Light Skirmisher
#1
Posted 06 April 2018 - 08:05 PM
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
Posted 07 April 2018 - 11:39 AM
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
Posted 07 April 2018 - 11:43 AM
#4
Posted 07 April 2018 - 11:52 AM
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
Posted 07 April 2018 - 02:48 PM
#6
Posted 07 April 2018 - 03:01 PM
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
Posted 09 April 2018 - 09:39 AM
Ace Heart, on 07 April 2018 - 02:48 PM, said:
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
Posted 09 April 2018 - 09:53 AM
https://mwo.smurfy-n...c94bc0273d23756
Its actually not half bad after it's fully skilled up.
#9
Posted 09 April 2018 - 01:53 PM
Eisenhorne, on 09 April 2018 - 09:53 AM, said:
https://mwo.smurfy-n...c94bc0273d23756
Its actually not half bad after it's fully skilled up.
Is this one a C-Bill Urbie?
#11
Posted 25 April 2018 - 01:52 PM
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
Posted 29 April 2018 - 10:16 PM
WildMoustache, on 25 April 2018 - 01:52 PM, said:
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
Posted 08 May 2018 - 07:50 PM
#14
Posted 08 May 2018 - 08:48 PM
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
Posted 08 May 2018 - 11:14 PM
#16
Posted 09 May 2018 - 12:22 AM
#17
Posted 09 May 2018 - 12:47 AM
Helsbane, on 08 May 2018 - 08:48 PM, said:
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
Posted 10 May 2018 - 07:01 AM
Thrudvangar, on 09 May 2018 - 12:47 AM, said:
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
Posted 10 May 2018 - 07:18 AM
#20
Posted 10 May 2018 - 10:55 PM
BTGbullseye, on 10 May 2018 - 07:18 AM, said:
Bought it recently but haven't had the time to play/level it yet.
Will try it out for sure!
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