Jump to content

- - - - -

Good Long Range Heavy/assault?


17 replies to this topic

#1 Drakenhal

    Rookie

  • The Widow Maker
  • The Widow Maker
  • 1 posts

Posted 23 March 2016 - 02:29 PM

Ello people. Brand spankin' new to Mech Warrior (Okay, not really. 3 days in and loving it) and I've had a want for a large mech that can put a lot of pain down range. I'd prefer something with ballistics but could settle for some good laser action. The only thing I don't want is to be sitting there and spamming LRM's.

Would any of you care to chime in with mechs, and even some builds for them? IS, Clan, I dont care for which it is. All I wanna do is go pew pew.

#2 Ollorin

    Member

  • PipPipPip
  • Philanthropist
  • Philanthropist
  • 56 posts

Posted 23 March 2016 - 03:25 PM

On the IS side I'd say probably a Stalker 4N or 3H with 4-5 ERLL would be the way to go for long range assault. Or maybe one of the Battlemasters with a similar loadout.

For a long range heavy I'd probably say a Quickdraw 5K, 4H, or 4G with 3-4 ERLL. The Thunderbolt could probably be pressed into service as long range with ERLL, I'm thinking either the 5SS or 9SE. The Catapult K2 might also be an option though I haven't piloted one in quite a while and wasn't very good in it when I did. But it does have a mix of lasers and balistics.

If you're inclined to go a bit lighter something like a Blackjack 1X with 3 ERLL & 2 ML might be worth a go. I run the same set except with 3 LL and I love it. Switching to ERLL would give a bit more range but will run a little hotter. The Blackjack 3 might be worth a look as well. It's a bit slower than the 1X, and will probably be a bit hotter, but you should be able to fit in a jump jet or two.

Aside from being able to work as long range mechs the above are also some of THE mechs to have (aside from the catapult) for CW and fit the current meta. That way if you should decide sniping isn't for you, you could always switch over to a more standard loadout and not have to worry about buying another mech.

#3 StumbleBee

    Member

  • PipPipPipPipPip
  • The Jaws
  • 110 posts

Posted 23 March 2016 - 03:28 PM

One place to start is the extreme and long-range builds at Metamechs.

#4 Ollorin

    Member

  • PipPipPip
  • Philanthropist
  • Philanthropist
  • 56 posts

Posted 23 March 2016 - 03:34 PM

View PostStumbleBee, on 23 March 2016 - 03:28 PM, said:

One place to start is the extreme and long-range builds at Metamechs.

^ what he said.

#5 Tickdoff Tank

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,647 posts
  • LocationCharlotte NC

Posted 23 March 2016 - 06:22 PM

As was pointed out in another thread, take MetaMechs with a grain of salt. Especially as a beginning player. MetaMechs has some excellent info, and some very good builds, but they are written (primarily) for experienced players with mastered mechs. many of their builds can be VERY hot for a new player that has not at least elited their mech.

Before you delve too deeply into the "meta" I suggest that you play several different chassis for a week or so. Try out a lot of different weapons, see if you like playing a fast mech or a slow brawler. Maybe you prefer SRM brawlers or possibly heavy ballistics. There are MANY ways to play this game effectively, especially at the lower tiers.

#6 Hit the Deck

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,677 posts
  • LocationIndonesia

Posted 23 March 2016 - 06:37 PM

My personal favorite is the 2Gauss+3LL King Crab.

#7 Karl the Plumber

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 23 March 2016 - 06:45 PM

Just don't start with a PPC Awesome stable like I did. You wonder why nothing you do does any damage until you read the forums.

#8 Spetulhu

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 134 posts

Posted 24 March 2016 - 07:30 AM

View PostTickdoff Tank, on 23 March 2016 - 06:22 PM, said:

As was pointed out in another thread, take MetaMechs with a grain of salt. MetaMechs has some excellent info, and some very good builds, but they are written (primarily) for experienced players with mastered mechs. many of their builds can be VERY hot for a new player that has not at least elited their mech.


I'll testify to that. I set up my Stalker 4N with 6 Large Lasers and even with mastery it will run very hot if I panic and fire all at once. Two, two and two seems manageable almost for ever but a single alpha jumped me to shutdown instantly.

Which means you need to know the mechanics behind heat if you pick a build from metamechs - there's something called ghost heat for shooting too many of the same weapon type at once. If you just copy a build without knowing how to set it up for the game you'll just die from overheating in front of an enemy.

#9 ImperialKnight

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,734 posts

Posted 24 March 2016 - 07:39 AM

get a Heavy or Medium if you want to sit back and shoot. don't waste the team's tonnage and armor.

Jagers, Rifleman, TBR for Dakka. TBR, Hellbringer, Cicada, Shadowcat, Black Knight, Grasshopper for pew pew.

#10 Karl the Plumber

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 24 March 2016 - 09:18 AM

View Postknightsljx, on 24 March 2016 - 07:39 AM, said:

get a Heavy or Medium if you want to sit back and shoot. don't waste the team's tonnage and armor.

Jagers, Rifleman, TBR for Dakka. TBR, Hellbringer, Cicada, Shadowcat, Black Knight, Grasshopper for pew pew.


Is tonnage and armor really a consideration in pub matches? You never know when you'll be playing with a veteran working on a brand new Battlemaster or a rookie in a trial mech. I don't disagree that the mechs you're recommending for long range are great for it. I love playing with my Dakka Jager.

#11 MisterPlanetarian

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 910 posts
  • LocationStockholm

Posted 26 March 2016 - 03:10 PM

Don't underestimate mediums and heavies for long range combat. They obviously won't pack enough of a punch to outclass a Stalker or King Crab at long range duels, but they can control range much easier and are powerful enough in their own right and for their tonnage.

Take this lil bugger for example. 3x ERLL Crab.

104.5kph when mastered, Heat quirks help keep the lasers cool and it can shoot a 27 damage alpha at 700 meters without much trouble, there's another crab variant with a 10% range bonus if you prefer that. Dump the AMS for a BAP if you wish, it's probably better since you can dodge LRMS quite easily on most maps.

#12 Exard3k

    Member

  • PipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 1,010 posts
  • LocationEast Frisia in Germany

Posted 26 March 2016 - 03:21 PM

long range => stay back => enemy has fewer targets => your teammates die more quickly => you get killed after that outnumbered 4:1.

Same problems LRM boats have.

Edited by Exard3k, 26 March 2016 - 03:23 PM.


#13 Not A Real RAbbi

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,688 posts
  • LocationDeath to Aladeen Cafe

Posted 26 March 2016 - 07:28 PM

View PostExard3k, on 26 March 2016 - 03:21 PM, said:

long range => stay back => enemy has fewer targets => your teammates die more quickly => you get killed after that outnumbered 4:1.

Same problems LRM boats have.


Typically, at least in PUG. Now, drop in CW on Boreal Vault without long-range weapons and see if being able to poke at 800m+ isn't QUITE important. Perspective and all that.

#14 Leone

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,693 posts
  • LocationOutworlds Alliance

Posted 26 March 2016 - 08:31 PM

Actually, Boreal Vault is one of my Favourite brawling maps. Only when pushing outta the base into the attackers drop zone do I feel the sting of lack of range. For everything else you just gotta know where to go. (Hint, take the edges of the map.)

~Leone.

#15 Aleksandr Sergeyevich Kerensky

    Member

  • PipPipPipPipPipPipPipPip
  • 1,187 posts

Posted 26 March 2016 - 08:40 PM

Battlemaster, stalker, banshee...

Let me point out, all three of these platforms can boat high mounted energy weapons...

Large pulse lasers... Large lasers... Or er large lasers!

And they can also supplement mid range weapons also,

Medium lasers, medium pulse lasers... Heck the banshee pretty much always has 2 back up small lasers to push the larges up high.

So you can range your opponent, and push with your team!

Also, let me recommend the BLR-2C as my favorite because i am bias!

#16 Karmen Baric

    Member

  • PipPipPipPipPipPip
  • 363 posts
  • LocationSarna

Posted 26 March 2016 - 09:47 PM

Timberwolf, from all laser to UAC10s to SRM builds, it can do it all while moving at 80kph with jump jets and a clanXL.

#17 Walsung

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • 176 posts

Posted 26 March 2016 - 10:54 PM

timberwolf and stormcrow (medium) can do everything better then every other mech in the game unless you have hang ups on playing space fascists or nostalgia for specific mechs (which it doesn't sound like you do).

if things were purely off of the numbers throw in the arctic cheetah and if it ever comes in the TBR II or blood asp and no other mechs need exist, esp. if they do go infotech and get rid of quirks.

I like my riflemen but I suspect post info tech any non clan player will need to take a few months off so you might as well go clan if you can afford it.

#18 Rhavin

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 356 posts
  • LocationThe Dropship Texas, FRR

Posted 26 March 2016 - 11:04 PM

Heavy class mechs... a short guide to my 6 favorites.

Black Knight with 3 LG pulse lasers and 3 medium pulse lasers, max armor, run a 340 xl engjne. Probably the best inner sphere heavy mech for mid range tradeing. Can buy for cbills but does require some Xtra money to sink into upgrades and that engine. Will run hot quick and only has a range of 500 but an alpha strike with this mech will melt anything you focus on. New player I know started putting up 600 damage games in it pretty quick. It's structure quirks make it tough as nails but still not a brawler due to heat issues. Unlike alot of innersphere mechs you can find a build you like and run it on each variant you need to skill them up. That's the upside to being an all energy mech. Downside is all its hardpoints are low making it a poor hill humper for extreme range builds, positioned properly though it's a great side peeker. One of the most underrated heavy mechs in that you don't see many of them. Some people say it's ugly, I say it's only a flesh wound.

Mauraders are only for MC (about 50 bucks worth) or 20 bucks through the store at page top (you decide lol), they can really dish some ballistic damage out, 3 AC5, 2 UaC5, or all energy builds. Probably one of the best deals for a new player because you get enough weapons that you need to make some good builds, with lg pulse lasers, as well as the 300 size engines (2 of them expensive xls that can be useen in many othe mechs). Also has jump jets on 2 versions, and a "skill side" that is a side you have to protect by torso twisting. High ballistic mounts make Investing in The AC5s for this build a good option as it gives you an area denial mech that can face off against a dire wolf or king crab if you get your aim right. Can run cold or hot depending on how you build. I also like 2 LG pulse lasers, 2 Med lasers and an AC 10 or 20 on this mech.

Warhammer , only available through store right now, 20 bucks for 3 energy boats that can also mount some missles or ballistics depending on the variant. Great builds are 3 er large lasers, 3 medium lasers, 2 ac 5s and 4 med lasers.1 ac 10 and some lasers, or you can just run some lasers and some more lasers. Great high mounts in torsos for lasers and ballistics, but builds are very symmetrical so its a better hill humper than corner poker. Faster than a maurader, simular tankiness, but requires some weapons to be purchased if you don't care for ppcs. You will need endo steel upgrades at least with double heat sinks. The iconic Innersphere mech of old. Possibly the best looking innersphere mech imho.

Finally since you said clan mechs are game, the hellbringer is an excellent long range mech. ECM capabilities coupled with many energy and ballistic omnipods make her a sniper par excellance. Smaller than the other 3 at only 65 tons, and more expensive as well but you don't need engines, or heatsink/ferro/endo upgrades. It won't take damage as well as the top 3 but the ecm helps keep the missles off you and it's speed allows you to ghost from spot to spot picking opponents apart at range. Priority target on the battlefield. Built by the clans to emulate and improve upon the classic Warhammer design.

Ebon jaguars are sweet too, they can boat anything with the most free space of any clan heavy mech. Great low profile and high mounts make it a premier sniper/ shot trader. You can run simular builds to the maurader by swapping out some omnipods. Only downside to this mech vrs hellbringer is no ECM. Really the clan heavy that is a jack of all trades. My opinion is that this is the best looking clan mech, though others would argue that it is the. ...》

Timberwolf, read ebon jaguar but heavyier , more armor, bigger profile, less variety really because of locked equipment. Can tote jumpjets by using the S omnipods. Actually has less free space than the jaguar with a much larger profile because of its huge ears. Still you have probably seen many already as it is extremely popular despite being among the oldest clan releases. Priority target.

As said above you can use metamechs.com if you want but the build advice is aimed at comp team players. However gman does go into some details on strength and weakness of each chassis he has written a guide for as well. If I had to rank the 6 above I would spend hours contemplating it. I own them all and have 30 plus hours in everything but the BKs. Remember also that the warhammer and Maurader packs for 20 bucks come with some premium time and cockpit fluff. 30 days premium time is about 10 bucks aND the 3 mechbays included another 5..so it really is a good deal. I didn't buy into the rifleman or archer packs but my observation is that the rifleman is a sub par jager mech and the archer is an oversized SRM brawler (though its hero with ECM can make a potent laser poker).

Good luck whatever you choose and feel free to find anyone here in game.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users