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Light Skirmisher


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#1 KC_Fox

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Posted 06 April 2018 - 08:05 PM

I've been a casual player for a long while, and with the gift of the two free heavy Heroes - Vanguard and Powerhouse - I've been wanting to get more involved, and play much more. Now, these two are awesome heavy mechs that I love, but that's not what this is about.

What I'm wondering is - what would be a good Light/Medium 'Mech to purchase as a good skirmisher? I want to get in quick, smash some damage off, and get out quick; I also want to be able to configure it as a light sniper, possibly, if the need arises.

#2 Exilyth

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Posted 07 April 2018 - 11:39 AM

Light mechs are either fast and lightly armoured squirrels (e.g. Locust, Jenner) or slow and a bit more armoured escorts (e.g. Urbanmech, Panther). They usually lack the tonnage required for the better sniping weapons (e.g. gauss) and the weapons they can easily mount either have a min range (e.g. LPPC), long burn time (e.g. ER-LL, LL) or are more DPS-oriented than sniping weapons (e.g. U-/AC2/5).


The Cicada (40t inner sphere medium) has variants which make good PPC snipers (e.g. CDA-3M w/CM), but otherwise handles like a light mech (fast & mobile) and could be run with e.g. ER-ML instead. Downside is the relatively large size and low hardpoint count.


If you could provide a bit more info on what you're looking for, I'm sure we could make better recommendations.
E.g. a Bushwacker with 2x LBX10 can pepper targets up to mid-long range but still packs a punch up close - it would be surpassed in both roles by many dedicated skirmish and sniping builds though.

Edited by Exilyth, 07 April 2018 - 11:42 AM.


#3 Koniving

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Posted 07 April 2018 - 11:43 AM

Indeed; need more info. High speed harassing skirmishers, high firepower deadly skirmishers... and weapon type preferences (Aim at target weapons [Aim at the enemy and hold it to do damage like lasers and machine guns]. Lead the target weapons [shoot either at or slightly ahead of the enemy; weapons with travel time like autocannons, PPCs and SRMs]. Or lock on weapons [like ATMs, Streaks, etc.)

#4 Koniving

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Posted 07 April 2018 - 11:52 AM

Light sniper recommendations would vary based on preference for up-front (lead the target) damage or aim at target (hold target; laser) damage.

For example, the Hollander: (Made using any ballistic capable humanoid 35 tonner) is basically a walking Gauss Rifle. Could also make a Jackal, which is pretty much any 30 (or 35) ton mech sporting 1 or more PPCs of your preference. These would be Lead the Target aka Up Front damage designs.

A popular hold the target model is the Kitfox, with left arm equipped with ECM and 3 AMS to provide tremendous defense for itself and allies, sporting one or two ER Large Lasers for offense.

#5 KC_Fox

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Posted 07 April 2018 - 02:48 PM

I think my weapon preference for up close fighting would be short-time burn weapons, anything from Pulse lasers to SRMS. I am interested in trying a Machine Gun build at some point, though I don't know if it is something I will actually enjoy or not. What I'm picturing is something with relatively high speed running in, maybe getting behind or to the side of the enemy, and splashing off one or two alphas while staying out of its own weapon reach, before running away, hiding behind cover, rinsing, and repeating.

#6 Koniving

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Posted 07 April 2018 - 03:01 PM

Depending on how OTHER people have done with the Javelins, I may suggest them. Very good missile / energy focused builds available. My personal experience with them hasn't been all that good but I played maybe 4 matches with them. I see them often enough to think that they have a bit of a niche as a skirmishing assault/heavy killer.

Not much sniper potential there, however.

Haven't seen enough Osiris to give you a read on it. Locusts like Piranhas are fragile, but both can be good for skirmishing. Locusts tend to be better for prolonged skirmishing (enter and leave combat frequently). Piranhas tend to get "exhausted" after a few runs, often running out of ammunition or overheating but when a Piranha bites... everyone rages.

Avoid Ravens; they do not Skirmish well. They snipe good and they make good brawlers... they do not skirmish good.
Avoid Panthers; the exact same reasons.

Wolfhounds make good skirmishers, their armor improvements are slight but much needed; they're big targets. Jenners have always been and will always make good skirmishers, decent brawlers, and good snipers. Both the IS and Clan versions.

I'm running Firestarters again for the first time in a little while. They seem modest, but like Panthers and Wolfhounds, they are big targets as the trio of giant lights.

#7 5th Fedcom Rat

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Posted 09 April 2018 - 09:39 AM

View PostAce Heart, on 07 April 2018 - 02:48 PM, said:

I think my weapon preference for up close fighting would be short-time burn weapons, anything from Pulse lasers to SRMS. I am interested in trying a Machine Gun build at some point, though I don't know if it is something I will actually enjoy or not. What I'm picturing is something with relatively high speed running in, maybe getting behind or to the side of the enemy, and splashing off one or two alphas while staying out of its own weapon reach, before running away, hiding behind cover, rinsing, and repeating.


You want an SRM commando. Trust me. The 2D has the most punch and ECM (and possibly stealth armor), while the 1D is one of the fastest mechs in the game and has the most armor and survivability among the commandos since both SRMs are CT mounted. The other commandos can also work with pulse lasers, but tend to lose their arms frequently.

A medium-class SRM bomber alternative would be the Arctic Wolf or Assassin.

For a medium pulse laser platform I'd recommend the Cicada (easier) or Osiris (more advanced).

Edited by 5th Fedcom Rat, 09 April 2018 - 09:55 AM.


#8 Eisenhorne

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Posted 09 April 2018 - 09:53 AM

Behold, my sniper urbanmech!

https://mwo.smurfy-n...c94bc0273d23756

Its actually not half bad after it's fully skilled up.

#9 KC_Fox

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Posted 09 April 2018 - 01:53 PM

View PostEisenhorne, on 09 April 2018 - 09:53 AM, said:

Behold, my sniper urbanmech!

https://mwo.smurfy-n...c94bc0273d23756

Its actually not half bad after it's fully skilled up.


Is this one a C-Bill Urbie?

#10 Eisenhorne

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Posted 09 April 2018 - 02:02 PM

View PostAce Heart, on 09 April 2018 - 01:53 PM, said:


Is this one a C-Bill Urbie?


Yup!

I actually use it in my long range sniper deck...

2x BLR-1G (5x ERLL, LFE350)
1x TDR-5SS (5x ERLL, XL300)
1x UM60L (3 ERLL, XL180)

#11 WildMoustache

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Posted 25 April 2018 - 01:52 PM

You my friend need a Wolverine. 55 tonner (therefore at the top of the medium weight class) with quite a few variants to choose from.

As a medium it's reasonably fast and has the weight/hardpoints to throw some serious hate downrange, short as it may be, and the fact that it's not that sturdy will force you to play hit and run as much as possible, but it somewhat compensates with very good torso twist. My personal WVR-6K, despite being considered subpar gives you the chance to give up your left arm/torso for a minor loss in firepower, but beware the loss of speed if you run a LFE, that will kill you.

https://mwo.smurfy-n...8131a284d32bed9


This is my build. This variant has some decent energy quirks (-10% laser duration/heat, +10% laser range and some structure in CT and RA). Very right sided, shield that arm at all costs because without it you are not a threat. If you manage to dance your way around the battlefield you can deal some surprising damage and thanks to the accuracy of MPL you can saw off components really, really easily.


A similar but less focused and more potent punch is carried by the 7K variant that trades two energy hardpoints for two missile, supported by also decent quirks (+10% energy/missile range, -15% missile cooldown, -10% laser duration)


https://mwo.smurfy-n...7804805f539ee6b



Something like this could give great results.

I will let you discover the marvels of the WVR. And it's extra cool if you paint it Yellow and blue. Every single pun/reference is completely intended.


Edited by WildMoustache, 25 April 2018 - 01:53 PM.


#12 KC_Fox

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Posted 29 April 2018 - 10:16 PM

View PostWildMoustache, on 25 April 2018 - 01:52 PM, said:

You my friend need a Wolverine. 55 tonner (therefore at the top of the medium weight class) with quite a few variants to choose from.

As a medium it's reasonably fast and has the weight/hardpoints to throw some serious hate downrange, short as it may be, and the fact that it's not that sturdy will force you to play hit and run as much as possible, but it somewhat compensates with very good torso twist. My personal WVR-6K, despite being considered subpar gives you the chance to give up your left arm/torso for a minor loss in firepower, but beware the loss of speed if you run a LFE, that will kill you.

https://mwo.smurfy-n...8131a284d32bed9



This is my build. This variant has some decent energy quirks (-10% laser duration/heat, +10% laser range and some structure in CT and RA). Very right sided, shield that arm at all costs because without it you are not a threat. If you manage to dance your way around the battlefield you can deal some surprising damage and thanks to the accuracy of MPL you can saw off components really, really easily.



A similar but less focused and more potent punch is carried by the 7K variant that trades two energy hardpoints for two missile, supported by also decent quirks (+10% energy/missile range, -15% missile cooldown, -10% laser duration)



https://mwo.smurfy-n...7804805f539ee6b




Something like this could give great results.

I will let you discover the marvels of the WVR. And it's extra cool if you paint it Yellow and blue. Every single pun/reference is completely intended.





Awesome! I'll definitely have to look into a WVR!

So far, I've expanded my collection with the free Uziel (which I'm very iffy about), and an Urbanmech UM-R63, which I'm loving (though now I know I'm also gonna want to buy a faster "scout" type mech, possibly a LCT-PB if it goes on sale).

#13 KC_Fox

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Posted 08 May 2018 - 07:50 PM

Hey, if anyone sees this, how well does the Adder perform?

#14 Helsbane

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Posted 08 May 2018 - 08:48 PM

The up side of the Adder is that you can swap out the pods to make it a missile boat, laser boat, bring some dakka, or combine a couple of these aspects. It's versatile and can allow you to try several configurations on it to see what you prefer.

The down side to the Adder is that its slow for its weight. Like painfully slow. At 35 tons, speed is life, and the Adder just can't get away from other lights or fast mediums.

Since it was introduced I've tried various loadouts on it and have yet to find anything it can do well that other mechs in the weight class can't do better. It has the nickname Badder in the community for a reason...

#15 KC_Fox

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Posted 08 May 2018 - 11:14 PM

Hmmm....How does it compare to Urbanmechs?

#16 The Schwartz

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Posted 09 May 2018 - 12:22 AM

@Ace Kinda two different types of lights. Urbanmech is probably the tankiest light in game. Adder is like the cougar just faster. Strike from the 2nd line, dump as much as possible with the little face time as possible. Urbanmech has really good hardpoints,jump jet capable, most builds are pretty DPSy and is abit more forgiving. Adder is a clan, Positioning matters alot more and being aware that the only 2 of the hardpoints are up high (above the cockpit) so you got some decisions to make on how you plan on using it. If you're going to poke over things, you'll want the big guns up high. If more for a medium range boat youll want to group things (left side right side) to peek around corners. Its fragile, suprizingly not soo much due to it's armor but how big the hitboxes are. Urbie is very good at damage mitigation and can often run XLs with many builds. Adder is.. pretty horrible at damage mitigation but packs a much much bigger punch. Glass cannon vs a rock. Adder can use an uac/20 and still have speed to it though with backup weapons also can use atms. Trying to SRM with it (possible but tricky) usually winds it up too often in positions to get ripped apart faster than an extra on Kill Bill.

#17 Thrudvangar

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Posted 09 May 2018 - 12:47 AM

View PostHelsbane, on 08 May 2018 - 08:48 PM, said:

The up side of the Adder is that you can swap out the pods to make it a missile boat, laser boat, bring some dakka, or combine a couple of these aspects. It's versatile and can allow you to try several configurations on it to see what you prefer.

The down side to the Adder is that its slow for its weight. Like painfully slow. At 35 tons, speed is life, and the Adder just can't get away from other lights or fast mediums.

Since it was introduced I've tried various loadouts on it and have yet to find anything it can do well that other mechs in the weight class can't do better. It has the nickname Badder in the community for a reason...


The Adder is my best (Clan) light... just play it as a medium.
If you alpha your 5 medium pulses and are not to bad at aiming, ppl will get nervous, no matter what
Mech they are in. I love that beast.

Of course you shouldnt go face to face with way heavier mechs but as a flanker or beside heavier
mates, this thing is deadly.

#18 Steel Wool Atlas

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Posted 10 May 2018 - 07:01 AM

View PostThrudvangar, on 09 May 2018 - 12:47 AM, said:

The Adder is my best (Clan) light... just play it as a medium.
If you alpha your 5 medium pulses and are not to bad at aiming, ppl will get nervous, no matter what
Mech they are in. I love that beast.

Of course you shouldnt go face to face with way heavier mechs but as a flanker or beside heavier
mates, this thing is deadly.


I've had decent luck running the Prime variant more-or-less stock (with some tweaks) as a dual-ER-PPC sniper. Stick with your team's back line, poke at opportunity targets, and use your mobility to relocate on the fly if things get too hot.

#19 BTGbullseye

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Posted 10 May 2018 - 07:18 AM

The Cougar runs very similar to the Adder, just a little slower. You get to add an extra MPLas and ECM to compensate for the reduced speeds though. (42 damage alpha instead of a 35)

#20 Thrudvangar

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Posted 10 May 2018 - 10:55 PM

View PostBTGbullseye, on 10 May 2018 - 07:18 AM, said:

The Cougar runs very similar to the Adder, just a little slower. You get to add an extra MPLas and ECM to compensate for the reduced speeds though. (42 damage alpha instead of a 35)


Bought it recently but haven't had the time to play/level it yet.
Will try it out for sure!





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