

How do you like to build your medium mechs?
Started by Capnflintlock, May 23 2012 08:18 AM
52 replies to this topic
#41
Posted 30 June 2012 - 10:24 PM
One Mech for me..Madcat
#42
Posted 30 June 2012 - 10:44 PM
if your mech is madcat why you posting in medium thread? anyhow, mediums from my perspective are best used when they are scouty builds... cicada for example - the slower ones are bait for the generic heavies and assaults
#43
Posted 30 June 2012 - 10:49 PM
I don't know, Calisrue... Even in MW4's single-player campaign the mediums were, collectively, often the biggest threat. Just big enough to carry a heavy weapon or two, and just fast enough to require significant attention in order to hit them. And this was in a game where "higher weight class" absolutely meant "better Mech."
#44
Posted 30 June 2012 - 10:54 PM
Vulpesveritas, on 23 May 2012 - 08:24 AM, said:
I'll be looking at a Cicada with either a PPC and M/S Lasers, or an AC/10 and M/S lasers... double heatsinks, maybe jumpjets...
XL engine, probably ECM. Endo skeleton if I'm able to get it...
Gonna cost a ton but I'll be running that for... well I might as long as a decade and try other things here and there.
XL engine, probably ECM. Endo skeleton if I'm able to get it...
Gonna cost a ton but I'll be running that for... well I might as long as a decade and try other things here and there.
cicada with a 300-400 xl would be sick hehe, slap on max armor and whatever itll hold after that for guns, even if its just small lasers and machine guns.
#45
Posted 30 June 2012 - 11:02 PM
For MWO, it depends on the Mech:
For my Centurion, I prefer a "Jack of All Trades". My loadout on it will be the XL engine that comes stock in the 9-D variant(bringing it to a very respectable 97 km/h), and with all the stock weapons (AC-10, LRM-10, and 2 medium lasers). It may not be able to do anything spectacularly well, but it can do almost anything you need it to: emergency scout, decent brawler, LRM boat babysitter (where it can also throw some more LRMs downrange), while still packing enough armor to take a few hits. It can be extremely flexible, and ready to adapt to whatever you need in a drop.
For my Trebuchet: all speed and firepower. With an XL-300, I can probably get it up to about 100 km/h, which means I can outrun almost anything heavy enough to pose a serious threat, and get into advantageous positions better. The saved weight from switching to an Standard 250 to an XL-300 will also give me some much needed LRM reloads.
Hunchback is all about Armor and weapons. You have an AC/20, pack the armor so you can take the punches to use it. 70ish km/h is fast enough to get you into a fight after the Assaults and Heavies have drawn all the fire, and gives you enough speed to get around some of the slower guys and put some heavy firepower in their behinds.
For my Centurion, I prefer a "Jack of All Trades". My loadout on it will be the XL engine that comes stock in the 9-D variant(bringing it to a very respectable 97 km/h), and with all the stock weapons (AC-10, LRM-10, and 2 medium lasers). It may not be able to do anything spectacularly well, but it can do almost anything you need it to: emergency scout, decent brawler, LRM boat babysitter (where it can also throw some more LRMs downrange), while still packing enough armor to take a few hits. It can be extremely flexible, and ready to adapt to whatever you need in a drop.
For my Trebuchet: all speed and firepower. With an XL-300, I can probably get it up to about 100 km/h, which means I can outrun almost anything heavy enough to pose a serious threat, and get into advantageous positions better. The saved weight from switching to an Standard 250 to an XL-300 will also give me some much needed LRM reloads.
Hunchback is all about Armor and weapons. You have an AC/20, pack the armor so you can take the punches to use it. 70ish km/h is fast enough to get you into a fight after the Assaults and Heavies have drawn all the fire, and gives you enough speed to get around some of the slower guys and put some heavy firepower in their behinds.
#46
Posted 01 July 2012 - 02:52 AM
ok so heres an early ingame load out as it gives you max armer and case for the ammo,
thus letting you save up for xl eng/endo/dbl hs
all so gets you to unlocking verients to hehehe
sincerly the "hangman"
Type: trenchbucket Technology Base: Inner Sphere / 3039 Ruleset: Standard (5th edition) Tonnage: 50 Cost: 4,179,500 C-bills Battle Value: 943 Equipment Mass Internal Structure: Standard 5.0 Engine: 250 12.5 Type: Fusion Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 10 [10] 0.0 Gyro: Standard 3.0 Cockpit: 3.0 Armor Factor: 169 11.0 Internal
Structure Armor
Value Head 3 9 Center Torso 16 24 Center Torso (rear) 8 L/R Torso 12/12 18/18 L/R Torso (rear) 6/6 L/R Arms 8/8 16/16 L/R Legs 12/12 24/24 Weapons and Ammo Location Crits Tons Medium Laser LT 1 1.0 Medium Laser LT 1 1.0 Medium Laser CT 1 1.0 LRM 10 RT 2 5.0 LRM 10 LA 2 5.0 CASE RT 1 0.5 Ammo (LRM 10) 12 RT 1 1.0 Ammo (LRM 10) 12 RT 1 1.0
BattleForce 2
MP Damage PB/M/L Overheat Class 5 3/3/1 2 M Armor/Structure Point Value Specials 4/4 10 -
trenchbucket
Mass: 50 tons Chassis: Standard Power Plant: Magna 250 Fusion Cruising Speed: 54 kph Maximum Speed: 85 kph Advanced Motive: none Jump Jets: none Jump Capacity: none Armor: Standard Cockpit: Standard Armament: Medium Laser Medium Laser Medium Laser LRM 10 LRM 10 CASE Manufacturer: Inner Sphere Communications System: Standard Targeting & Tracking System: Standard
thus letting you save up for xl eng/endo/dbl hs
all so gets you to unlocking verients to hehehe
sincerly the "hangman"
Type: trenchbucket Technology Base: Inner Sphere / 3039 Ruleset: Standard (5th edition) Tonnage: 50 Cost: 4,179,500 C-bills Battle Value: 943 Equipment Mass Internal Structure: Standard 5.0 Engine: 250 12.5 Type: Fusion Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 10 [10] 0.0 Gyro: Standard 3.0 Cockpit: 3.0 Armor Factor: 169 11.0 Internal
Structure Armor
Value Head 3 9 Center Torso 16 24 Center Torso (rear) 8 L/R Torso 12/12 18/18 L/R Torso (rear) 6/6 L/R Arms 8/8 16/16 L/R Legs 12/12 24/24 Weapons and Ammo Location Crits Tons Medium Laser LT 1 1.0 Medium Laser LT 1 1.0 Medium Laser CT 1 1.0 LRM 10 RT 2 5.0 LRM 10 LA 2 5.0 CASE RT 1 0.5 Ammo (LRM 10) 12 RT 1 1.0 Ammo (LRM 10) 12 RT 1 1.0
BattleForce 2
MP Damage PB/M/L Overheat Class 5 3/3/1 2 M Armor/Structure Point Value Specials 4/4 10 -
trenchbucket
Mass: 50 tons Chassis: Standard Power Plant: Magna 250 Fusion Cruising Speed: 54 kph Maximum Speed: 85 kph Advanced Motive: none Jump Jets: none Jump Capacity: none Armor: Standard Cockpit: Standard Armament: Medium Laser Medium Laser Medium Laser LRM 10 LRM 10 CASE Manufacturer: Inner Sphere Communications System: Standard Targeting & Tracking System: Standard
#47
Posted 01 July 2012 - 03:00 AM
In the MW4 days, my go to mech was an uziel with 2x LBX10 and either 4 or 6 ER medium lasers. I didn't jack up the engine or drop armor, in fact I'm pretty sure I added some. This thing could circle fight and core assault mechs like nobody's buisness. Perhaps it will make a comeback one of these days...
#48
Posted 01 July 2012 - 03:43 AM
Speed and More Amofor the Trebuchet. Armor ? i dont need no stinking armor.
#49
Posted 02 July 2012 - 05:48 PM
Phoenix hawk. I know it's not in the beta, but it's my favorite mech
Max armor-2 er med las 1- er lg las - double heat sinks - xl engine. 6-9-6 movement and ferro armor. Great all around mech.
Max armor-2 er med las 1- er lg las - double heat sinks - xl engine. 6-9-6 movement and ferro armor. Great all around mech.
Edited by Grugore, 02 July 2012 - 05:49 PM.
#50
Posted 02 July 2012 - 06:58 PM
My beloved (non-standard) Assassin Wandering Damage had it all: speed, maneuverability, and weapons.
Hit and fade was the game. She rarely had the punch to knock anyone out, but she could engage at range with her LRMs and then use her speed to disengage almost at will. Best used as a scout and harasser; find 'em and grind 'em. Get them to split up, give chase... right into an ambush. Once they were engaged with the heavier elements, it was time to turn and provide (admittedly modest) fire support. Also excellent for raids, since she could just grab and go.
Hit and fade was the game. She rarely had the punch to knock anyone out, but she could engage at range with her LRMs and then use her speed to disengage almost at will. Best used as a scout and harasser; find 'em and grind 'em. Get them to split up, give chase... right into an ambush. Once they were engaged with the heavier elements, it was time to turn and provide (admittedly modest) fire support. Also excellent for raids, since she could just grab and go.
#51
Posted 02 July 2012 - 06:58 PM
I dont sell the farm dumping armor for the sake of speed or weapons. Some mediums already carry some nice speed. All you need to do is keep it mobile, get the weapons loadout for whatever your purpose is then tweak the armor or speed with whats left over to fill the mech out. Its not that tricky in my mind.
#52
Posted 02 July 2012 - 07:07 PM
Max armor, lbx 10, 2 large lasers.
#53
Posted 02 July 2012 - 08:28 PM
Laser equipment is a must. As well as missiles.
Then i'll decide on some heatsinks and may be a ballistic weapon.
Then i'll decide on some heatsinks and may be a ballistic weapon.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users