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65 ton Loki with 2
LRM 20 Packs and 1 Clan Narc Beacon
-32 total damage in one shot
-6 or 8 second cycle time = 5.333 points of damage per second
-good distraction, durable Narcing
-600 Narc to 1000 LRMs range |
Charge the enemy with 117Kph speed which a Loki can achieve,
Narc them with the Narc Beacon and run right on past them. Aim the LRMs straight up in the
air and let them fly without looking back. The Beacon will draw them right to the Narced
enemy. This works best if other teammates have LRMs as well. The Loki is fast enough and
durable enough to make it to the enemy. Forty missiles will certainly contribute to the
carnage but the Narcing is most important. Consider this design for Capture the Flag. Narc
the guards on the way to get the flag and fire into the air while running away with the
flag. The rocking, as a result of missile hits, may cause trouble in their targeting. |
Obviously this isn't a killer ''mech, so don't expect a high kill ratio. Consider
it a utility 'mech that can actually contribute to the fight. It is low and spread out
damage, but with a missile boat 'mech backing up the fight, this design could be a tide
turner. Also consider a smaller faster 'mech for this design, carrying one LRM 20 Pack and
a Clan Narc Beacon.
70 ton Nova Cat with
6 Clan Flamers and 1 Artillery Strike
-6 to 7 total damage in one shot (and overheating of enemy)
-4 second cycle time = (I'm not going to calculate this) points of damage per second
-overheat and LRM support
-150 range |
Ready to be just plain annoying? With 6 flamers you will shut
down the coolest running mech. This is especially lethal on desert maps. Note the
Artillery Strike. Once shut down, mark that target 'mech for an artillery strike.
Artillery Strike is banned on several servers for several reasons, so consider
substituting a Narc Beacon or a 7th Clan Flamer. Either will help LRM 'mechs to more
easily target shut down mechs. If lucky this tactic may cause a self destruct. Keeping key
'mechs shutdown for most of the fight can be crucial. keeping 2 or 3 Laser based mechs
incapacitated for half the fight could be lethal. Consider that Laser based designs will
be gunning for this 'mech but since Clan Flamers are only 0.5 tons each, some speed and
Reflective armor is affordable. |
The lack of range is crippling. This is also not a killing 'mech. There is little
to directly contribute in kills and scores. Flamers are hot so the Nova Cat must be
prepared to deal with the heat as well. Speed is essential but at least the Nova Cat can
top off at 107 kph. This configuration becomes a huge target for Laser fanatics. By end of
game, expect this 'mech to be a distraction for all the Laser Mechs to pick on. This is
still a good function but sometimes not much fun to play.
30 ton Uller with 2
Medium X-pulse Lasers and 1 Flare Launcher
-4.5 total damage in one shot
-1.25 second cycle time = 3.6 points of damage per second
-blind with flare, consistent damage
-400 mXpls and 600 Flare range |
Small 'mechs cannot be left out. Generally this design can be
used on any 'mech 40 tons or less. Speed Speed Speed is essential. The Uller can achieve
the highest currently at 141kph. Do not get hit, keep moving. Reflective armor is also
crucial. The biggest threat to small mechs are instant hit lasers. No target leading is
necessary for lasers which are easiest to use against small fast 'mechs. Don't fret too
much about LRMs and other missiles. If small mechs keep on the move a lot of LRMs will
impact on the ground behind them IF the LRM 'mechs can achieve a lock on the fast moving
Uller. Little Mechs are hard to hit with ballistic weapons. Just install the Reflective
Armor. The Medium X-Pulse Lasers will provide a steady stream of damage and the Flare
Launcher should be fired at the cockpit to blind. This will make it even more difficult to
target a circling Uller. Consider substituting the Flare Launcher for a Clan Narc Beacon
to support LRM 'mechs. |
The Uller and other small 'mechs go pop which is the only real problem. The 2
Medium X-pulse Lasers will eventually take down even the largest 'mech and the fast, hard
to hit Uller will bring about a long distracting exchange, usually allowing larger
friendly 'mechs to have their way with the distracted enemy.
100 ton Kodiak with
3 MRM 40 Packs and 1 Clan LBX 20
-120 total damage in one shot
-5 or 6 second cycle time = 23.2 points of damage per second
-knock down power
-300 LBX20 and 400 MRM range |
The original MRMs are not used by many because they are hard
to aim. This design, however, is focused on ramming the enemy to hold them in place and
then unleashing the payload. The Clan LBX 20 is simply there to cause some concentrated
damage for killing shots. Other than the Kodiak, only the Masakari is big enough and has
the slots to carry triple MRM 40 packs. Weighing in at 15 tons less, eliminates the
complimentary Clan LBX 20 on the Masakari. The Kodiak can also jump. This could be
essential, especially in a city map. Dropping from the top of a building behind someone
can be devastating. |
MRMs are powerful but hard to aim. Anything short of getting entangled with your
enemy to stop them long enough to fire, won't work very well. Small 'mechs will be nearly
impossible to hit. MRMs suffer from ammo problems. Base ammo allows for 6 volleys and with
5 recycle seconds it goes quickly. The only way to bring enough ammo is to eliminate the
Clan LBX 20 which is an extra punch that would be sorely missed or the Jump Jets which
will slow down this slow configuration even more. Consider this a run and tackle 'mech.
Because of ammo, a missed shot is not viable. SMRMs are weak and a poor substitute. Even
though they are easier to taget, do no use them.
65 ton Cauldron-Born
with 2 Clan Ultra AC 10s and 1 Clan LBX 10
-50 total damage in one shot
-4 second cycle time = 12.5 points of damage per second
-punches a good hole, quick recycle time
-450 for LBX and 400 Ultra10 range |
Brawler 'mechs. Gotta' love 'em. Though triple Clan Ultra 10
would be desirable, the tonnage is too much. The Clan LBX 10 provide enough complimentary
close range punch, at the same cycle time, to be worth while. The quick recycle time
provides a constant stream of damage. A Cauldron-Born is capable of 70+kph speed in this
design which is helpful. Consider the same design for the Thor. The low profile is lost
but ECM is available for extra sneakiness and the 1 Clan LBX 10 can be exchanged for a
Clan Ultra 10. Unless you keep the lighter weight LBX, speed and ammo are an issue in the
Thor. This design can be mimicked in many chassis but consider maneuverability, torso
twist and ammo consumption when making the decision. |
All the medium and heavy 'mechs tend to be arm dependant. Plan on armoring up the
arms to full and still plan to lose them. If a ton of ammo must be left out, make sure it
comes out of an arm since they are most likely to go first.
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