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Mad Dog Build Ideas?


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#21 Korlandril

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Posted 05 September 2019 - 09:17 PM

View PostAidan Crenshaw, on 04 September 2019 - 09:45 PM, said:

I'd consider the TC a bit wasteful. Why do you find it particzularly useful in this build?


It decreases time to lock-on by 22.5%, in addition to the 25% of the beagle probe, and the tag and artemis spread bonus. Means If you poke out your head, I can get a volley off that hits you as quickly as possible.

#22 Gagis

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Posted 05 September 2019 - 09:26 PM

Thats the time it takes to get detailed target info. Lock-on time for weapons is actually based on distance/sensor range, and TC increases sensor range by a fairly modest amount.

#23 Aidan Crenshaw

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Posted 05 September 2019 - 09:52 PM

View PostKorlandril, on 05 September 2019 - 09:17 PM, said:


It decreases time to lock-on by 22.5%, in addition to the 25% of the beagle probe, and the tag and artemis spread bonus. Means If you poke out your head, I can get a volley off that hits you as quickly as possible.


Thanks for your answer. I assumed as much. Gotta tell you what Gagis told you: Nothing (no TC, no AP) reduces lock-on time. The distance/sensor range ratio affects only IDF. TAG doesn't reduce spread (it actually does nothing for you if you use it yourself, except for making ECM shielded mechs targetable). A TAGged unit is considered "in line of sight" when it comes to lock-on times (fastest lock available).

#24 A1Ste4kSauce

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Posted 07 September 2019 - 09:08 AM

Six srm6s and six ermeds in the arms. Group the srms and lasers in threes. The alpha damage is ridiculous with this setup. The lasers are for backup, long range, and emergencies only. Still remember a time on polar conquest, atm spirit bear sees me, I retreat and take cover behind a hill. He charges me up the hill thinking I would keep running and stay in atm range. I waited for him a bit then charged over and down the hill right into him! Cored him out in a heartbeat. Guy didn't stand a chance as his atms plopped off me.

This was a lucky situation though in which his weapon system ranges failed him but illustrates how great of a surprise mech the vulture is. Don't frontline with it, it is fragile at 65 tons. Be sneaky. And for godsakes don't put lrms on it in qp. Streaks are also better used on faster mechs, like a crow.

#25 Valdarion Silarius

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Posted 07 September 2019 - 10:20 AM

4xcMPL's and your choice of 2xLRM15's w/artemis (this is what i run) or 2xLRM20's with extra ammo or heatsinks. The 4 cMPL's will shred any pesky lights that try to get close to you, and the LRMs will contribute to the massive amount of salt that they already produce. Alternative you can do 4xcERML's but I prefer the cMPLs. Skill tree should focus on firepower (max ammo capacity), survival, and either extra consumables or cool run with some radar deprivation.





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