

Clan Brawler Mechs
#1
Posted 20 January 2022 - 12:35 PM
#2
Posted 20 January 2022 - 12:51 PM
Note that "cool-running" and "Clan" basically never coincide. That's the biggest drawback to most Clan gear - it's hot as blazes. Strikers, the Clans have exploding from their ears. Knock-down, slug-out, tatas-up groinpunching nutbusting glory-or-death brawlers? Generally not the Clans' forte.
#3
Posted 20 January 2022 - 02:37 PM

Edited by Teenage Mutant Ninja Urbie, 20 January 2022 - 02:38 PM.
#4
Posted 20 January 2022 - 03:09 PM
Edited by RickySpanish, 20 January 2022 - 03:16 PM.
#5
Posted 20 January 2022 - 09:34 PM
RickySpanish, on 20 January 2022 - 03:09 PM, said:
Edited by KursedVixen, 20 January 2022 - 11:50 PM.
#6
Posted 20 January 2022 - 10:14 PM
1453 R, on 20 January 2022 - 12:51 PM, said:
Note that "cool-running" and "Clan" basically never coincide. That's the biggest drawback to most Clan gear - it's hot as blazes. Strikers, the Clans have exploding from their ears. Knock-down, slug-out, tatas-up groinpunching nutbusting glory-or-death brawlers? Generally not the Clans' forte.
#8
Posted 20 January 2022 - 11:12 PM
#9
Posted 20 January 2022 - 11:48 PM
1453 R, on 20 January 2022 - 12:51 PM, said:
Horseman, on 20 January 2022 - 11:12 PM, said:
#10
Posted 21 January 2022 - 12:17 AM
Assault Mech that can keep up with the heavies.
Guns, Lasers, and LOTS of Missiles-I use srms's to just punch someone in the face and then blast them.
Alpha and then retreat-cool down a little- chain fire. Heat management takes some practice.
Edit: Drawback is low arms for ballistic/laser. Side torso hitboxes-missile launchers can get shot off easy.
Edited by Rondoe, 21 January 2022 - 12:21 AM.
#11
Posted 21 January 2022 - 12:34 AM
#12
Posted 21 January 2022 - 12:51 AM

hmn-pa 4xASRM6 6xSPL mixed hardpoints with maximum Oomph.
hmn-pa 4xASRM6 5xSPL SRMs in torsos and SPLs in arms.
both builds are fun and devastating, especially if you get something like mining collective to play.
#13
Posted 21 January 2022 - 12:54 AM
KursedVixen, on 20 January 2022 - 11:48 PM, said:
You'll still have the choice between using both, one or none of the JJ legs or replacing them with non-JJ ones - and obviously the arm pods can also be moved to a variant with a CT JJ

https://mwo.nav-alph...=c641f655_BAS-E - 2 JJ, no ECM
https://mwo.nav-alph...=f950b5c6_BAS-A - 1 JJ, ECM
https://mwo.nav-alph...=07b0dc26_BAS-B - ECM, no JJ
https://mwo.nav-alph...=0d903f6f_BAS-B - ECM, Artemis at expense of some HS and a little ammo
With the LBX cooldown quirk from the -C RT pod, the cooldowns sync much better than on Scorch (which has a CD quirk for SRMs)
Edited by Horseman, 21 January 2022 - 01:27 AM.
#14
Posted 21 January 2022 - 06:31 AM
#15
Posted 21 January 2022 - 06:53 AM
#16
Posted 21 January 2022 - 08:41 AM
#17
Posted 22 January 2022 - 10:11 PM
#18
Posted 22 January 2022 - 10:18 PM
Heard it's the Clan short range equivalent of IS MRM missiles...
Any mech that can boat 4+ (preferably 6+) SRM batteries can be used, preferably fast mechs...
Heck, I've seen a few Linebacker mechs with SRM builds more than a few times!
B O O M E R A N G, on 22 January 2022 - 10:11 PM, said:
ccrider, on 21 January 2022 - 08:41 AM, said:
Edited by w0qj, 22 January 2022 - 10:18 PM.
#19
Posted 23 January 2022 - 07:52 AM
w0qj, on 22 January 2022 - 10:18 PM, said:
Heard it's the Clan short range equivalent of IS MRM missiles...
Any mech that can boat 4+ (preferably 6+) SRM batteries can be used, preferably fast mechs...
Heck, I've seen a few Linebacker mechs with SRM builds more than a few times!
6srm6 linebackers pack a punch, are fast, tanky and heat-efficient. go try it, it's great fun in QP and superfun in Sol7 - IF there's ever somebody in there.
#20
Posted 23 January 2022 - 01:29 PM
Also the HGN-IIC Keeper with the max splat build is pretty good. 4xSRM-6 2xLB-20X. That build is floating around somewhere.
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