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Sell My Mist Lynx, Aka Mist Kitten?


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#21 Saint Scarlett Johan

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Posted 01 January 2015 - 11:27 PM

I actually really enjoy my Myst Lynx Prime (note the B side torsos, they have a hit point buff).

I had been putting up 4-8 kills with it in CW.

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#22 FROGGY CHAIR

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Posted 02 January 2015 - 12:02 AM

I run ECM/PPC on all three. Sometimes I do bad, but most of the time I manage 250+ damage.. highest I've gotten is 4-something.
It's certainly not a great mech, but I kinda like it.

#23 Greenjulius

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Posted 02 January 2015 - 12:27 AM

View PostLord Scarlett Johan, on 01 January 2015 - 11:27 PM, said:

I actually really enjoy my Myst Lynx Prime (note the B side torsos, they have a hit point buff).

I had been putting up 4-8 kills with it in CW.


Great games!

I completely agree with your build. Depending on how your group works together, the only two very effective builds I've come across are 4xML and 4xSPL. 4xML is more generalized and probably better for the average player, while SPL allows for slightly more extended brawling / assault harassment capabilities. Weapon cooldown and range mods are highly recommended with the 4xSPL build.

4xSPL+2DHS Mist Lynx

The 4xSPL config is very deadly on vertical maps like Bog and Mining Collective. 24 quickly placed damage, low heat (6 damage for only 3 heat) is very hard to top, and it fits the jumpy build well.

Posted Image

Edited by Greenjulius, 02 January 2015 - 12:30 AM.


#24 jarien13

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Posted 02 January 2015 - 12:35 AM

Seems like many people think piloting a light means you are playing solo, single player mode, and they forget about any team aspect. Even with IS lights and their speed, you should be doing things to support the team, not "solo pad your K/D." They added rudimentary role warfare rewards into the game for a reason.

That means scout (first mech to target lock an as of yet to be targeted enemy gets a bonus), find the enemy and report their location to your team, provide close in support for your long range equipped teammates, react to and repel light rushes and flanking maneuvers; use that speed to shift team positioning while working with the team.

If you have ECM, use your private invisibility bubble to sneak in behind the enemy lines, resisting the urge to shoot as soon as something comes into your cross-hairs, and mark targets for death by long range focused fire. Or, use your ECM bubble to cover the fatties and heavies advance along a flank or some unexpected vector or corridor, and overwhelm the enemy at contact by use of ambush. Not every ECM mech is a "Double-Secret Force Recon Scout Sniper SEAL Airborne Ranger Delta Force Combat Controller"

And for crying out loud, if you are gonna drop in conquest, in a light, don't underestimate the importance of capping the win over fighting and brawling. I know not every light is suited for it, but know that most people will expect this of any lights, regardless. If you don't like it, there is always that handy little check box to deselect conquest from your drop queue.

#25 Saint Scarlett Johan

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Posted 02 January 2015 - 12:42 AM

View PostGreenjulius, on 02 January 2015 - 12:27 AM, said:


Great games!

I completely agree with your build. Depending on how your group works together, the only two very effective builds I've come across are 4xML and 4xSPL. 4xML is more generalized and probably better for the average player, while SPL allows for slightly more extended brawling / assault harassment capabilities. Weapon cooldown and range mods are highly recommended with the 4xSPL build.

4xSPL+2DHS Mist Lynx

The 4xSPL config is very deadly on vertical maps like Bog and Mining Collective. 24 quickly placed damage, low heat (6 damage for only 3 heat) is very hard to top, and it fits the jumpy build well.

Posted Image


That's the build I take into the Group and Solo queues. It's so much fun, it plays like my TDK only with JJs instead.

#26 Ovion

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Posted 03 January 2015 - 03:46 PM

Another of my handydandy little rambles:

Quote

Is it worth selling your mech(s)?:

Clans:
For Clans, it's a little more clear.
If there's no Unique CT omnipod 'Core', it's only worth keeping one, once the chasis has been elited/mastered, as you'll be able to retain the omnipods, and effectively keep all versions of the mech.
Generally this will be the Prime if an (I) variant, otherwise just down to preference.
Only keep more if there's any other 'standing builds' you want to keep ready to go, or multiples you want for Community Warfare.
Though remember, Clans are due a Quirk Pass soon, which may affect your choices.
25t - MIST LYNX (with 3 variants) - no unique CT.
30t - KIT FOX (with 3 variants) - no unique CT.
35t - ADDER (with 3 variants) - no unique CT.

45t - ICE FERRET (with 3 variants) - A+C variants have 1E in CT. Worth keeping at least A or C +Prime (if (I)).
50t - NOVA (with 3 variants) - S has AMS in CT. Potentially worth keeping S variant + Prime (if (I)).
55t - STORMCROW (with 3 variants) - no unique CT.

60t - MAD DOG (with 3 variants) - no unique CT (B CT has Artemis stock)
65t - HELLBRINGER (with 3 variants) - no unique CT.
70t - SUMMONER (with 3 variants) - no unique CT.
75t - TIMBER WOLF (with 3 variants) - Prime has 1B in CT, C has 1E in CT, S has +1 fixed JJ in CT. Potentially worth keeping all 3, though S is expendable.

80t - GARGOYLE (with 3 variants) - Prime has 1E in CT, D has 2E in CT. Worth keeping D +Prime.
85t - WARHAWK (with 3 variants) - B has 1M in CT. Worth keeping B +Prime (if (I)).
100t - DIRE WOLF (with 3 variants) - B has 1E in CT. Worth keeping B +Prime (if (I))
Inner Sphere:
For the Inner Sphere, it only really comes down to how similar any 2 particular variants are, if multiples are wanted for CW and personal preference, as to which you'll buy in the first place, and which are worth keeping afterwards.
The ones that are basically identical are:
Locust - 1E, 3M (little difference, 1E objectively better, though now 3M has the SPL quirks, still mostly preference)
1M, 3S (1M does the same thing and is just flat better)
Commando - 1D, 3A (same mech, just one has a shield arm, one has spread hardpoints, Post quirks the 1D encourages MPL use, the 3A SRM6 use)
Firestarter - A, K, S (A+K are the same. Post Quirks, A is now brutal, the S is nice, but is the other 2 with +1 AMS, -1E)
Jenner - D, K (The K is jsut the D with one less missile hardpoint, with only MPL quirks to help it)

Cicada - 2A, 2B (The B has 1 less E point, otherwise effectively the same. B has slightly bigger MPL quirks, this helps)
Vindicator - 1AA, 1R (I'm sure last time I looked at these too they were *identical*. Now one has more JJ, a second AMS and 1 less E point. Quirks are decidedly meh on both)
Trebuchet - 3C, 5N (Same, just the 3C is better. Even the quirks are basically the same)

Quickdraw - 4G, 4H (pretty similar, no particular reason to have both)

Stalker - 3F, 5S (If you have one, no particular need for the other, though one has SRM6 bonuses, and the other LRM10)
Atlas - RS, S (with the release of the S, the RS will just be the S-Lite. The S has better quirks too)


Personally, I own all the Locusts and won't be shifting any.
But some other mechs, I either avoided them in the first place, or will not likely be keeping them once elited.
Probably going to drop 1 Commando, a Firestarter, definately the Jenner K, probably a Vindi, and 50/50 on if I'll get rid of my Atlas RS.

For my clan mechs, I want to wait for the Quirks, but I see Summoners going away at the very least.

TL;DR - Just keep one after you at least elite it.

Edited by Ovion, 03 January 2015 - 03:47 PM.


#27 Bigbacon

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Posted 05 January 2015 - 06:10 AM

View PostInspectorG, on 01 January 2015 - 11:18 PM, said:


Why TC2? Isnt that a waste of a ton?


I assume to stack range bonuses with the range modules. get the most you can to keep yourself as far away as you can. I can understand this with the 1ERLL builds.

View Postjarien13, on 02 January 2015 - 12:35 AM, said:

Seems like many people think piloting a light means you are playing solo, single player mode, and they forget about any team aspect. Even with IS lights and their speed, you should be doing things to support the team, not "solo pad your K/D." They added rudimentary role warfare rewards into the game for a reason.

That means scout (first mech to target lock an as of yet to be targeted enemy gets a bonus), find the enemy and report their location to your team, provide close in support for your long range equipped teammates, react to and repel light rushes and flanking maneuvers; use that speed to shift team positioning while working with the team.

If you have ECM, use your private invisibility bubble to sneak in behind the enemy lines, resisting the urge to shoot as soon as something comes into your cross-hairs, and mark targets for death by long range focused fire. Or, use your ECM bubble to cover the fatties and heavies advance along a flank or some unexpected vector or corridor, and overwhelm the enemy at contact by use of ambush. Not every ECM mech is a "Double-Secret Force Recon Scout Sniper SEAL Airborne Ranger Delta Force Combat Controller"

And for crying out loud, if you are gonna drop in conquest, in a light, don't underestimate the importance of capping the win over fighting and brawling. I know not every light is suited for it, but know that most people will expect this of any lights, regardless. If you don't like it, there is always that handy little check box to deselect conquest from your drop queue.


until supporting actions pay...you'll be hard pressed to find people doing this kind of stuff.

I mostly play lights and I do a lot of this stuff but at some point in the round, it becomes a free for all. Although lights working together is usually pretty killer.

#28 Bespoke Cheese Cake

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Posted 07 January 2015 - 02:46 AM

I think the Mist Lynx is a good mech, people seem to be expecting it to fill InnerSphere Light or KitFox type roles. The Mist Lynx does not do Kit Fox style team support and it does not have the speed of InnerSphere Lights.

So what can you with it? Simple use those Jump Jets! Vault over your opponents and run rings around them, then get into those hard to reach places and wait to pounce.
Use that small size to sneak around the place and help your team by deploying a UAV.

If you want to be the life of the party bring some Artillery or Air Strikes, there is nothing better for making a group of mechs scatter. ECM is up to you and your play style, I keep one on my MLX-C and love it(my other two builds favor the extra firepower).

Pick your fights carefully, (it's only a 25 ton mech) don't expect your armor to last long if you run into a battle like a drunk and go blow for blow with bigger mechs/greater numbers.

#29 Thunder Child

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Posted 07 January 2015 - 03:14 AM

Is it a great mech? No.
Is it one of the "OP Clan" mechs we all hear so much about? No.
Is it the second coming of our Lord and Saviour, the might Urbanmech.... um, maybe?

But, one thing this mech IS good at, is as the second line contact light to engage an enemy Assault. By Second Line Contact, I mean the second light to engage the Assault mech, the first being whichever Inner Sphere Light mech that outran you. Because by the time this little mugger catches up, the enemy will have likely turned his big juicy back side towards your approach vector, in pursuit of said First Contact Mech. At this point, you take a huge bite with your SRM12, and vault over the nearest Terrain feature. He turns around, to see you disappearing over a rock, just in time for the First Contact Light to swing back around, and take advantage of the damage you have inflicted.

In short, it is a double team mech. Find a fellow light mech, and coordinate strafing runs. Just, don't treat it like a Firestarter. You CAN'T wade through an enemy team and come out the other side with yellow armor.

#30 Shiro Matsumoto

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Posted 09 January 2015 - 04:14 AM

I tried out 3 ER-ML, and a NARC and it works far better for me, then ER-PPC & ECM.

Also its a bit like in "Speed" slowdown and boom.

Edited by John McFianna, 09 January 2015 - 04:16 AM.


#31 DrSlamastika

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Posted 09 January 2015 - 04:26 AM

my favourite, 2x ERML + 2x SRM4, no ECM :)

#32 Nightshade24

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Posted 13 January 2015 - 03:09 AM

My fave is UAC 2, er med las, and er small las.

#33 NUJRSYDEVIL

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Posted 13 January 2015 - 05:36 AM

The main complaint is that it can't even hold it's own with other lights.

I've owned most Lights and actually prefer them. However when I'm in an IS light and see a Mist Lynx I go for the easy kill. They just can't compete with anything.

You play a dangerous game with any kind of short range version due to the arms getting blown off rather easily. I still have a LRM version that I run because I can't sell it. It gets about 200 damage a game with 550 shots of LRM and a ERML.

#34 Leeroy Mechkins

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Posted 13 January 2015 - 07:42 AM

OK Mist Lynx is quite fun played as a fast poptart with 2SSRM4s (150 ammo) + 1ERML.
JJ SSRM poptarting is incredible fun. Finish those 17 salvos and you can have quite a good score!
It has a good chance in a fight with IS lights.

#35 Wildstreak

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Posted 13 January 2015 - 07:48 AM

I have not gotten them (yet) but if I had them I would try these:
- MLX-C Left Arm with long range Energy in MLX-C Right Arm.
- MLX-C Left Arm with Energy, Streak & NARC in MLX-B Right Arm.

I have seen them without ECM but not sure if it is worth it, also have currently seen no value in the Prime Right Arm. I have not tried building a LRM boat version and I know it would be limited from running Locust and ERM Mechs with LRMs.





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