Viable Pir-A Build (4X Ams)
#1
Posted 04 April 2019 - 06:21 AM
ive been tooling around and i still cant seem to find a decent enough 4x ams build for the Pir-A. 3 Laser AMS and 1 regular AMS is too toasty and you'll get shut down in like 3 seconds under sustain LRM fire. 2 Laser and 2 regular AMS is good, but cant carry enough ammo to make it through faction play.
Stumped as to how to make this thing actually worth a damn. p.s. using all light mg's in order to save tonnage and ammo.
#2
Posted 04 April 2019 - 06:34 AM
#3
Posted 04 April 2019 - 06:41 AM
Been trying it with 2 heavy medium lasers and it seems to perform okay, but not great.
#4
Posted 04 April 2019 - 06:58 AM
https://mwo.smurfy-n...d5d97ae568ded02
#5
Posted 04 April 2019 - 06:08 PM
Acersecomic, on 04 April 2019 - 06:34 AM, said:
If you are focusing on MGs then you may try 2X LAMS,2X AMS you should have heat to spare to keep the LAMS running.
#6
Posted 04 April 2019 - 06:14 PM
Nightbird, on 04 April 2019 - 06:58 AM, said:
https://mwo.smurfy-n...d5d97ae568ded02
Wouldn't want to bring that paper mech anywhere near as close as heavy small lasers require.
You could try 100XL w/ 10 DHS Endo/ferro
Cut head armor down -5 and each arm down to -9.
Payload would be 4 x AMS w/ 3.5 tons ammo and a CT mounter ER-Lrg Laser.
Still not good but at least I can be 1.5km away and still dish damage
Edited by Lykaon, 04 April 2019 - 06:15 PM.
#7
Posted 04 April 2019 - 06:24 PM
PIR-A AMS-boat + Med Lasers | XL170
Just change between ERML/HML depending on your approach. You still have 50% of your AMS if the standard AMS exhausts ammo.
Edited by The6thMessenger, 04 April 2019 - 06:24 PM.
#8
Posted 06 April 2019 - 01:43 PM
Nightbird, on 04 April 2019 - 06:58 AM, said:
https://mwo.smurfy-n...d5d97ae568ded02
I had a go at this build and today in a game i ended up overheating from the LAMS(i wasn't even shooting), it was pretty intensive missile wise. So i just switched the LAMS for a normal AMS and i was able to fit an XL 120 which gives me a top speed of 97.2 without skills.
PIR-A
#9
Posted 06 April 2019 - 02:52 PM
Maugged, on 06 April 2019 - 01:43 PM, said:
I had a go at this build and today in a game i ended up overheating from the LAMS(i wasn't even shooting), it was pretty intensive missile wise. So i just switched the LAMS for a normal AMS and i was able to fit an XL 120 which gives me a top speed of 97.2 without skills.
PIR-A
Better to remove a DHS and go straight to XL145 if you go this route. (https://mwo.smurfy-n...657ca0f6b57cb7d)
You can also turn off the LAMS when you get to 90% heat.
Edited by Nightbird, 06 April 2019 - 02:54 PM.
#10
Posted 06 April 2019 - 02:56 PM
https://mwo.smurfy-n...3b0927b5ad40cb6
#11
Posted 06 April 2019 - 03:02 PM
Nightbird, on 06 April 2019 - 02:52 PM, said:
Better to remove a DHS and go straight to XL145 if you go this route. (https://mwo.smurfy-n...657ca0f6b57cb7d)
You can also turn off the LAMS when you get to 90% heat.
I'll try that thanks.
#12
Posted 06 April 2019 - 05:39 PM
#14
Posted 07 April 2019 - 09:41 PM
#16
Posted 08 April 2019 - 12:37 AM
Personally I run 4xLAMS, which you have to turn on/off all the time due to heat, all the remaining tonnage is filled with 8 MGs and MG ammo. You do nothing but stay near your team for most of the match dodging strikes and hoping that in late game the enemy will have open mechs that you can work on with MGs critting out their weapons.
It can easily shoot down 1-2k missiles per match, but I still feel like I'm better off actually killing mechs that shoot those missiles with a normal Piranha, so Piranha-A remains strictly an event mech that you take out for a spin for one game to do that 500 AMS missile destroyed challenge.
#17
Posted 08 April 2019 - 01:08 AM
What is clear is that in a mech that generates almost no heat you should take advantage of that by using at least some LAMS.
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