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Best Roughneck Variant!


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#21 Y E O N N E

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Posted 22 September 2017 - 09:46 AM

View PostJackalBeast, on 22 September 2017 - 09:42 AM, said:

Roughneck 3A, it is quite versatile with ballistic builds, and it can zombie (minor value, but hey 3 energy points along the ct is pretty nice.)


Roughneck 3A is the energy-only variant. You are thinking 2A.

Edited by Yeonne Greene, 22 September 2017 - 09:47 AM.


#22 Jackal Noble

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Posted 22 September 2017 - 09:51 AM

View PostYeonne Greene, on 22 September 2017 - 09:46 AM, said:


Roughneck 3A is the energy-only variant. You are thinking 2A.

I'm at work. Of course I am lol.

View PostGwahlur, on 22 September 2017 - 09:01 AM, said:

I bought the 3A when they released for cbills, and bought a 2A now to try this build:

Posted Image


Are you sure Yeonne? I was talking about the Wolfhound, it seems. Thanks for the catch.

Edited by JackalBeast, 22 September 2017 - 09:53 AM.


#23 Gwahlur

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Posted 22 September 2017 - 11:44 AM

Someone's confused here now, and it's me

View PostKuaron, on 22 September 2017 - 09:16 AM, said:


I was considering something similar, but why not a UAC?
With MRMs and lasers you have to stare and spread damage anyway, might as well double-tap.

I'm not a fan of the jamming, always happens at the worst times. Also, one big pinpoint boom > several smaller booms, imo

Edited by Gwahlur, 22 September 2017 - 12:00 PM.


#24 Stf Sgt Marblez

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Posted 22 September 2017 - 11:52 AM

View PostLykaon, on 22 September 2017 - 04:18 AM, said:

I have a 2A build that I enjoy.

LB10X w/ 2 tons ammo RT
MRM30 w/ 2 tons ammo LT
3x Medium Lasers H/CT
2x LMG w/ 1 ton ammo RA/LA
11 DHS
Endo steel
Light ferro
280 LFE
max armor

I have had several 1000+ damage matches with this build typical performance sits at around 600ish.

The design principle is an endurance brawler with it's heat efficient weapons payload and excellent hit boxes this build simply out lasts it's opponent.


That looks like a good bit of fun, I'll have to try that out. Thx for posting ze build. :)

#25 Y E O N N E

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Posted 22 September 2017 - 11:54 AM

View PostJackalBeast, on 22 September 2017 - 09:51 AM, said:

I'm at work. Of course I am lol.



Are you sure Yeonne? I was talking about the Wolfhound, it seems. Thanks for the catch.


Roughnecks? Wolfhounds? wat? 3 CT energy, for that?

2 CT + 1 head, close enough.

Edited by Yeonne Greene, 22 September 2017 - 11:54 AM.


#26 Sierra3

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Posted 22 September 2017 - 12:34 PM

Any of the RGH-1 series, though if had to rank; 1A/1A(S), 1C, then 1B. Following up, Reaver ®, 2A, and finally 3A.

#27 Gwahlur

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Posted 22 September 2017 - 01:07 PM

Just took the 2A out for a spin, first game with this placeholder loadout:

Posted Image

Went pretty well:

Posted Image

Good mech.

#28 Kuaron

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Posted 22 September 2017 - 01:37 PM

Uh... no silver left?
Standard HS and placeholder stuff...

#29 Greyboots

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Posted 22 September 2017 - 02:33 PM

Many roughnecks in general suffer from bad hardpoint selection (ballistic/missile on a 65 tonner is too heavy unless you are prepared to run MGs) and the low arms will often feel like the bane of your existence in maps with a lot of ground clutter; sometimes it can seem like the arms are at exactly the right height to hit every rock and log out there. Because their arms are so low, shooting up and down is often also an exercise in frustration. Torso mounted weapons often add shoulder pods that make them very easy to cut side torsos off of from quite a long range as well. Missile + Ballistic is not only a heavy combo very reliant on ammo, it's a hot combo as well.

That's a lot of choices to make on a 65 ton mech and if you get it wrong you end up with plenty of mech left but no ammo for your weapons.

I honestly can't recommend them in general and all of them underperform on a fairly regular basis. There were just some very poor design choices made with them that look fantastic but in-game turn out to be far too detrimental.

Although PGI doesn't want quirks to drive mech/loadout choice, I think we can all admit they do it anyway. This is a game where almost everything is tied directly to damage (winning, payments and so on) and quirks aren't just about making mechs "functional" but our ability to move forward into the game so the poor quirking on more than one of them makes other mechs far better choices (Jagers, Rifleman, Warhammers do the same jobs but better most of the time and Archers are far superior when it comes to missiles).

If you MUST have a roughneck, and I freely admit that in spite of their drawbacks I still use mine and get some damned fine games out of them, the 1C (SRM boating with a large standard engine) and 2A (energy backups in the head/CT for use with a STD or LFE engine) are the ones on sale that are worth owning as they will give you the most mileage.

Edited by Greyboots, 22 September 2017 - 02:37 PM.


#30 Kuaron

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Posted 22 September 2017 - 11:04 PM

I've almost decided to get the 2A - the only thing stopping me is (apart from having to farm the silver yet) that the missile hardpoint is very much married to MRMs because other kinds of missiles don't get heavy enough to make a single hardpoint worth it.
It reminds me on the VND-1X in this sense.

#31 Y E O N N E

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Posted 22 September 2017 - 11:43 PM

View PostKuaron, on 22 September 2017 - 11:04 PM, said:

I've almost decided to get the 2A - the only thing stopping me is (apart from having to farm the silver yet) that the missile hardpoint is very much married to MRMs because other kinds of missiles don't get heavy enough to make a single hardpoint worth it.
It reminds me on the VND-1X in this sense.


MRM20 + UAC/20 + 3x MedLas. 55 alpha, plus another 20 on the double tap, pretty fun.

#32 Kuaron

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Posted 23 September 2017 - 12:42 AM

Yes, this one.
The question is if it has enough variation and alternatives.
From what Greyboots says I read that the arms are quite low and one should use the torso, where the 2A has little hardpoints in the STs and its energy hardpoints can only contain one-slot lasers, so no variation there either.

#33 Jackal Noble

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Posted 23 September 2017 - 07:17 AM

View PostGwahlur, on 22 September 2017 - 09:01 AM, said:

I bought the 3A when they released for cbills, and bought a 2A now to try this build:

Posted Image

View PostYeonne Greene, on 22 September 2017 - 11:54 AM, said:


Roughnecks? Wolfhounds? wat? 3 CT energy, for that?

2 CT + 1 head, close enough.


In the picture the pilot's selected battlemech is a Wolfhound 2.

#34 Gwahlur

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Posted 24 September 2017 - 04:30 AM

View PostKuaron, on 22 September 2017 - 01:37 PM, said:

Uh... no silver left?
Standard HS and placeholder stuff...

Yup, all out of cbills so had to throw on it what i had laying around.

View PostJackalBeast, on 23 September 2017 - 07:17 AM, said:


In the picture the pilot's selected battlemech is a Wolfhound 2.

Ah yeah, that's from a while back when I was just looking at it in the store

#35 Zookeeper Dan

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Posted 24 September 2017 - 07:00 AM

I think they are a blast.

I run the 1A with 2UAC5's, MRM's and 2 MG's in the arms.

1B gets 2 AC10's in the arms and a backup laser. It was 2 LBX with a standard engine, but with the light engine I upgraded to UAC's. The 15% ballistic quirk makes the build.

1C is AC20 and 4 SRM 4's with a light 280. Can't remember if the extra weight is extra heat sinks or an AMS.

#36 Dee Eight

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Posted 24 September 2017 - 01:46 PM

I like the 1B best... has ballistic cooldown and MG rof quirks, 3 missile hardpoints and the ballistics are split between the arms. Works well with shotguns and streaks. Put your arm crosshairs on the target and fire both weapon groups at the same time.

#37 MechWarrior5367362

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Posted 24 September 2017 - 06:23 PM

Not on sale, but Reaver with 2 x UAC10 is pretty workable since UAC10 heat buff. Very fun.

#38 BrunoSSace

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Posted 24 September 2017 - 09:28 PM

Reaver is ok but arms are super low, to shoot targets you need to get up and over hills to use them. To fit the big guns you need a xl engine and people shooting you know this. Its lucky this mech has so many tank quirks cause it needs them. I have had great games with 4 er medium lasors and 2 Ac 10's. Just don't forget to shoot then twist. Need to try ulta 10's since the buff.

Edited by BrunoSSace, 24 September 2017 - 09:28 PM.


#39 MechWarrior5367362

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Posted 24 September 2017 - 09:50 PM

You're right about the mounts but wrong about the engine.

Don't take those lasers. Take an LFE. The 2 UAC 10s provide plenty of firepower, and reliably so due to jam chance quirk. If the UACs go down, you should go down, too. An XL Roughneck with 4 MLs and both its arms blown off (i.e. side torsos probably getting ready to pop anyway) is pretty last-resort.

Edited by The Weka, 24 September 2017 - 09:51 PM.


#40 MischiefSC

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Posted 25 September 2017 - 07:20 PM

3A, 3 LL, 4ermls. 300lfe.

The extra 3 damage isn't worth it for the 6 tons on LPLs anymore.

It's a very solid trade mech at 400m. 3ll, 2ermls in head height mounts is excellent for poking.





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