this is an updated build of the 9M that can hold it's own at long range as well as short range (close quarter combat) and can keep light mechs at bay.
Weight Class: Assault (80 tons)
Engine: Standard 235 47.6 kph (52.3 kph)
Heat Sinks: 18 (9 double)
Jump Jets:0
Armor: h 18, ct 64, ctr 36, rt 47, rtr 21, lt 47, ltr 21, ra 52, la 52, rl 68, ll 68
Weapons: 1 ER PPC (right arm), 2 PPC (left/right torso), 2 med pulse laser (center torso), 1 medium laser (head), 1 srm 4+ artemis (left arm), anti missile system (right torso)
Ammo: 1 AMS, 1 SRM
Components: Double heat sinks, artemis
Modules: advanced zoom
in theory you could get a higher firepower rating by adding SRM to the torso, but if you get too close you will die so this is one of the best ways to set it up.
also speed trick unlock is kind of a necessity at this point.
Description:
for long range a single ER PPC.
for mid range you can shoot your combined PPCs and then the 2 med pulse lasers, followed by the med laser on the head.
if it's a heavy mech you're fighting use the artemis on the left arm to shoot 4 rockets at a time,
no tag so you need to arm aim it against lumbering assault mechs, but it does punch a good hole in the armor, ARTEMIS makes it more difficult for AMS to counter it and it's generally a better choice than 6 because how fast the weapon cycles.
you can cycle all your weapons close range just careful with the PPC related heat.
with only 1 ER PPC though, heat is not unmanageable. even though it does take some discipline
with your combined firepower you can even kill an atlas if you manage to get some good shots in before the close range confrontation. this build has a lot of firepower.
this build is slow but with the speed trick unlock does 51.6kph which is good enough not to get left behind or make tactical retreats (given you have a secure route and make your leave in time)
Playstyle:
you need to put the hurt on them right off the bat, if you don't hit them with your single ER PPC while they're still far you will regret it when you finally see their faces.
this mech is very weird, seems out of place in the assault category, you need to think of it as an attach helicopter in a tank game. you have a powerful stinger with this arsenal, but still can't fight out in the open. a very good sniper who can shake off a pursuing light mech and has a powerful arsenal for close combat.
if you need to hold out a position you can do that, make sure you strike them hard with all your guns and even assault mechs will have to retreat into hiding. something the stock 9M just couldn't do. not even the hunchback or centurion was overly impressed by the firepower of the stock 9M, but this version eats them for breakfast, they won't stay and fight after a few good hits.
there's a few situations where this mech shines:
long range: around 800 meters, your ER ppc strikes most players can't return fire
support: use heavier mechs for cover, i usually stand behind a stalker or atlas, shoot and hide
hold your ground: use your firepower to put the hurt on a single mech and they'll back down, unlike other awesome builds who can't stand on their own- but still don't forget to cover from other units
late game: sometimes the opposing team will have a very ammunition dependent build; in situations like that this mech is king, you can shoot almost your entire weapons platform without ever running out; managed to destroy 3 mechs that were running low on ammo at one point, one right after the other.
the weak points of this build:
armor: even though it has full armor, the awesome can't stack up to the other assault mechs armor, hit hard and hide.
weak against tag/lrm: since you're not the fastest you'll be a sitting duck if a light mech tags you, this situation is no good. still with the full awesome armor you can take up to 3 full 20lrm salvos before exploding.
slow: seems like i covered it before but still a valid point; your movement needs to be tactical.
to minimize damage, to keep your team between the enemy and yourself and to keep a regroup route open in case you're assuming the role of sniper.
ps.
Grouping: i recommend you group the 2 pulse lasers to fire together, somehow it just has an impact on damage outputs and comes as an advantage to managing the heat buildup, it gets a sweet spot, like so many other things about this build, they hit the spot where you're not too ill suited to any situation
Edited by Mazzyplz, 08 January 2013 - 12:05 PM.