

Long Range Support 4J Need Advice
Started by Th0rsten, Dec 06 2012 10:00 PM
9 replies to this topic
#1
Posted 06 December 2012 - 10:00 PM
Right now i am running:
Endo steel
2 large laser in the arms
2 lrm5
3 small laser
Standard engine 200
Despite ecm I want to play long range support and fight from maybe about 400 meters. The small lasers feel kind of useless, buy I didn't know what else to put in. Should I maybe just replace them with a heatsink?
My other hunchies have dual heatsinks and a 250 engine, but I need to grind money first before I can afford that. Ideally I'd also like ams.
I am not sure what upgrades I should go for to upgrade the lrm to 10s , run a bit cooler and get and in?
I would appreciate suggestions.
Endo steel
2 large laser in the arms
2 lrm5
3 small laser
Standard engine 200
Despite ecm I want to play long range support and fight from maybe about 400 meters. The small lasers feel kind of useless, buy I didn't know what else to put in. Should I maybe just replace them with a heatsink?
My other hunchies have dual heatsinks and a 250 engine, but I need to grind money first before I can afford that. Ideally I'd also like ams.
I am not sure what upgrades I should go for to upgrade the lrm to 10s , run a bit cooler and get and in?
I would appreciate suggestions.
#2
Posted 07 December 2012 - 02:05 AM
You can TAG from 180m->450m and still get a lock so if your mech is fast enough to position then you can benefit from dedicating one energy hardpoint to TAG. Devs have mentioned that they are looking at upgrading TAG to 750m which will greatly benefit LRM-chuckers.
Since you already said you'd be getting DHS then that should be okay for now. That should save you a lot of weight in Heatsinks and maybe you can upgrade to ER Large Lasers (will go good with the future TAG upgrade) to do full damage at over 600 meters and throw missiles to boot.
If you want AMS you can just ditch all 3 small lasers for it if you feel like you don't use them. I don't plan on getting this variant but maybe I'll try to play with my 4SP when I get home since they are practically the same. Maybe I can come up with something more useful to tell you.
Since you already said you'd be getting DHS then that should be okay for now. That should save you a lot of weight in Heatsinks and maybe you can upgrade to ER Large Lasers (will go good with the future TAG upgrade) to do full damage at over 600 meters and throw missiles to boot.
If you want AMS you can just ditch all 3 small lasers for it if you feel like you don't use them. I don't plan on getting this variant but maybe I'll try to play with my 4SP when I get home since they are practically the same. Maybe I can come up with something more useful to tell you.
#3
Posted 07 December 2012 - 02:18 AM
Don't bother with TAG. You need to keep it on the enemy mech to get the effect, which is difficult when lrm'ing. Upgrade to lrm10's as I really enjoyed them on the trial and cannot imagine this mech with reduced lrm power. Ditch small lasers, get AMS and keep a med las in the head
. In my experience ER LLAS generate too much heat to be worth the range. Don't get PPC's. They are awesome but have been nerfed. Trial overheated from too many med las so exchange them for DHS's until you get a balance.

#4
Posted 07 December 2012 - 03:34 AM
LRM5 issue: AMS
An AMS running on a mech can deal with a 5 missile salvo pretty easily. To cause damage against a large mech, you need a mass of missiles to get through the AMS screen. So at a minimum, use 2 LRM5 launchers at a time, or preferrably use 15-20 missiles to be effective. You don't need to be a Catapult with 30-40 missiles launched at a go to be useful, but you do need more than 5. Especially now with ECM, imagine the headache you have to go through with missile lock time, etc. Make that time investment worth the launch... use more missiles per shot.
An AMS running on a mech can deal with a 5 missile salvo pretty easily. To cause damage against a large mech, you need a mass of missiles to get through the AMS screen. So at a minimum, use 2 LRM5 launchers at a time, or preferrably use 15-20 missiles to be effective. You don't need to be a Catapult with 30-40 missiles launched at a go to be useful, but you do need more than 5. Especially now with ECM, imagine the headache you have to go through with missile lock time, etc. Make that time investment worth the launch... use more missiles per shot.
#5
Posted 07 December 2012 - 03:47 AM
pro LRM5:
- fast recycle time
- low weight
con:
- must be fired in volleys or they get chewed up by a single AMS
- 2xLRM5 create more heat than 1xLRM10 (...but save one ton which can be used on an additional HS which helps both Lasers and the negates the more heat)
pro TAG laser:
- counter vs GECM
- faster lock with LRM/SSRM
- allied units tend to focus fire tagged enemies
- LRM spread by far less
- helps teamplay (good if you like to win battles)
con:
- requires micromanagement to some degree
- helps teamplay (bad if you prefer to go Rambo)
- weighs 1t
- takes one slot
Tag on a Hunchback:
Due to the head energy slot this IMO is mech where tagging is the easiest to perform.
What you can see you can instantly tag since the Tag won't paint the rock in front of you.
What you tag you can nearly instantly use LRMs on.
GECM times: What you tag can be targeted (as long as you tag into the enemies GECM bubble, using Tag while inside the enemy bubble is useless.)
- fast recycle time
- low weight
con:
- must be fired in volleys or they get chewed up by a single AMS
- 2xLRM5 create more heat than 1xLRM10 (...but save one ton which can be used on an additional HS which helps both Lasers and the negates the more heat)
pro TAG laser:
- counter vs GECM
- faster lock with LRM/SSRM
- allied units tend to focus fire tagged enemies
- LRM spread by far less
- helps teamplay (good if you like to win battles)
con:
- requires micromanagement to some degree
- helps teamplay (bad if you prefer to go Rambo)
- weighs 1t
- takes one slot
Tag on a Hunchback:
Due to the head energy slot this IMO is mech where tagging is the easiest to perform.
What you can see you can instantly tag since the Tag won't paint the rock in front of you.
What you tag you can nearly instantly use LRMs on.
GECM times: What you tag can be targeted (as long as you tag into the enemies GECM bubble, using Tag while inside the enemy bubble is useless.)
Edited by Ragor, 07 December 2012 - 03:49 AM.
#6
Posted 07 December 2012 - 10:37 AM
Thank you for your responses so far.
I know that TAG is not easy to use and I am not sure if it is really worth it, but I am a lone wolf and it gives me a slight chance of countering ecm without ecm on my own team.
After throwing in double heatsinks and tossing out the small lasers, I was able to put in ams and upgrade to 2 lrm10.
I'm not sure yet if i should be satisfied with this (really bad in brawls) but it plays pleasantly different than my other hunchies.
I know that TAG is not easy to use and I am not sure if it is really worth it, but I am a lone wolf and it gives me a slight chance of countering ecm without ecm on my own team.
After throwing in double heatsinks and tossing out the small lasers, I was able to put in ams and upgrade to 2 lrm10.
I'm not sure yet if i should be satisfied with this (really bad in brawls) but it plays pleasantly different than my other hunchies.
#7
Posted 07 December 2012 - 10:50 AM
I have 2 large pulse lasers (1 on each arm), and 2 lrms x 5 with Artemis. This was before ecm, but just hanging back and only firing at visual targets was very productive. Lights were deadmeat if they were circling a friendly. Just always hang back 200m+.
#8
Posted 07 December 2012 - 02:42 PM
225 Std. Engine
5 Mlas
1 Tag
LRM20 + Artemis + 2T ammo
AMS + 1T ammo.
DHS
Endo Steel
I try to play it between 450-200 meters and time the LRMS so they hit either front or rear.
This thread is useful for keeping TAG always on:
http://mwomercs.com/...per-easy-to-do/
5 Mlas
1 Tag
LRM20 + Artemis + 2T ammo
AMS + 1T ammo.
DHS
Endo Steel
I try to play it between 450-200 meters and time the LRMS so they hit either front or rear.
This thread is useful for keeping TAG always on:
http://mwomercs.com/...per-easy-to-do/
Edited by Hauser, 07 December 2012 - 02:44 PM.
#9
Posted 07 December 2012 - 07:23 PM
Flagrant, on 07 December 2012 - 10:50 AM, said:
I have 2 large pulse lasers (1 on each arm), and 2 lrms x 5 with Artemis. This was before ecm, but just hanging back and only firing at visual targets was very productive. Lights were deadmeat if they were circling a friendly. Just always hang back 200m+.
Interesting. I am a fan of pulse lasers, but i assume heat build up is pretty bad? which engine and how much heatsinks do you run?
Also Artemis is too expensive for me, will take a lot of time :/
Hauser, on 07 December 2012 - 02:42 PM, said:
225 Std. Engine
5 Mlas
1 Tag
LRM20 + Artemis + 2T ammo
AMS + 1T ammo.
DHS
Endo Steel
I try to play it between 450-200 meters and time the LRMS so they hit either front or rear.
This thread is useful for keeping TAG always on:
http://mwomercs.com/...per-easy-to-do/
5 Mlas
1 Tag
LRM20 + Artemis + 2T ammo
AMS + 1T ammo.
DHS
Endo Steel
I try to play it between 450-200 meters and time the LRMS so they hit either front or rear.
This thread is useful for keeping TAG always on:
http://mwomercs.com/...per-easy-to-do/
might also be intersting if i consider large pulse lasers. The difference in the effective range is not so big. And thanks for the link. I have already seen that thread but prefer doing it manually so not everone always sees the tag although i am trying to sneak somewhere. Toggle would be great.
#10
Posted 20 December 2012 - 03:24 PM
the default load out with DHS (5 plus engine), Endo Steel, and the 2 lrm10s swapped out for 1 lrm 20 (more heat efficient). Take BAP or art IV with the extra space, or up to a std 210/215 engine. If you go all SLAS, then you can fit a 240 in there- you can get into good positions easier, just attack others from behind when you run out of LRM ammo.
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