Jun Watarase, on 15 August 2017 - 07:01 PM, said:
Im currently trying out 6x ER SL, 2x ATM-9s, active probe, 14 DHS and rest in ammo.
In my experience 2x ATM-9s do terribly bad damage even in short range. I have seen mediums and lights just face tank multiple volleys to little effect.
I've also thought of running 4x med pulse/2x SRM-6s but that doesnt seem much of an improvement.
Any other ideas?
Forum isn't dead, but possibly overly busy or dead at the time of your question.
Now, opening questions:
- Why AP? By the time it's disabling ECM, they will be too close for your missiles.
- You do know that ATMs have a (currently) 120m minimum range, right? If you are shooting within that range, that would explain why they are doing so little damage. (That minimum is a hard minimum currently, where they deal completely no damage at all. Unlike LRMs.)
Personally, I like my
Prime with LRMs and ERMLs. I have bundled the weapons in sets of two. Each arm (two ERMLs) are in their own sets, and the third set (I have configured to shoot on left shift) are my two LRM15s. If the fighting is too intense, it can get a little toasty, so pace your fire and don't alpha when you are hot. Also, utilize the JJs to poke over terrain, shoot the lasers while you get a lock, and then depart with a load of LRMs. Works very well as a mid range jump fighter.
I do also have my other Prime set up with a pulse laser configuration. Personally have had reasonable results, though less than the build posted above. It has a single LPL in the side torso (which one doesn't matter, but a pure prime only has one side torso with an energy slot), four MPLs in the arms (two in each arm) and the rest being heat sinks. It's very hot, but it can spit out a good amount of damage fairly quickly. The Pulse lasers have shorter ranges than my other prime, making it a bit closer ranged of a mech, but it can still do well with a bit of jump shooting due to the pulse lower duration.
One thing I've discovered while using the Huntsmen is that, if you aren't using the JJs you aren't taking full advantage of the mech. If that is the case, than a Hunchback IIC probably would serve you better, as then you can save weight by removing the JJs. If you use the JJs, it can be a very powerful mech.
Also able to be placed on the Prime:
- 2 ERPPC. Take jump sniping to the extreme. Needs to work the enemy over time and does poorly in pure alpha damage. Pacing yourself and good aim are required.
- 2 LPLs. Same as above, but a little more lacks in the aim department.
- Take above LRM build, and replace the missiles with either ATMs or (S)SRMs. May need an AP for SSRMs.
-
UAC10/LBx10 and 3 ERMLs. Little lackluster in stand up shooting, but can do well given a bit of patience. (I have this on a pure B, UAC10/LBx10 on one arm, and three ERMLs on another. This build will need to place a laser (or two) onto the AC arm or side torso.)
(All above posted builds would be with your personal armor distribution. When crafting in Smurfy Mechlab, I tend to just select "max armor". So change the armor values to your liking.)
(PS: I do have other configurations, but those are the best I've got for the Prime specifically. I own every variant of the mech, each with their own distinct build on them. If desired, I could just post them all up.)
Edit: Also realized, if you want more laser punch, the Prime can also mimic my
A variant well.
Edited by Tesunie, 17 August 2017 - 07:33 AM.