op warfare aspect this build presents as well as secondary effects not directly related to damage done, If you don't know what effects I am talking about then do not ever bring a LRM equipped mech to CW, stick with the point and click weapons.
Karpundir's list of mechs is an excellent guide to the CW Meta for IS mechs. There are also builds not listed that work very well in certain niches, but usually that means on a single map as well as dependent on attack or hold.
No single drop deck is as effective on every map and mode as one could wish for, but some drop decks are so versatile most players will never need to vary them.
Hopefully this will change if/when PGI makes more and better maps and modes for CW, but don't hold your breaths for that, what we have now is what we will have for the next '90 days' or so, just like all that has passed before.
#24
Posted 14 January 2015 - 11:18 PM
Abivard, on 14 January 2015 - 10:57 PM, said:
POST JUST ABOVE
I see the point of the psy. Thats why i pack 3 diff LRM types in my HGN, so LRMs keep lighting a "Incoming Missile" in my target to effectively supress part of his will to keep the fight up. Also slotting a PPC and a TAG, so i get as much debuff for ECM as possible, cause, u know, "information is ammunition"
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