LordLeto, on 13 August 2017 - 10:35 AM, said:
For your hot map drop one or two of the battlemasters. They're good, don't get me wrong, but you can bring 1 assault and 2 heavies with a light in the 4th slot. If you drop the other battle master you can do 3 hvys and a medium. Those are more well rounded decks that aren't front loaded. With the tonnage as it is now the IS has better staying power, this is eliminated if you front load.
Heavies to consider: Grasshopper, Warhammer, Black Knight, for 3 hvys and a medium
Rifleman, roughneck, Plus one of the above if you still want to frontload a little and keep a battle master.
All in laser vom builds for unity of play style. 2LPL and 4-6 ML or 1lpl and 5-7ml work well with LFEs.
Medium is to your taste for the most part, a fast brawler is encouraged though.
Same treatment for your ballistic/hot deck. Drop the Banshee for a heavy and bump the enforcer up to a heavy. Jager got buffed from new tech(LFE), but look to add a MAD or a WHR to accompany it. Bushwhackers are highly regarded and I would keep it over the enforcer. But that can be your preference. In both decks getting down to your 4th mech means something went wrong.
For your specific builds, drop the mrms on the battlemasters, bring LPLs instead. Not ammo dependant, quick and almost pinpoint damage for the same range(and then some). For the Energy mediums, remember MPL and ML ghost heat got unified at 6 of any combination, so the old buzz saw BJ build isn't as effective as it once was. Same for the hunchie.
Consider switching from 2 uac5s to 3-4 uac2s on the Banshee, that'll let you bring a LFE and move faster if you want to keep your Banshee.
Also see if there are effective LFE builds for your Bushie, it's always been relatively XL safe, but you might be able to squeeze in more survival for a little does or speed. Up to you.
Can´t say anything you mentioned is wrong. And i tried most of it. Before i took my last break from the game i used a 3 heavy 1 med decks with LPL/ML and UAC5 builds. Or 1 assault, 2 heavy, 1 light decks. I used most of the mechs you mentioned plus thunderbolts. Just wanted to try something new with the new tech. Quite possible that i will go back to those.
I kind of like the MRMs, but don´t get me wrong....i know exactly how bad they are for fighting mechs if the enemy pilot knows what he is doing. But for me there is nothing more necessary for most enemys then 6 ML and if the enemy does a piloting mistake the MRMs are a nice addition. And there is nothing better for turrets or generators. The Batllemasters i used before the new tech were exactly the LPL/ML builds you talk about. Quite possible i will go back to those one day.
I´m aware of the ghost heat change. Still use the Hunchback and BJ like this because i like to have some lasers as second shot after i opened a component or just in case there is a good opportunity when my main weapongroup has still cooldown.
I will try the UAC2 Banshee. Didn´t think those UAC2s were useful, but if you say so i will give them a chance.
justcallme A S H, on 13 August 2017 - 09:43 PM, said:
Sadly most of those builds are quite simply inefficient and poorly thought out. They are just not properly effective.
Especially IS Med lasers. They are essentially dead since IS ERML were release (use ER, always). And MRMs are just a waste of tonnage. The 4P is far too hot, if you get pushed by the enemy you're unable to get any sustained damage out.
A BLR2C should look something like
THIS - efficient, synergy on weapons and ranges. I mean normally I would LPL and XL it, but that is not generally new player friendly. The above build is. Also the 1G, take out a DHS and put another ERM if you want, works fine heat wise
Efficiency of the builds will strongly depend on the pilot, his playstyle and the mode. So i think you are exaggerating here.
I absolutely don´t think ML are dead. They are cooler then ERML and therefore the better brawling weapon for sustained damage. The slightly higher range is irrelevant against clans most of the time. If i can get in range for those i also can get in range for MLs. Though the synergy in range and cooldown with the LPL is indeed tempting and i use this in my Roghneck to great profit. But it lacks alphadamage and therefore only works situational. I for my part like to take out an enemy in 1-2 well aimed alphas and torso twist or get into cover to cool down when needed. Can´t do that in your BLR build.
And just in case you missed it....i´m very far from beeing a new player.
Gaius Cavadus, on 16 August 2017 - 09:12 AM, said:
Regular lasers have a place in brawling builds where they are not the centerpiece weapons. IS DHS still take up loads of space so you have the tonnage, lack the space, and are a brawler based on missiles or ACs regular lasers can be a solid complement that allows one to sustain damage and more effeciently manage heat.
And an XL in an assault? If you're doing that your load out is for stat padding only as you're obviously not tanking damage in offensive pushes in support of the team.
Jup, ML still good. But i would even say they are quite good as primary weapon. The XL Battlemaster was my best mech in CW before the new tech. 3 LPL and rest ML. Pretty strong and the XL is not a real problem if you twist enough. Most enemys puke their damage all over your mech without thinking. And even most that try to aim don´t wait for you to show your front if it´s not a 1/1 situation.