Linebacker Build Suggestions
#1
Posted 13 January 2017 - 11:01 AM
Any suggestions?
#2
Posted 13 January 2017 - 11:04 AM
Edited by TercieI, 13 January 2017 - 11:05 AM.
#3
Posted 13 January 2017 - 11:30 AM
It's a good solid mech, but the chassis seems to be hard to work with. Between it's hardpoint selections as well as it's low pod space, I'm just having a hard time finding something that hits hard enough for it's speed. I do like how fast it goes though, which if used to your advantage is rather good. Have to hit and fade and run between cover for best effects.
It does make for a great flanker though. It's got enough armor to stay in a flank for some time.
#4
Posted 13 January 2017 - 11:55 AM
Tesunie, on 13 January 2017 - 11:30 AM, said:
I'm curious to see the build. It runs kinda hot even without the SRMs.
#5
Posted 13 January 2017 - 12:15 PM
TercieI, on 13 January 2017 - 11:55 AM, said:
I'm curious to see the build. It runs kinda hot even without the SRMs.
By all means. My builds are never a secret. I will note that armor placement is not exact...
It does run a little warm in a prolonged engagement, but that's where I run in, strike, and then fade away. If I'm running really hot, I will resort to using just the SRMs for a while. Sometimes though, that little burst of damage from the SRMs turn a dual into my favor, especially when I'm facing off with another Linebacker.
My other builds haven't been as successful. I have another Prime with a single ERPPC, 2 MPLs and 2 SRM4s. It's worked alright, but not as good as the dual ERPPC version. Then I have a Linebacker A with two LRM15s and 4 ERMLs, but I'm tempted to change this one again... And then the final Linebacker B I have has 2 LPLs and 3 ERSL. Thinking about changing the B back to stock pods and try and use an LBx AC with some lasers maybe?
I didn't get the reinforcement mechs for this pack (nor my Huntsmen sadly), so that's all I've got to work with. I will say, my Prime with 2 ERPPCs and 2 SRM4s averages 355 damage per match (and that includes the other Prime build in those stats, but most of that work was done with the 2 PPC version).
#6
Posted 13 January 2017 - 12:24 PM
I have managed to try a missile boat option with 2xlrm 20s and ive also tried 6xlrm5s, both are mediocre damage but due to your speed i find I typcally run out of ammo before I die. Im sure more builds will be discovered/refined as more players pick these up..so please keep posted i still looking for more options.
#7
Posted 13 January 2017 - 12:39 PM
It's interesting but I think more cooling on the PPCs will serve me better.
#8
Posted 13 January 2017 - 01:16 PM
TercieI, on 13 January 2017 - 12:39 PM, said:
It's interesting but I think more cooling on the PPCs will serve me better.
I don't do dead sides of my mechs. I understand the concept, but for whatever reason HSR seems to hate me a lot. I often will twist my torso so one side is facing them and it's impossible (improbable) that they can hit the other side... Yet I lose the other side anyway and the side I faced towards the enemy remains untouched... Because of this, I've never liked loading all weapons on a single side of my mech.
I know it can save weight in armor by doing so, and if you can get them to shoot the "dead" side, it can really help. But, I don't seem to have that luck. This is why I have my build so evenly built, so I can lose a side and still survive with at least half my fire power (or more if they only take the arm). If HSR was more reliable to me, and actually let me twist damage I see coming in... Yeah. I'd probably give it a try again. Seen as it doesn't, and most times I twist to no effect (unless I twisted well in advanced or something... Maybe), I don't seem to benefit from that play style. (And yes, I do twist to try and rotate damage around. Honest. And it does help a lot, but not enough for me to one side my builds.)
#9
Posted 13 January 2017 - 06:17 PM
https://mwomercs.com...rensky#row-lbkd
I simply didn't bother for the other variants due to time so that's why I didn't score for them.
1LPL, 4ERML.
http://mwo.smurfy-ne...e066e189b3d28d3
As for those who question mixing the omnipods and losing the quirks set of 8, the benefit is that you can move it from one variant to the other and not have to relearn a playstyle, and the damage this puts out more than makes up for it.
Edited by WillyPete, 13 January 2017 - 06:18 PM.
#11
Posted 14 January 2017 - 06:46 PM
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