Posted May 08, 2018
So, my tactics have changed quite a bit since heavy mechs have hit the scene.
I have an Orion V (75 tonner) that has LRM 20 and 15 racks, 3 medium lasers, and jump jets and is normally piloted by someone with Bulwark. The thing has a ton of armor and is the main damage sponge. I'll create a kill zone and let him take front and center and volley stability damage against the mech I want to kill next. I stay away from Hunchbacks with AC20s, PPC shredder carriers, and Demolisher tanks with twin AC 20s. Those are all around bad news. The stability damage from the LRM racks with + bonuses is incredibly effective.
My sniper, depending on environmental conditions, alternates between a Jagermech with twin AC 5s with +stability damage and some LRM 5s and the Catapult X2 with twin PPCs that I've been hunting for. :) I dropped the medium lasers on the X2 and put all heat sinks. Only the 2 PPCs remain but they both have +stability damage. Per +stability damage for a PPC is 15, so it scales very well. The Orion and X2 knock fully armored mechs down with ease.
My brawlers are a Hunchback 4P (medium laser disco) or an SRM Kintaro (who runs hot) and a Firestarter. Yea, I'm still using the Firestarter. The Hunchback has great armor and can trade almost as well as the Orion and I like the fact that all the lasers will shred armor about as well as the AC20 but it doesn't suck nearly as bad if there's a miss. I favor the Kintaro for salvage runs in cold environments. The Firestarter sports just small lasers and machine guns. The thing is about the Firestarter is that for a light mech, it has very good armor, fits 6 jump jets, and can core a mech with a jump and Precision Strike to the back armor CT. Using someone with a high initiative and pilot skill, I'll wait till the end of a round, jump in, shoot in that round, shoot in the next, and jump jet out. The machine guns detonate torso ammo like crazy, so this one move takes mechs out very reliably. The Kintaro and Hunchback can do the same, but the Firestarters range with 6 jump jets is impressive.
All my mechs make room for jump jets. They might be too good...
I find it's easier to salvage 3 pieces of well-maintained enemy mechs rather than the shoddy ones. The shoddy ones get their torsos too busted up while fishing for head shots with SRMs and machine guns to salvage many pieces. It is easy to get 2 pieces if I just do leg-focused Precision Strikes.
I have an Orion V (75 tonner) that has LRM 20 and 15 racks, 3 medium lasers, and jump jets and is normally piloted by someone with Bulwark. The thing has a ton of armor and is the main damage sponge. I'll create a kill zone and let him take front and center and volley stability damage against the mech I want to kill next. I stay away from Hunchbacks with AC20s, PPC shredder carriers, and Demolisher tanks with twin AC 20s. Those are all around bad news. The stability damage from the LRM racks with + bonuses is incredibly effective.
My sniper, depending on environmental conditions, alternates between a Jagermech with twin AC 5s with +stability damage and some LRM 5s and the Catapult X2 with twin PPCs that I've been hunting for. :) I dropped the medium lasers on the X2 and put all heat sinks. Only the 2 PPCs remain but they both have +stability damage. Per +stability damage for a PPC is 15, so it scales very well. The Orion and X2 knock fully armored mechs down with ease.
My brawlers are a Hunchback 4P (medium laser disco) or an SRM Kintaro (who runs hot) and a Firestarter. Yea, I'm still using the Firestarter. The Hunchback has great armor and can trade almost as well as the Orion and I like the fact that all the lasers will shred armor about as well as the AC20 but it doesn't suck nearly as bad if there's a miss. I favor the Kintaro for salvage runs in cold environments. The Firestarter sports just small lasers and machine guns. The thing is about the Firestarter is that for a light mech, it has very good armor, fits 6 jump jets, and can core a mech with a jump and Precision Strike to the back armor CT. Using someone with a high initiative and pilot skill, I'll wait till the end of a round, jump in, shoot in that round, shoot in the next, and jump jet out. The machine guns detonate torso ammo like crazy, so this one move takes mechs out very reliably. The Kintaro and Hunchback can do the same, but the Firestarters range with 6 jump jets is impressive.
All my mechs make room for jump jets. They might be too good...
I find it's easier to salvage 3 pieces of well-maintained enemy mechs rather than the shoddy ones. The shoddy ones get their torsos too busted up while fishing for head shots with SRMs and machine guns to salvage many pieces. It is easy to get 2 pieces if I just do leg-focused Precision Strikes.