


Pray For The Poor Soul Of Firestarter Ember
#1
Posted 03 August 2017 - 03:56 AM

#2
Posted 03 August 2017 - 04:00 AM
#3
Posted 03 August 2017 - 04:05 AM
#4
Posted 03 August 2017 - 04:11 AM
eminus, on 03 August 2017 - 04:05 AM, said:
But what about if you WANT to make your mech blow up purposefully

#5
Posted 03 August 2017 - 04:18 AM
#6
Posted 03 August 2017 - 04:22 AM
In general, though, the 35t mechs suffered enormously from the re-sizing and should be re-evaluated
Edited by Bush Hopper, 03 August 2017 - 04:23 AM.
#7
Posted 03 August 2017 - 04:28 AM
4xML, 4xHMG, 2.5 tons of ammo, 2xJJ and XL295
or
4xMPL, 4xLMG, 1 ton of ammo, JJ and XL295
The 25% machine gun ROF quirk will turn it into a 5xHMG / 5xLMG and on top of that it got some structure quirks. Most fun I have had with a light for a while. Both builds are solid, but I prefer the HMG more.
There are mechs that lost a lot. Ember is definately one that got stuff.
Edited by PaquIS, 03 August 2017 - 04:43 AM.
#8
Posted 03 August 2017 - 04:45 AM
#9
Posted 03 August 2017 - 05:07 AM
#10
Posted 03 August 2017 - 06:10 AM
Spr1ggan, on 03 August 2017 - 05:07 AM, said:
ERML run too hot on most lights. IMO anyway.
This build posted above (4xML, 4xHMG, 2.5 tons of ammo, 2xJJ and XL295) is absolutely lethal.[/color]
Edited by ScrapIron Prime, 03 August 2017 - 06:10 AM.
#11
Posted 03 August 2017 - 06:14 AM
ScrapIron Prime, on 03 August 2017 - 06:10 AM, said:
This build posted above (4xML, 4xHMG, 2.5 tons of ammo, 2xJJ and XL295) is absolutely lethal.[/color]
I didn't find them hot at all, i switched to running 6 on my WLF as well. HMG's are good in a full push deck but for general use you wanna go with LMGs. They have medium laser range and crit components faster than HMGs as well.
Edited by Spr1ggan, 03 August 2017 - 07:18 AM.
#13
Posted 03 August 2017 - 07:24 AM
#14
Posted 03 August 2017 - 07:30 AM
you can take small pulse, Med Laser, or ER Mediums - ER Smalls work pretty good on it too.
Since HMGs ranges really only work on fast mechs, and the Ember is one of the few lights with lots of ballistic points and MG quirks, it works out pretty well.
A big plus is that it also has lots of structure for a light
Edited by Gristle Missile, 03 August 2017 - 07:33 AM.
#15
Posted 03 August 2017 - 07:40 AM
#16
Posted 03 August 2017 - 07:42 AM
The extra 10 KPH is not really worth it to me when i can loose a ST. It's a tough little mech IMO.
I know pilot is everything, but i've gone toe to toe against some pretty good ACH pilots and came out the winner more than once. The only thing that give me trouble in them are Locusts that Kite, but really outside of my DK, just about anything is frustrated by them.
#17
Posted 03 August 2017 - 08:20 AM
eminus, on 03 August 2017 - 04:05 AM, said:
i guess your one of those fellow mechwarriors who gets the warm fuzzies every time he causes a lams boat kitfox on override to explode just by shooting missiles over its head.
#18
Posted 03 August 2017 - 08:52 AM
it's not terrible to drive though, and LMGs help a bit.
#19
Posted 03 August 2017 - 09:43 AM
my only problem with FS now is they move like big freaking trucks. they are not agile at all.
Edited by Bigbacon, 03 August 2017 - 09:43 AM.
#20
Posted 03 August 2017 - 11:25 AM
LordNothing, on 03 August 2017 - 08:20 AM, said:
Now that's a thought. I wonder if loading up with massed LRM5s will do the trick. Hmm!
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