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St.ives


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#1 Mondos

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Posted 12 September 2015 - 04:35 AM

ST.IVES
Stock load out was LRM's and Large Laser with jump jets.
Limited energy hard points pushes us away from medium laser boating.
Limited engine cap, so we are aiming at medium to long range harasser.

Positive Accel, Decel and turn rate, good for moving it and out of cover.
Negative yaw rates, less effective in short range and snap shooting.

Negative Acquisition and Retention, now this stumps me.
Everything so far has pointed to a 400mtr to 700mtr harasser moving from cover to cover, hitting out with LRM's and Large/ Er Large lasers. The negative targeting then shoots this in the foot.

#2 Inflatable Fish

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Posted 13 September 2015 - 04:00 AM

the only thing this variant has going for it is the two missile hardpoints. as it's obscenely tonnage limited, putting anything two LRM10s in is the best you can do. the space you are left with is only enough to put in three ML or two ML and a TAG. no large lasers. not even one. no matter how you approach it, it leaves us with:

meager long range power.
dismal medium range power.
average mobility, even with the quirks.

bottom line: LRM quirks or LRM focus will do NOTHING to help this godawful mech. the only thing you can do is to play to its only strength as a fairly fast, jumpy, reasonably resilient "brawler". screw the base loadout. give it either SRM or at least generic missile quirks and the "trademark" feature of the VND line in lore (reflected, even if inadequately, in the quirks they had when they were released), that is sturdier armour.

it's the only way to make this "hero" mech even remotely playable.

Edited by Inflatable Fish, 17 September 2015 - 03:32 AM.






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