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Ac/10 Pnt-10P


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#1 A_Velociraptor

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Posted 06 October 2015 - 09:59 AM

So this is a merely theoretical build but i thought you know what would be funny and AC/10 Panther because you cant stick an AC/20 on it due to not enough slots. but it goes 85 kph.

[smurfy]http://mwo.smurfy-ne...b11d5ebfdb63ae9[/smurfy]

#2 WonderSparks

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Posted 06 October 2015 - 10:03 AM

Kind of reminds me of the AC/10 Flea I used to run in the beginning of the MW4:Mercs campaign.
Of course that thing only had the AC/10, but it was still fun to run around poking AI players with it. :P

That being said, I believe I like your build. ^_^

#3 Warchild Corsair

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Posted 06 October 2015 - 10:11 AM

Precisely the Panther I mastered first - just love the AC10 punch. I love a challenge but that one was easier then I thought. Though the damage output could be greater and if a fast Light comes around you are toast.

#4 Saint Atlas and the Commando Elf

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Posted 06 October 2015 - 10:16 AM

I like the idea. Your build however can be improved:

http://mwo.smurfy-ne...6e450d26d67ab29

Sadly there was no tonnage for the SRM4, so I went for SRM2s.

#5 WrathOfDeadguy

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Posted 06 October 2015 - 03:37 PM

One piece of advice- if you want to run a large ballistic on a light 'Mech, don't be shy about it. That one big gun is either your primary damage-dealer, or you should be running a different weapon. More than two tons' worth of backup weapons is a waste of valuable tonnage on such a build... for the amount you've invested in SRM4s and ammo for them, you could have had an XL200, full armor everywhere but your head and LA, a third full ton of AC10 ammo, and a jump jet.

This is a feast or famine build no matter how you cut it. Remember, in a Panther you need to expose your whole torso to fire your arm weapons- shaving off most of that armor to shoehorn in more SRM tubes is counterproductive unless you're going to make those your main weapons instead (in which case, you should strongly consider dropping to an AC5 or UAC5). Secondary armaments are just that- secondary. Your 'Mech should always be built around using your primary weapon to its best effect. Any SRMs you carry on a large ballistic build are only there to keep you in the game if your big gun gets blown off, and you should be protecting that gun like it's a newborn baby.

Edited by PS WrathOfDeadguy, 06 October 2015 - 03:40 PM.


#6 Tiamat of the Sea

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Posted 06 October 2015 - 03:41 PM

Looks remarkably similar to my PNT-10P Backhand.

Saved some weight with a 10X and smaller SRM racks for faster firing, and there's less heat, so that's cool (pun completely intentional).

Thing is hilarious fun.

#7 Nullmancer

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Posted 07 October 2015 - 06:57 AM

View PostQuickdraw Crobat, on 06 October 2015 - 03:41 PM, said:

Looks remarkably similar to my PNT-10P Backhand...


if you shave off a half ton of armor from the head and left arm you can install a XL 195 and go 99.3 kph

#8 Tiamat of the Sea

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Posted 07 October 2015 - 02:28 PM

Rather have the arm armor for defense purposes, but that is an idea for those willing.

Of course, given my track record in the thing, a half tonne more SRM ammo would be better than a half tonne more engine.

#9 Homeskilit

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Posted 07 October 2015 - 02:54 PM

I have been thinking of doing something similar when I get to finishing my 10P. I enjoyed the ac/5 while getting basics done but a little more punch would be nice. I am fearful of lowering my engine below the XL250 though, speed is so critical for lights.

Edited by Homeskilit, 07 October 2015 - 02:54 PM.


#10 WrathOfDeadguy

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Posted 07 October 2015 - 06:20 PM

Slow lights can be scary... until you spend some time in them and realize that as long as you stick with your team and don't peek too much, you'll almost never be the priority target (and when you are, you're still doing your job- every shot someone wastes on you is another few seconds something on your team with a much larger alpha is alive and firing). Sometimes you'll die quickly, but that's no different from running any other light config, it's just a function of how little damage you can take before falling down dead. Play smart, and don't expose your full torso unless you have to to take a shot.

Eventualy, you'll learn to balance your risks against their potential rewards. Nothing sows confusion like a light 'Mech with a huge gun; you can fire a shot off and be back under cover before your shot hits, and there's no incandescent beam pointing back to where you fired it from. You can set up your own flanking shots by firing, then popping around the other side of your cover and firing from a new angle while the enemy is still covering your original position.

Plus, it's insanely fun. You get to thumb your nose at the meta and feel all righteous and superior. Who doesn't love feeling righteous and superior? :P

#11 Homeskilit

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Posted 07 October 2015 - 06:34 PM

I tired it and did not like it. Re-positioning is key to a pot-shot mech like the Panther and mobility allows for that. Been using my 250 with only 2 tons of ammo but i keep running out so now it is between 235 with 3 tons or a 225 with 3.5 tons.

*Edit - ended up going with the 225, with speed tweak I keep keep the same speed as a non speed tweaked 250 plus all that extra ammo!

Edited by Homeskilit, 07 October 2015 - 11:40 PM.






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