

Lct-3S Builds (Missile Spammy Time!)
#1
Posted 16 October 2013 - 07:25 PM
Works surprisingly well. SRM 2s are finally viable! Don't even bother with an engine smaller than the 190. The speed is so useful. You need to be faster than jenners and spiders to survive. This is essential because you need to be able to tail them, instead of just circling them. You wanna get on their butt and never let go. You are the coppertone dog pulling down their bikini. This is universal for all Locust chassis.
As for the SRM 2s, well, we're only dealing with 20 tons, and a ridiculously small amount of armor. You need every point of armor you can get, every ounce of speed you can get. Weapons come afterward. Streaks are too heavy, and if they're the only weapon you're relying on, you need a tag to go with them. It's possible to set up like that, but you'll never have the speed you need. SRM 2s Don't need locks, and fire a full second faster. If the poor fool doesn't have AMS, chainfire is almost a non stop stream. You can chew up back armor like no one's business.
I'm loving this little thing. You are the light that even other lights find annoying to deal with.
#2
Posted 16 October 2013 - 07:46 PM
#3
Posted 16 October 2013 - 08:00 PM
solar levitas, on 16 October 2013 - 07:46 PM, said:
I agree been using this build after the patch and having even a single ML as backup is good
also that armor looks a little too low, got mine at 125 outta 138
Edited by MonkeyCheese, 16 October 2013 - 08:01 PM.
#4
Posted 16 October 2013 - 08:33 PM
ammo is a bit on the low side but your only out to give other lights grief (I had jenners and spiders running, a commando could probably do it better but its still nice zipping around at 153kph pounding the most agile mechs repeatedly. Now if I could only shoehorn in that forth SSRM2 and another ton of ammo.....
#5
Posted 16 October 2013 - 10:07 PM
2 LRM5s w 3 tons of ammo
1 med. laser
XL 180 engine
Easily the fastest, and smallest missile boat in the game. Armor is stock, since it doesn't need to get in close. Works very well as a support mech in light lances, while still having some close/mid range weaponry.
#7
Posted 17 October 2013 - 06:35 AM
I've found though it can still be effective, just have to make compromises. .I've tries every combo from 4srm2s to 2-3 streaks and medium/small lasers.
I keep going back to the fact that streaks do the most damage per ton of ammo so they are the way to go. You'll run out with 1 ton and you don't have bap so not having a backup laser is a bad idea so I found the best compromise is the stock loadout, 2 streaks 1 mlas 2 tons ammo.
Sometimes it just seems better to have more launchers and less ammo but I died empty more than I died with ammo to spare.
#8
Posted 17 October 2013 - 07:11 AM
Fuggles, on 17 October 2013 - 06:35 AM, said:
I've found though it can still be effective, just have to make compromises. .I've tries every combo from 4srm2s to 2-3 streaks and medium/small lasers.
I keep going back to the fact that streaks do the most damage per ton of ammo so they are the way to go. You'll run out with 1 ton and you don't have bap so not having a backup laser is a bad idea so I found the best compromise is the stock loadout, 2 streaks 1 mlas 2 tons ammo.
Sometimes it just seems better to have more launchers and less ammo but I died empty more than I died with ammo to spare.
Being reliant upon streaks makes you vulnerable to ecm. They should only ever be a backup weapon. I devote 7 tons to weapons, so maybe 2 srm2, 1 streak, 1 sm laser and then ammo. That gives you flexibility without leaving you with just a laser against cicadas and spiders.
#9
Posted 17 October 2013 - 07:13 AM
Xeno Phalcon, on 16 October 2013 - 08:33 PM, said:
ammo is a bit on the low side but your only out to give other lights grief (I had jenners and spiders running, a commando could probably do it better but its still nice zipping around at 153kph pounding the most agile mechs repeatedly. Now if I could only shoehorn in that forth SSRM2 and another ton of ammo.....
IMHO, that build is way too under rated.
- 1 Ton of ammo is never enough. A mech with 3 streaks needs at least 3 tons of ammo, like the COM-2D <<< (which I use with 4 tons of ammo)
- the issue with locust in general is that they might be hard to hit with lasers but... They are the favorite mech to kill for commandos. They not only have streaks; they are faster as well.
#11
Posted 17 October 2013 - 07:45 AM
MungFuSensei, on 16 October 2013 - 07:25 PM, said:
Works surprisingly well. SRM 2s are finally viable! Don't even bother with an engine smaller than the 190. The speed is so useful. You need to be faster than jenners and spiders to survive. This is essential because you need to be able to tail them, instead of just circling them. You wanna get on their butt and never let go. You are the coppertone dog pulling down their bikini. This is universal for all Locust chassis.
As for the SRM 2s, well, we're only dealing with 20 tons, and a ridiculously small amount of armor. You need every point of armor you can get, every ounce of speed you can get. Weapons come afterward. Streaks are too heavy, and if they're the only weapon you're relying on, you need a tag to go with them. It's possible to set up like that, but you'll never have the speed you need. SRM 2s Don't need locks, and fire a full second faster. If the poor fool doesn't have AMS, chainfire is almost a non stop stream. You can chew up back armor like no one's business.
I'm loving this little thing. You are the light that even other lights find annoying to deal with.
Okay - I haven't had a chance to pilot my Locusts yet (grinding BLGs right now): do they REALLY move at 170kph, or are they still subject to the same 151kph cap?
#12
Posted 17 October 2013 - 07:46 AM
Bront, on 17 October 2013 - 07:40 AM, said:
Also, I'd drop a ton of ammo for an ML, but that's otherwise what I plan on doing.
because they both shoot 8 missles at a time but 4 srm2 reload 0,75 sec faster.
indeed drop a ton of ammo for a ML or a ton of ammo and a ton of armor for a MPL wich is better for hit n run
Edited by mark v92, 17 October 2013 - 07:47 AM.
#13
Posted 17 October 2013 - 07:47 AM
mark v92, on 17 October 2013 - 07:46 AM, said:
because they both shoot 8 missles at a time but 4 srm2 reload 0,75 sec faster.
indeed drop a ton of ammo for a ML or a ton of ammo and a ton of armor for a MPL wich is better for hit n run
But they also in theory heat up faster. Curious if the spread is any different.
#14
Posted 17 October 2013 - 07:55 AM
Bront, on 17 October 2013 - 07:47 AM, said:
yh 8 heat instaid of 6 but strap some DHS on and you dont have to worry about anything.
i have no idea about the spread. should try it out some time. tho i dont think its such a bad thing if the spread is a little more since you are running 150+ kph. might make you hit more
#15
Posted 17 October 2013 - 08:01 AM
#16
Posted 17 October 2013 - 08:09 AM
Flank behind and launch, pop a few then reposition.
Amazingly enough I got 2 kills with this in a match.
#17
Posted 17 October 2013 - 08:12 AM
#18
Posted 17 October 2013 - 08:28 AM
Dawnstealer, on 17 October 2013 - 07:45 AM, said:
I don't have speed tweak yet, but I top out at 153.9 with an XL190. From what I understand, the 151 cap is no more.
#20
Posted 17 October 2013 - 09:11 AM
Just like the name says... Designed for those times in tourmaline where another light is attempting to cap your base.
Not only is the fastest mech available as of now, but also comes with BAP in case of ecm mechs.
The x2 SLas provides +1 dmg and faster fire than the MLas... Anyways you need to be close to use SSRMs

Edited by Mutaroc, 17 October 2013 - 09:13 AM.
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