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Ok, Weapon Modules!


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#21 SlightlyMobileTurret

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Posted 13 June 2016 - 02:50 AM

3MPL IIRC, a very popular weapon loadout with the triple AMS kitfox.

Runs decently cool, okayyy alpha strike, and you can get 4/5 tons of AMS ammo easily.

#22 TooDumbToQuit

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Posted 13 June 2016 - 07:35 AM

I was looking through IS Mechs last night. In a month or so I want to start with my first Mastery Bundle of one. The print is hard for me to read but I was looking at the quirks and building some Models.

For instance, last night I was told about the Narc Raven and now I know how that unit with that Raven hit us so bad on that one invasion.

I had to break out....The magnifying glass. And a whole new world opened up. In my defense, I only know Clan mechs and the one I sent my start in this game and most of my time was my Stormcrows and they have no quirks. Nor do my Hellbringers. Or the Jenner II(and now I see anther reason the KDK-1 is such a dog).

My Kit Foxes are loaded with them. I did look at the increased movement etc but not at weapons etc. So they already have 10% extra range for AMS (it's now 20%) and a few others. I did notice some differences between the one at the store and the one I own but I'm sure now that it is because of the Omnipods I have on it.

I got up late last night and logged back on and started looking at IS mechs and OMGoodness! I do have a Kit Fox with Narc bonuses but they are only half of what the Raven has.

Anyway, a lot more pluses on the IS it seems for a number of things.

Final call on weapons modules. I think with most IS weapons, I'd go with the faster firing. And with Clan, I'd go with ex-range.

I see now why IS Mechs have rolled over us in invasions. Distance does not matter, rate of fire and soaking up damage does. I do not think I've ever seen a IS Mech shut down (I'm sure it happens a lot) but I've seen a lot of Clans ones shut down because of heat overload. And I understand something now as far as tactics. When on defense, I tend to station myself where I know they are coming, right up through this valley etc. And I've often wondered why no one joins me as i die in a fury of IS lasers.

It's because we cannot. Ton for Ton, 4 Clan Mechs cannot stand in close range to 4 IS Mechs and win.

#23 JC Daxion

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Posted 13 June 2016 - 12:06 PM

Not really.. and perhaps

View PostLikeUntoGod, on 13 June 2016 - 07:35 AM, said:



Final call on weapons modules. I think with most IS weapons, I'd go with the faster firing. And with Clan, I'd go with ex-range.




Yes and no.. It really depends on the build, but to start going with range is a good rule of thumb first. IS mechs can run hot, though typically not as hot as a typical clanner build. Like i was saying it really does depend on mech and builds..

Short list..I know i said it before, but a better list.. as these are weapons people use very often, and you can't go wrong with picking up these modules

IS medium L/LP range, M/MPL range, SLP range, AC-20+ AC-5 recharge, SRM4-6 recharge, LRM recharge 5-15

Clan, Medium L\LPL range, ERML/MPL range, ERSL/SLP/ range, UAC 20 range, SRM4-6 recharge, Streak SRM recharge/rnage, LRM recharge 5-15


I do like the idea of what the other guy said about running 3 MPL's on the kitfox, and the 3 ERML's with extra heat sinks.. But i also like your machine gun build as i am a machine gun nut, meta be damned. So in that case i really would keep the .5 ton flamer, It really works well on machine gun builds especially clan side as the machine guns are .25 and the flamer .5 so 2 guns+flamer is= 1 IS flamer. I have actually added a single flamer to many of my clanner builds. Often it just means shaving a tiny bit of armor, or dropping a half ton of ammo, and that single heat sink buy scrapping another half ton of weight just doesn't seem to really be any sorta noticeable over the bonus of being able to use the flamer when you can. It's even a nice light deterrent, as if they get close you can add some heat as they run by, making their strafe run do less damage.

Even slower mechs that are heavy brawlers it can work well.. For example my timber C, 2LPL+3ERML+2 flamers build.. One extra heat sink is nice, but it really doesn't add much for DPS at all, and may add an extra second to a fire time once hot, but get close to something and you can shut down many weapon systems, and force um to chain fire.



As far as getting into IS, and i am a huge IS fan.. wait a few weeks, hear how they are playing out, and wait for some changes, as i suspect there will be quite a few hot fixes.. even if it takes till the following month for um all to hit. End of july would be a very good time to know what they have become and the dust has settled.

Edited by JC Daxion, 13 June 2016 - 12:12 PM.


#24 TooDumbToQuit

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Posted 13 June 2016 - 02:03 PM

One of the big reasons I dropped longer range weapons off of the Iron Dome was that the only way all this money etc spent on AMS only works if I'm still alive. I cannot count the amount of times I've been hurt or even killed looking for a target. Or scouting. I'm not fast so i'm always amazed at how i'm always in front...lol.

So not having a ranged weapon keeps me from getting myself killed. When I hit 25% ammo left, i start to look for places to help out.

My Kit Fox has

Rate of heat loss +15%
MG ROF +20%
AMS range +10
AMS rate of fire +5

And I have the AMS overload module which ups the damage from 3.5 to 6.

And the AMS range of +10% module.



#25 JC Daxion

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Posted 13 June 2016 - 03:01 PM

You need to learn to be sneakier,, and use assaults as a sheild.. (while not getting in there way) By this i mean.. when the assault pushes, or pokes out to fire.. You follow him out on his OUTSIDE shoulder... he will take the targets fire, Now, the targets weapons will recycle, and you push out as he is backing up, and add 2 or 3 more lasers shots.. this just added an extra 14-21 with MLs, or 16-24 if you went with MPL's.

You also did it in pure safety, as more than likely if done right all their weapons are recycling and you can peak, shoot, and get back to cover before they can fire at you.. aka free shots for you!

another tactic if the guy is alone, or just a few and you are on a push, is to push out wide.. use bits of cover if you can, and try to push their outside flank, as the assaults/heavies/mediums push shorter distance and hopefully keep fire.. (you don't need to go to far,, just 50-100m.. try to get to the side.. If you notice no rain, push up farther just just stay in like for SRM use.. your AMS will shoot um down closer up as well, so your cover doesn't have to be at the mechs.. Just some place in between those that are getting fired at and the source.. and off to one side or the other aka not direct line of fire is best.





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