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Command Mechs - configurations


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#1 Woodstock

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Posted 24 May 2012 - 02:51 AM

Hey all.
I generally prefer the hangback/Big picture style of fighting so I think that the command role will be the best fit for me.

So I have been playing with a few configurations. Here is what I have found so far.

Chasis: Assassin

Mass: 40 tons
Chassis: Endo Steel
Power Plant: VOX 280 XL
Cruising Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Capacity: 30 meters
Armor: Ferro-Fibrous 6.5tons


Guardian ECM Suite
ER PPC - RA
Artemis IV FCS
LRM-10 - LT (ammo 24 - case)
C3 Computer

Chassis: Raven


Mass: 35 tons
Chassis: Endo Steel
Power Plant: Magna 245 XL
Cruising Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Capacity: 30 meters
Armor: Ferro-Fibrous - 6 Tons


Guardian ECM Suite
C3 Computer
ER PPC - RA
Small Laser - LA
Small Laser - LA


Chassis: Centurion


Mass: 50 tons
Chassis: Standard
Power Plant: Vlar 300 XL
Cruising Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Capacity: 0 meters
Armor: Ferro-Fibrous - 9 Tons


Medium Laser - CT
Medium Laser - CT
Anti-Missile System
@Anti-Missile System (12)
C3 Computer
ER PPC - RA
Guardian ECM Suite

Which Mech would you use for a Command mech and how would you configure it?

#2 Gauge

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Posted 24 May 2012 - 03:12 AM

Seems a little early to be working on exact specifications, but... We'll, if we're all honest, we've all at least thought about them.

One note about your Raven build, the Devs have mentioned that you can't add jumpjets to a chassis that doesn't have them to start with. Though I'm also no expert, and you may be using a variant I don't know a thing about.

Personally, I like the sound of LRMs on a Command mech. You can apply your firepower from a location out of harms way, unlike some of the other ranged weapons that need line of sight (an inherent vulnerability to return fire of the same type). Sure, they have limited ammo, but you shouldn't need high sustained damage for the command role. Catapult will probably be the first mech I try to run Command in. I'd like to get it going a little faster, but that's something I'd rather play with after getting used to the game.

#3 Ian

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Posted 24 May 2012 - 03:31 AM

If I had to pick one of the current mechs as a Lance command mech I'd pick the Catapult. You can support fire without being in the thick of it. Decent mobility with Jump Jets to get you where you need to be. Decent up close firepower and armor for when you need to get in there and turn the tide. Quite a few good points for picking it as a command vehicle.

#4 LordDeathStrike

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Posted 24 May 2012 - 03:41 AM

well to be a command mech proper, youll need a c3 master unit, scouts with c3 slaves. youll also want your modules for calling in air support and artillery strikes. these can be great for softening up targets your scouts have spotted and you either dont have lrms to volley in, or they have as many lrms as you and you dont wanna take a pounding getting them out of their hole.

commanders also do well to have decent armor/speed/firepower to discourage some smart *** scout from taking them out.

#5 Redshift2k5

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Posted 24 May 2012 - 04:04 AM

C3 units are anachronistic in 3049

#6 Acehilator

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Posted 24 May 2012 - 04:05 AM

C3 will not be in the game and has nothing to do with putting skillpoints into the command section of your pilots skilltree.

#7 Woodstock

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Posted 24 May 2012 - 04:17 AM

Didn't the -4X version have jump jets?

#8 Acehilator

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Posted 24 May 2012 - 04:31 AM

View PostWoodstock, on 24 May 2012 - 04:17 AM, said:

Didn't the -4X version have jump jets?


Looks like it, according to sarna.net it was published in the Record Sheets 3039, so it is possible.

#9 Woodstock

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Posted 24 May 2012 - 04:41 AM

The Jump jets are a minor addition in all honesty.

They could be dropped pretty easily.

#10 Banshee Bullet

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Posted 24 May 2012 - 04:58 AM

View PostIan, on 24 May 2012 - 03:31 AM, said:

If I had to pick one of the current mechs as a Lance command mech I'd pick the Catapult. You can support fire without being in the thick of it. Decent mobility with Jump Jets to get you where you need to be. Decent up close firepower and armor for when you need to get in there and turn the tide. Quite a few good points for picking it as a command vehicle.


That's a great pick, my first thought was the Awesome. Almost entirely for the fact that it has lots of armor, and three PPCs make it effective at long range. Honestly your points on the Catapult have just persuaded me. The awesome is to slow to escape danger and it's not great up close. Plus LRMs are better for fire support than PPCs (imo).

The command mech should always be the last one standing, otherwise you have failed in your duties as a commander and let down your lancemates. I personally prefer to be in the thick of it, I can command well from there but not as well as from the rear because I have more things to direct my attention to. Plus being in the heart of things greatly increases the odds you'll go down before your lancemates, cutting the head off the snake as it were.

I prefer the striker roll http://www.sarna.net...attleMech_role) with a heavy mech.

#11 Woodstock

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Posted 24 May 2012 - 12:04 PM

View PostAcehilator, on 24 May 2012 - 04:05 AM, said:

C3 will not be in the game and has nothing to do with putting skillpoints into the command section of your pilots skilltree.


Why do you say C3 computers wont be in the game? surely it will apear in the form of a 'module'?

#12 Acehilator

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Posted 24 May 2012 - 01:48 PM

View PostWoodstock, on 24 May 2012 - 12:04 PM, said:


Why do you say C3 computers wont be in the game? surely it will apear in the form of a 'module'?


Yeah perhaps, but we have no hard info on how modules for Electronic Warfare and command options are going to work, or how they will interact with the traditional EW equipment like Guardian ECM etc.

List of available weapons and equipment at launch:

http://mwomercs.com/...-devs-1-answer/

#13 Kudzu

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Posted 24 May 2012 - 02:10 PM

View PostBanshee Bullet, on 24 May 2012 - 04:58 AM, said:


That's a great pick, my first thought was the Awesome. Almost entirely for the fact that it has lots of armor, and three PPCs make it effective at long range. Honestly your points on the Catapult have just persuaded me. The awesome is to slow to escape danger and it's not great up close. Plus LRMs are better for fire support than PPCs (imo).


On the flipside, if PPC's have a long recharge rate it gives you more time between shots to give out orders/call in arty/etc.





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