Arching Death From Above
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85 ton Masakari with
4 Clan Long Range Missiles 20 Packs and 3 Clan Long Range Missiles 10 Packs (110 Missiles)
-88 total damage in one shot
-6 second cycle time = 14.666 points of damage per second
-rocks opponent, knock down some 'mechs
-1000 range |
There is a new king of missile boat mechs in town, the
Masakari. Oh sure, it looks like the dump truck Transformer from long ago but it is the
new king of Long Rang Missiles. Technically this is a combo of 2 different weapons. The
LRM20 and LRM10, but LRMs are LRMs and this is the true missile boat. Before the Clan
'Mech Pak, 100 total missiles were achievable in the form of five 20 packs or a
combination of 20 and 10 packs. Daishi, Mad Cat Mk II, Vulture, Mad Cat and now the
Cauldron Born and Kodiak could all arm 100 missiles. The Masakari takes it literally 1
step farther by holding 10 more missiles for a total of 110 LRM Missiles. Coupled with
BAP, which locks LRMs faster, and Enhanced Optics, making it easier to zoom in, the
Masakari is crowned King of Long Range. This is the only Mech capable of 110 LRM Missiles.
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Anti-Missile Systems can stop many from hitting an enemy 'mech. LRMs can often
spread damage across all torsos and the head. Faster 'mechs can out run some of the
missiles as well. Most smaller mechs will still be knocked over by this barrage and those
retreating will usually still be hit by missiles arcing over hills. Consider asking a
close range brawler 'mech to carry a Narc Beacon, removing the need for a lock.
Multi Weapon Type Combos
100 ton Atlas with 2
Clan Streak Short Range Missiles 6 Pak, 11 Clan ER Small Pulse Lasers, 6 Clan Machine Gun
Arrays
-19.7 total damage in one shot
-0.25, 0.30, 3.0 second cycle time = 22.38 points of damage per second
-constant chipping away of armor and blinding opponent
-200-250 range |
No this isn't the spare parts 'mech. This particular design
will work with any large 'mech with many weapons slots, but the Atlas is the coolest
because he can shoot a laser out his right eye. The premise is to install as many of the
fastest recycling weapons available. Charge this 'mech straight at an enemy, right up to
their face and hold the trigger down. The resulting barrage of weapons special effects
will blind them, and at 22.38 points of damage per second , even if it spreads out a
little, will quickly chip away 'mech armor. It can also cause frame rate problems because
their computer and graphics card is trying to process all of the weapons information. It
is a little bit of dirty play but isn't that what war is about. Even when adding a couple
tons of ammo to the Machine Gun arrays, there is plenty of tons left over to armor up and
speed up the 'mech. The Atlas ECM is also beneficial to assist in sneaking up into range. |
Range is a big factor. Similar to the Ultra AC 20 design above. Making it into
range is difficult. This design does allow for more armor and more charging speed but for
the most part it won't make it into range with enough weapons left to blind or damage, nor
enough armor to stay long in the fight. The damage spread is notable but 22.38 points of
damage per second can't be ignored. Concentrate on small lasers and machine guns primarily
for the quick cycle time.
75 ton
Mad Cat with 100 LRMs and 2 Large X-pulse Lasers
-94 total damage in one shot
-2.25 or 6.0 second cycle time = 19.555 points of damage per second
-covers distance and close fighting
-700 and 1000 range |
Daishi, Kodiak, Masakari and Mad Cat are the
only 'mechs capable of this configuration. Mad Cat is a bit more maneuverable and low
profile which may keep the enemies away. When first put together, this 'mech will seem to
run too hot. The idea is to only take minimal ammo for the LRMs (allowing for more Heat
Sinks and speed) and use the Large X-pulse after LRM soften the target. At times of
desperation when the enemy has closed, Alpha Strike and fire all weapons at once and hope
the coolant flushes keep up. The Large X-pulse are only there to help finish the job and
to act as a supplemental weapon when LRM ammo runs out. |
Generally this is a solid design but too many Alpha Strikes can result in a
sleepy shut down 'mech. Consider substituting the X-Pulse for ER Large Lasers for better
heat efficiency. ER Large slower recycle time challenges the pilot to make accurate shots.
Also consider ER PPCs. These can be fired with LRMs when targets close to 900. Heat could
be a problem, and PPCs are not best for close up fights if it comes to that. Larger Mechs
are able to carry Clan Gauss or even a couple of Clan Ultra AC 10 but don't forget that an
energy weapon is a good backup when the ammo supply is a concern.
100 ton
Daishi with 3 Clan LBX20s and 2 Clan LBX10s
-100 total damage in one shot
-4 or 6 second cycle time = 19 points of damage per second
-covers distance and close fighting
-300 and 450 range |
Daishi is the only Mech that can accomplish
this. This combination has massive potential to knock 'mechs down, but only at very close
range. LBX tend to weaken at the farthest reaches of range. Though more damage and better
at peak range, substituting AC20s and 10s would cause weight problems. This design is
missing some armor in favor of weapons, but the rest is solid. (consider stripping some
armor from legs and put the tonnage to get speed above 50kph) Top speed of 51kph is best
that can be managed without seriously compromising armor. There is no extra ammo but since
these are not Ultra weapons, they will shoot 1 shot at a time. This design eeks out a lead
over the 3 Ultra AC Daishi design by having 19 points of damage per second versus 18.
Range is also slightly better but at the edge of range these weapons aren't as potent. |
Ammo may be an issue, but range certainly is. The LBX 10 with 450 range can be
fired separately as 'mechs close. This 'mech will generally be tied to city duty. Some
would still argue that the 108 single shot damage of the triple Ultra AC 20 is the better
choice. This may be true but both of those bullets have to hit the same location for best
results. If in close, all the damage from this configuration will go to one spot. Designs
such as these will become more relevant in the Mercenaries coming out in November 2002,
where money matters. Ultra AC20s may be more expensive so an LBX combo may be more cost
effective.
100 ton Daishi with
2 Clan Gauss Rifles. 2 Light Gauss Rifles and 1 ER PPC
-72 total damage in one shot
-6 or 8 second cycle time = 10 points of damage per second
-long range, knocks smaller 'mech down
-900 to 1200 range |
In one word "sniper". This is the mobile turret.
Usually moving at no faster than 42kph, it is meant to sit and fire. Sacrifice some leg
armor to keep the upper body protected. Don't worry about adding extra ammo. The cycle
time is so long that not many shots are fired throughout a game and between deaths to soak
up your ammo. The ER PPC in the center torso doesn't require ammo which serves as a good
backup in long fights. It is certain that 'mechs of this design are likely to have this
weapons the longest in an extended fight. If this ER PPC is destroyed, the Daishi shares
the same fate. Heat is not a problem, just speed. A constant march forward is advisable if
forced into the attack position. Kill what is in front but keep moving. Consider taking
smaller mechs as a wing man to run ahead, point out enemy and keep them distracted so they
don't see the big slow guns coming. Many versions of this design are possible but keep
long range in mind since it will take time to bring this 'mech in for shorter range
engagements. |
Another good reason for small 'mech wingman is for protection. If a small enemy
'mech closes and starts circling it is hard for a lumbering 42kph 'mech to turn and get a
bead on them not to mention leading the target successfully. The saving grace is that if a
shot hits, it is likely that little 'mech is falling down.
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