

A Mech For All Seasons - Tips For Pug Drops?
#1
Posted 06 January 2025 - 11:20 AM
I'm a returning player after many years in hiatus and I'm trying to work on skilling back up so I can justify dropping with folks who play more and tend to be in higher tiers, but I feel like I'm hitting some roadblocks. I do ok I think in matches where folks are communicating and people are at least a bit coordinated, but I tend to struggle hard to accomplish much when it's a total chaos fest with no coordination at all. I'd like suggestions on good mechs to run with that are good for making a positive impact for your team even when cooperation just isn't happening.
Say you're in a match where no one is on coms, people are scattering all over the place and getting picked off in ones and twos, and there probably isn't much hope of salvaging a victory. Still, you want to contribute something positive to the team and get some damage in, while realizing that you are almost certainly going to wind up outnumbered wherever you try to get to.
What mech would you most prefer to be in for this situation, and why?
For reference as to my gameplay style, I personally like skirmishing (mid and close range mobile engagements), long range fire support (Large Lasers and such, but generally like doing it from near friendlies rather than trying to hide in a sniper's nest and hope no one pins me down, and I'm probably not enough a twitch gamer to be snapping off PPC shots on moving targets at extreme range), but am also open to learning new play styles. I've had the most straight up luck with the Blood Asp Prime using either GAUSS rifles or HAGs, but I'm trying to get more comfortable running heavies and mediums. Lights too, though the difficulty curve feels higher due to the 'one mistake and you're paste' factor.
#2
Posted 06 January 2025 - 12:01 PM

You may try the old but gold Laservomit Hellbringer w/ ECM
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My build didnt go for max firepower, but more heat management, so it will be "easier" to play with.
Play with the armor value and heatsinks if you want extra CERML in your mech.
Another mech I would recommend is the RAC5 Marauder-3R
AI5820F1|i^|fb|APpj0|S@|S@qj0|i^|i^|i^|i^r`0|Y?|Y?s`0|Y?|Y?tj0|AP|APuj0|AP|APv@0|APw606060
This is the go-to "Brain Dead" mech me and my friends jokes about when we're having a losing streak and looking for something that can carry games. Aim for cockpit and let the screen shake + broken audio do its work.
#3
Posted 06 January 2025 - 12:21 PM
#4
Posted 06 January 2025 - 06:47 PM
Arcadinal, on 06 January 2025 - 11:20 AM, said:
I didn't expand on this earlier. The 4SP is one of the best ~300m brawler/kiting mechs.
The hitboxes are spot on, MPL and SRM6/a have a very complementary range and convergence pattern, and you can run IS XL in it without much worry or Light until you are familiar with its boxes and weapon placement.
ML/MRM isn't quite as good for focused damage, but the range on it makes it more ideal for funneling, from my recollection with it this was the distance most players wanted to engage at so while it was maybe easier to get into scraps it spread enough damage effectively that it was a target of focus relatively early where with the 4SP if you get into the convergence range of the srm6/a you are usually at a distance that your recycle time and small splash zone can pace especially if you can isolate someone.
---
The Deathwish can also be a good option exchanging survivability for raw burst damage, but you have to be far more intentional with your pushes.
#5
Posted 06 January 2025 - 09:33 PM
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#6
Posted 06 January 2025 - 09:37 PM
DWF-W with HAG30x3 ERLLx4 is played similar, and you can ditch the quirks to use a DWF-C CT to get ECM.
Something like this. It plays similar to the NTG-H build above.
A_4M<:`1|mB|mBp:1<K7|XCq:1:K7|<S|<S|<S|<S|l^|l^rc09K7|XC|l^sc0=K7|l^|l^|mBtm0>K7um0?K7|<S|<Sv<08K7|mBw<0:0:0
#7
Posted 06 January 2025 - 09:43 PM
Drop engine size if you want 2xERPPC instead, but it runs a bit hot with 2xERPPC.
One ERPPC is also a viable build, but I prefer symmetrical builds when possible.
AH6E40`1|l^|l^|l^|l^|<f|l^p;1|HC|HCq;1|HC|HCrR0|_C|MR|l^sR0|_C|MR|l^tW0|MR|MRuW0|MR|MRv:0w<09090
~50 alpha plus splash, and if you can hit with just 10 alphas you basically guarantee a tier up.
#8
Posted 06 January 2025 - 09:48 PM
SR-4 4LB20: In the end, I conclude that kill power is the answer to everything.
SNS-D 2LB20+ECM: Although the power is reduced, surprise attack with ECM seems to be the best way to fight alone.
HOWL 4AMT9: best build of the strongest heavy mech I know, MASC or MG is your choice.
RED REAPER II: This is my hobby. If you have the skills to take on a shield, you can manage to take on two people.
#9
Posted 06 January 2025 - 09:50 PM
LGB-13NAIS is very solid even in the stock configuration, but I like the extra range of LBX2.6 with MLx2 (or MLx3) for backup and to increase DPS for close encounters.
It's survivable due to the ECM, and can at least tickle the red team all the way across most maps, I'm sure it's very annoying to play against, both due to the blinding bullet splash and the ridiculously long range capabilities.
The DPS is respectable and I often find I did way more damage than I thought I did.
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#10
Posted 06 January 2025 - 10:02 PM
UAC5x3, UAC10x2, Plasma Cannonx1
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And you can fit the same weapon load in a Sovereign (Executioner, Legendary), with similar results.
something like this, these run slightly hot but give great burst damage, great for peaking around corners.
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The Mako also does a great ERLLx4 HAG30x2
Something like this.
AmiE4:\1|mB|mB|2f|l^|l^p61|mB|l^|l^|l^q61|mB|l^|l^|l^r01|XC|<S|<Ss01|XC|<S|<Stc0|<S|<Suc0|<S|<SvB0w<0:0:0
#11
Posted 06 January 2025 - 10:08 PM
The best thing you can do IMHO for a lot of pugs is to simple may sure you have a mig range alpha of at least 50, and be sure to make a solid hit at least 10 times and you will almost certainly level up your tier.
#12
Posted 07 January 2025 - 04:15 AM
for Heavies you can never go wrong with a Catapult
CPLT-C1 (2 TB-15s (5 1/2t ammo), 4 ER SLs, 1 AMS (1t ammo), running a LE-285 with 1 DHS, Endo, and FF)
code- A<0920;1|i^|Sg|E@|E@pc0|f?|AO|E@qc0|E@rX0|j@sX0|j@|RPt_0|QP|QPu_0|QP|QPv@0|QPw909090
the C1 has a nice +20 missile cooldown so those TBs fire pretty quickly. if you are one of those that don't like AMS you can always swap it out for ammo, a bigger engine, or some larger secondaries. (side note- the C1 also runs rather well with a pair of MRM-30s if you want to stay away from locking weapons) (same as with the Catapult this mech can run MRMs easily enough and do rather well.)
for a medium might i suggest the Dervish-6M
DV-6M (4 TB-5s (5t ammo), 4 MLs, 1 AMS (1/2t ammo) running an LE-280, with 2 DHS, Endo, and LFF)
code- AY<:2001|Rg|f?|aO|i^p\0|h@q\0|h@|i^rT0|Y?|Y?|h@sT0|Y?|Y?|h@tU0|QP|QPuU0|QP|QPvA0|QPw808080
at over 80 kph she has the speed to reposition easily but being a medium you just aren't going to be able to carry a lot when it comes to heavy weapons like TBs. if you are comfortable with XLs on IS mechs then you can always swap one of the 5s for a 10 for a little extra bang you just have to watch the de-sync on them if firing rapidly. or you could swap the AMS for a pair of JJs for more maneuverability.
keep in mind that IDF fire with locking weapons takes a differing skill set than direct fire weapons. get your own locks when you can but the strength is that if a teammate is engaged out of your LOS you can drop some pain on them. the damage is good but keep in mind that most players tend to back off and find cover when that Bitchin' Betty starts squawking about "incoming missiles"
EDIT-- the way i usually play my TB and LRM boats is pretty much the same (i tend to start engaging with LRMs at about 700m but farther if i think i can get the hit or a teammate is in need of help and TBs at their max range). i pick a couple mechs as buddies and stick with them. just stay in the second line and fire over their heads if able. you have to keep you head on a swivel and an eye on the mini map when there isn't any coms but its workable. try to pick targets without ECM when you can. more often than not once you get into higher tiers few people use AMS so you don't have to worry much about that. ECM can be a pain to deal with so a TAG or BAP might be worth it if you see yourself having direct fire more than 50% of the time.
Edited by VeeOt Dragon, 07 January 2025 - 04:31 AM.
#13
Posted 07 January 2025 - 06:10 AM
nanashi0110, on 06 January 2025 - 09:48 PM, said:
....
HOWL 4AMT9: best build of the strongest heavy mech I know, MASC or MG is your choice.
...
HOWL is a beast. 4ATM9, TAG, 2MG. Load up on ammo, a jump jet, and GO TO TOWN. TAG is your best friend. Chain fire those ATM9s until your ammo runs dry. This thing is an absolute beast. With the range and velocity quirks it is seriously messing stuff up beyond 1,000 meters but the sub 500/600m range band is brutal. Just try not to get caught alone when a light, stealth MG boat shows up. Even then, do not be afraid to dumbfire those ATMs as long as you have 60m seperation.
#14
Posted 07 January 2025 - 12:05 PM
Entry skill requirement low, performance independent of enemy ECM, performance potential high, avoids having to close to brawling distance but still functional close, and avoids trying to trade with an 8 X cERLL DWF.
#15
Posted 07 January 2025 - 03:10 PM
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