

Best 70-80+ Speed Srm Mech?
#1
Posted 13 January 2017 - 02:10 AM
I am very new and only own two mechs, There's just too much to choose from and the free mechs don't seem to rotate enough for me to try many out
Thanks for the help.
#2
Posted 13 January 2017 - 02:28 AM
SRMs are close range, so make sure you stay with your team though. You have to be very patient with a close ranged loadout, and sometimes won't get to really contribute until 3-4 minutes into the match. Once things have closed to brawl range, and the enemy team is lit up, however, be prepared to start downing enemies with a couple of salvos to their CT area.
What mechs do you own already?
#3
Posted 13 January 2017 - 02:52 AM
Tanky wise the Hunchback SP benefits from the current quirks. Less SRM heavy, but fires them rather fast if relying on more energy to punch harder. Still... it's crazy survivable -and- fast with a STD engine. Still, the quirk dependency especially with the upcoming Skill Tree overhaul could mean who knows what for it (supposedly mechs lacking enough (good) hardpoints, bad hitboxes etc will still see quirks but we'll see).
Some folks have been going ballistic + srm Shadowhawks with reliable successs, couldn't tell you much on them, I haven't used them in years, so you'd have to dig into them more regarding the specifics.
Though not as popular as they were for a stretch, there are things like the Centurions with triple srm mounts. Don't see them much now with Faction Play's numerous issues, but they were a scouting mode favorite given their punch. XL builds are popular but you can fiddle with a STD if you really want as well.
Of course there's the upcoming Bushwacker, but we'll see how that pans out in a few months.
Clan side, you have the Huncback IIC-B; pretty mobile, packs a mean punch and high mounts, but pretty damn fragile (still loads of fun though and effective); Stormcrows can boat SRMs readily while moving at a fast clip (though not scouting mode friendly now despite, well, other mechs doing what it was complained about for), and the upcoming for c-bills Huntsman, particularly if you get the $ Hero with the SRM torso mounts can mix and match to be a SRM beast and then some. Particularly with the Hero pods, you see some Srm punch Novas here and there as well.
If I was to say best of the best though? Griffin 2N IS side for all its combined good features, Hero Pakhet pod Huntsman Clan side for sheer amount of SRM BOOM (it hits HARD with mixed pods, pretty good hit boxes and can use jump jets to get some funky angles despite the slower speed), with the Stormcrow and Hunchback-IIC B running close second (Stormcrow hitboxes roll damage well, can hit very hard with lots of SPL + SRMs speed and free tonnage is nice, but IIC-B high torso mounts and jump jets make it a nasty missile popper with 2 energy slots to spare).
Edit: I focused on Mediums and entirely forgot about other options lol. Still, they are all guaranteed to go fast, and being able to twist and move to make use of those SRMs is a big boon, especially rear-end ambushes. Here's some non-med options for ya though;
Avoid lights if your a new player. Way too fragile, but, if you really wanted to, the Jenner IIC is forgiving with Clan XL right now, zooms -fast- and hits hard, if ammo shy if you're trigger happy. Great ambusher. The Jenner Oxide likewise on the IS side but that's a real buck mech (still, not bad when on sale). Huggin can be fun but has fallen from grace quite a few patches back as an srm ******* (but hey, machine gun buffs!). I wouldn't go with these if still green and learning; lights can be unforgiving (you should see me tripping over my old raven dust collectors lately).
Heavy Mech wise; Splat Timberwolves boating SRMs and backup energy hit very, very hard. They also move at an 80+ KPH clip. Hitboxes from the missile mounts make them easier to hit, but if you're leaning towards srms, they do them well (as well as giving you many other options) when paired with a few SPLs (or if you so desire something with more range like er med lasers to engage with before closing). Probably my top pick there in the Clan heavies for that, as well being a Timby, if you find you like the chassis, you can outfit a single one with more builds just by grabbing more ominpods to mix and match. It's a mech that won't get boring too fast as a result.
Some to avoid despite potentially being eye catching; Orion IICs tend to have crap hit boxes and bad mount points, the Summoner can boat SRMs like a beast, are very mobile but missile convergence is rather spread out with its wide profile and low arm mounts despite the positive features. Mad Dogs... they can really make a nasty and punchy SRM build, but their overall fragility and hit boxes often make them far less effective than a Splat Timber in the same role I find.
IS wise, there's a Warhammer 7S variant that can pack in a few SRMs without much issue, I'd probably take over most others because it can also boat energy well giving you loadout options down the road to do either. Torso mounted SRMs with pretty decent convergence is a boon on them. They're also XL friendly giving you further build options once you're comfortable torso twisting. Additionally, if you find you like the Whammie, they have other variants that are -strong- energy, energy + ballistic, or pure ballistic setups if decide to stick with them.
Catapults have some really heavy hitting variants for Srms but by the same token can often be neutered easily given the giant arm mounts for them, so I'm hesitant to present them as a top pick (still not that bad of an option though, they -do- missiles well and have some serviceable energy variants). Seriously, it's all fun and games for a new player in one until their "mouse ears" are blown off and you're a walking torso. Otherwise I'd say have at 'em. It does give you some other variants though for other builds, kinda like the Warhammers, and you might find aiming up and down much easier (with arm lock off) on high or low targets with them comparatively.
Some other potentially tantalizing options I'd nonetheless recommend you'd -avoid- as a new player; Orions have bad hitboxes and generally move too slow (even if tanky at least) making it frustrating despite boating SRMs well. Archers I can't recommend to anyone but masochists; if they're not too slow, they're too hot. If not too hot, they're too fragile etc. with hitboxes that are easily blown off. Reminds me of a Mad Dog in all the bad ways currently. The fast moving XL Zeus with SRM arms -can- be fun with the tightly packed missile convergence and even in your speed bracket but... and this is a big one; XL Assaults are very feast or famine for a new player. And expensive as hell to boot given the engines, and otherwise tend to be too slow for your preferred speeds as a STD engine. I'd stick to a brawly medium or heavy as a result.
Edited by Moebius Pi, 13 January 2017 - 03:46 AM.
#4
Posted 13 January 2017 - 03:16 AM
Here is a website that lists all mechs, equipment and stats and allows you to experiment with builds and whatnot.
Also keep in mind that for clan mechs you can interchange omnipods, i.e. stack omnipods with most missile hardpoints from different variants into a single mech.
#5
Posted 13 January 2017 - 03:18 AM
#6
Posted 13 January 2017 - 05:21 AM
Kshahdoo, on 13 January 2017 - 03:18 AM, said:
IMO its not all that great for brawling. Its big and fairly slow which makes getting into the effective range difficult and when you do you are more likely to get shot a lot more than with faster brawlers. Yeah the alpha strike damage is impressive but you really need to get under 150 meter range to prevent the damage from spreading all over the enemy mech.
I do way more consistent damage with the Mad Dog than with the brawling Scorch or with any other slower brawler like the Atlas or Cyclops. The speed really is the key that lets you pick the fights, close the distance fast and get out once you have done your damage.
#8
Posted 13 January 2017 - 05:43 AM
http://mwo.smurfy-ne...548862fe1b1a344
8 srm4's, decent heat management if you DON'T alpha (fire 2 groups of 4)
I've had alot of fun brawling with it.
#9
Posted 13 January 2017 - 06:33 AM
#10
Posted 13 January 2017 - 06:55 AM
timber does 87kph too.
mad dog is slightly squishier then the previous two, but can run lots of missiles and a few energy.
griffon is a staple srm mech often taken in competitive matches, like the shadow hawk (2d2) but the shadow hawk line is far more diverse.
next to that would be the storm crow, it runs at 101kph after tweak with 5 missile hardpoints, but no JJ.
the other mediums are kind of weak at the job, lights have a few more options though;
the jenner 2c namely, the adder can do it well though, kitfox too, but less effectively then the j2c.
Edited by zudukai, 13 January 2017 - 07:10 AM.
#11
Posted 13 January 2017 - 06:56 AM
PaquIS, on 13 January 2017 - 05:21 AM, said:
I do way more consistent damage with the Mad Dog than with the brawling Scorch or with any other slower brawler like the Atlas or Cyclops. The speed really is the key that lets you pick the fights, close the distance fast and get out once you have done your damage.
Scorch's speed is > 70 km/h (72 with my setup), it's enough for a brawler. It's way tougher, than Mad Dog, and hits harder as well.
#12
Posted 13 January 2017 - 10:53 AM
Hunchback SP (or J)
Hunchback IIC
Griffin (3M or 2N)
Catapult (a1 or C1, C3)
Jagermech A (use a standard engine)
Wolverine
Shadow Hawk
Battlemaster
those are all Battlemechs and are all capable of mounting engines putting them in the 70-85 kph range
faster Mechs which can do well with SRMs
Timber Wolf
Stormcrow
Summoner
Huntsman
Mad Dog
Helbringer
Shadow Cat
#13
Posted 13 January 2017 - 12:04 PM
OR
you can switch to the OEM missle boat setup..........
in retro, the maddog is a better srm boat build then the catapult but the cplt's reflex is better
#14
Posted 13 January 2017 - 05:21 PM
Jumpy, Srm + Medium laser flankers.
All of them work, more armor on the Quickdraws.
Enjoi
#15
Posted 13 January 2017 - 10:02 PM
You scrubs are so disrespectful...
#16
Posted 13 January 2017 - 10:50 PM
#17
Posted 13 January 2017 - 10:50 PM
ps. The Butcher, Nice name haha and thank you very much for the very in depth and detailed post! Helped me out alot!
To those wondering which mechs I own: Arctic cheeta - c, locust - 3V, and a nova A
I actually loved the lights to begin with, they are fragile but they're awesome fun! Once with the arctic cheeta - c I managed to rack up 5 kills, was quite pleased with it haha
thank you all
#18
Posted 14 January 2017 - 01:23 AM
SnagaDance, on 13 January 2017 - 06:33 AM, said:
I've been tooling around with different builds in my Jenner IIC tonight and I've convinced myself to sell it. It's handling is bad, it's new scale makes SRM spread even worse it's enormous termino bulk funnels all damage taken into it's center torso and prevents it from using a lot of low cover effectively or slipping under the radar. The float-jets are a liability and the one match I use them I was dead before I touched the ground. The only role the Jenner IIC is even modestly okay at anymore is 'tiny fragile LRM5 Kintaro'. That's kinda disgusting to me. It'd say it's not a good 'Mech and I don't find it very fun personally but form your own opinion.
The Hunchback IIC B and the Griffin 2N are great SRM platforms.
#19
Posted 14 January 2017 - 04:46 AM
no one, on 14 January 2017 - 01:23 AM, said:
I've been tooling around with different builds in my Jenner IIC tonight and I've convinced myself to sell it. It's handling is bad, it's new scale makes SRM spread even worse it's enormous termino bulk funnels all damage taken into it's center torso and prevents it from using a lot of low cover effectively or slipping under the radar. The float-jets are a liability and the one match I use them I was dead before I touched the ground. The only role the Jenner IIC is even modestly okay at anymore is 'tiny fragile LRM5 Kintaro'. That's kinda disgusting to me. It'd say it's not a good 'Mech and I don't find it very fun personally but form your own opinion.
The Hunchback IIC B and the Griffin 2N are great SRM platforms.
With Jump Jets make sure that you are using them carefully. In other words, use short burns to increase your maneuverability. Only jump high enough to get done what you want, and always save a little bit to feather your landing.
#20
Posted 14 January 2017 - 06:45 AM
mailin, on 14 January 2017 - 04:46 AM, said:
yeah, the animation and lift are pretty bad on that mech, i would also only suggest using them for mobility and navigation/mitigation not for combat actions.
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