Jump to content

Any Reason To Actually By The Vulcan With C-Bills?


43 replies to this topic

#41 ShiverMeRivets

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • 520 posts

Posted 09 February 2019 - 10:22 AM

View PostPhilTKaswahl, on 09 February 2019 - 02:01 AM, said:

Originally tried a 1 LL and 4 ML with LFE270 hit and run build on the 5T since I'd grown tired of 5 MPL with the CRB-27. However, it didn't quite gel with me.

So I bowed to the call of the pulse and went 5 MPL and XL280, and I've been enjoying myself. The 5 MPL doesn't feel stale since it is very mobile and agile with 2 JJs, unlike the ground-bound and more methodical pace of the CRB.

If you want to fit 5 MPL on a crustacean that CAN jump - this is what the CRB-27SL is for.

#42 Kubernetes

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blazing
  • The Blazing
  • 2,369 posts

Posted 09 February 2019 - 11:02 AM

I've been skilling up a 5T and it is really really good. 5MPLs, but I'll prob try the LPL/ERML loadout once I've got more heat gen nodes. 8 games, 19/2 KDR. It moves really well and can take a hit.

#43 TripleEhBeef

    Member

  • PipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 700 posts
  • LocationCanada

Posted 09 February 2019 - 01:50 PM

I bought 3 variants, the 2T, 5T, and 6M.

2T: XL255, 3MPL, 3HMG, 5JJs.
5T: XL255, 5ML, 1 LBX-5 (1.5 tons), 3JJs.
6M: XL255, 2MPL, 4HMGs, 6JJs.

My favourite so far is the 2T. That weapon combo is a nice component eater at close range, and overall the mech does a good job as an anti-light bodyguard for heavier mechs. Dat 20% machine gun ROF quirk...

#44 RickySpanish

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 3,518 posts
  • LocationWubbing your comrades

Posted 09 February 2019 - 02:14 PM

View PostTripleEhBeef, on 09 February 2019 - 01:50 PM, said:

I bought 3 variants, the 2T, 5T, and 6M.

2T: XL255, 3MPL, 3HMG, 5JJs.
5T: XL255, 5ML, 1 LBX-5 (1.5 tons), 3JJs.
6M: XL255, 2MPL, 4HMGs, 6JJs.

My favourite so far is the 2T. That weapon combo is a nice component eater at close range, and overall the mech does a good job as an anti-light bodyguard for heavier mechs. Dat 20% machine gun ROF quirk...


6/5 * 3 = 3.6. So that machine gun quirk gives you a little over half an extra machine gun. I dunno if that's particularly stellar - certainly a nice thing to have though if the alternative were nothing. I think though that you might need more ballistic hardpoints to really make the machine guns shine. But as we all know, only the clams get that ;)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users