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Blood Asp Theorycraft


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#1 Vellron2005

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Posted 11 May 2018 - 01:38 AM

So, judging by the latest video, we can now theorycraft about Blood Asp builds..

Since it's an Omnimech, we can mix and match.. (I'm only taking Standard pack into account)

What I see so far are possible slot combinations:

1) 10 x Energy + 1 x Ballistic slots with ECM, JJs and AMS

2) 3 x Missile + 4 x Energy + 1 x Ballistic slots with AMS.

These two seem the most optimal..

And with them, many really powerful builds are possible..

if we deconstruct the BAS Prime, which has 2 gauss riffles and 2 heavy medium lasers and 4 medium pulse, along with Streak SRM6.. we get 12+12+8+2+3 tons, for a grand total of 37 tons available, just from weapons..

Taking into account available weapon slots, we can make:

1) 10 x Medium lasers with as much DHS as can fit.. (probably hot)

2) 6 x Medium pulse + 2 ERLL + as much DHS as can fit (probably heat efficient)

3) LRM55 (not 3x20 but 2x20+15 cause CT missile slots usually have only 2 spaces) + 4 ER medium + how much ever is enough DHS to keep it cool, and the rest into LRM ammo

4) 2 x Gauss riffle + 6 ER Medium + Gauss ammo and as much DHS as can fit

5) Gauss Riffle + 6 ER Medium + AMS (or alternatively Gauss riffle + 10 Heavy small lasers)

These are just off the top of my head..

Will be fun to see what else we can come up with..

What are your builds you're hoping to make?

Possible issues:

1) All missile mounts are low, so it will be harder to clear terrain.

2) All torso energy slots are high, so if used with low missile slots, it will be difficult to hit a light mech rushing you, making build 3) somewhat pro-level.

3) Lots of potential available tonnage, and lots of weapon hardpoints but not enough DHS space, could make builds hot and space-starved.

Edited by Vellron2005, 11 May 2018 - 01:43 AM.


#2 Antares102

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Posted 11 May 2018 - 02:01 AM

2 LPL, 6MPL, ECM, 1JJ, TC1, 27 DHS, left arm for shielding with slightly reduced armor.
That's what I am going to run if the BAS-A has >=75 torso yaw otherwise I wont buy the Blood Asp.

I will never EVER put goose waffles on that thing with those large weapon pods.

Edited by Antares102, 11 May 2018 - 02:33 AM.


#3 Vellron2005

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Posted 11 May 2018 - 02:16 AM

View PostAntares102, on 11 May 2018 - 02:01 AM, said:

2 LPL, 6MPL, ECM, 1JJ, TC1, 27 DHS, left arm for shielding with slightly reduced armor.
That's what I am going to run if the BAS-A has >=75 torso yaw.

I will never EVER put goose waffles on that thing with those large weapon pods.


Interesting build.. although I would swap LPL for ERLL.. it's a better option on some maps.. But the LPL will be better for Solaris..

#4 El Bandito

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Posted 11 May 2018 - 04:04 AM

I might try my Solaris KDK-3 build on it, using 4xCAC10 + 3 energy backups. Once I get them for C-Bills. Here is hoping that Blasp will have at least as good of an agility as MCII.

#5 Champion of Khorne Lord of Blood

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Posted 11 May 2018 - 04:06 AM

Dual gauss, 6 ERML and a HLL with ECM or potentially just without the HLL, or maybe with 2 HLL and only 5 ERML.

#6 CK16

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Posted 11 May 2018 - 04:22 AM

View PostEl Bandito, on 11 May 2018 - 04:04 AM, said:

I might try my Solaris KDK-3 build on it, using 4xCAC10 + 3 energy backups. Once I get them for C-Bills. Here is hoping that Blasp will have at least as good of an agility as MCII.


My hope is they don't nerf the Mk II with this thing added. Maybe it's nothing to worry about, but if the tin foil hats are right about this....

#7 Judah Malganis

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Posted 11 May 2018 - 06:07 AM

I was thinking A CT with ECM, JJ. Add Prime arms and Hero STs. 2x ATM12, 6x MPlas (in the arms), light tag. Should have like 18 DHS and run nice and cool with a 114 alpha at optimal range. One could ditch the tag to keep the STs smaller.

Edited by Judah Malganis, 11 May 2018 - 12:28 PM.


#8 Antares102

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Posted 11 May 2018 - 09:20 AM

View PostEl Bandito, on 11 May 2018 - 04:04 AM, said:

I might try my Solaris KDK-3 build on it, using 4xCAC10 + 3 energy backups. Once I get them for C-Bills. Here is hoping that Blasp will have at least as good of an agility as MCII.

Wont fit in since you only have 41 tons pod space and right torso only has 9 slots available.
3xCAC10 is the maximum you can fit.

Edited by Antares102, 11 May 2018 - 09:21 AM.


#9 Glaive-

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Posted 11 May 2018 - 09:46 AM

Which skill trees do you guys expect to be most useful for this mech?
If any of the variants get mobility boosts, I might go the mobility tree on those.

BSA-A with the B arms might be pretty fun. Could do 2x ATM12 with JJ and ECM. I haven't tried maxing the JJ tree on a 90 tonner yet, but I'm wondering if that'll let the BlAsp clear hills pretty well.





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