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Siven80

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So i have started a Career with 1.3, and its a tough start, fun but tough due to the 3 light mechs you have.

I have just been using stock on the starter mechs, but is it worth refitting them, and whats good for them?

I have just got a Firestarter which i refit to 2ML, 6SL, 6JJ, 1Heatsink and more armor.
 

Ken-Sw

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Drop the SRM4 on the Jenner add armor/heatsinks much improved
I also edited the json's and replaced the starting Commando with a Hatchetman - much easier start with 2 mediums
 

mjbroekman

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In general, I start with the stock mechs and only refit if they need it. I'm playing with 'Unequipped mechs' enabled so new mechs are all empty and I have to refit them anyway.

I just finished refitting a Firestarter and I went with 6SL, 6JJs, 2 heat sinks and the rest in armor.

EDIT: When my Jenners get damaged, I usually strip the SRM in favor of armor, but I don't do that unless they need to spend time being repaired anyway.
 

tobias.mb

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Here's what I did with the starter 'mechs:
Commando.jpg
Jenner.jpg
Panther.jpg
Spider.jpg
Vindicator.jpg
The SLs on the Spider & Commando are mainly against light 'mechs. Since they ignore evasion, they are great in this role. And since the Spider & Commando are really fast, their very low range isn't a problem. As an added bonus, they have a very good dmg / (weight + heat) ratio, so they boost the dmg of light 'mechs quite a bit.
I turned the Vindicator into a Laserboat, since it is the only medium you get, so you need to get as much dmg out of it as possible.

For your Firestarter I would suggest 4 ML, 5 MG, 1t ammo, 2 HS. Basically a Jenner with extra close range dmg.
 

tobias.mb

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Here's the Firestarter I was talking about:
Firestarter.jpg
I actually still have it in my 'mech bay, even though I'm mostly running around in heavies now. For a light 'mech it is just such a heavy hitter, that I don't want to get rid of it. :)
 

stjobe

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Here's how my line-up generally gets modified:
  • Vindicator: Upgrade the LRM-5 to LRM-10 (drop two heatsinks and the ML).
  • Panther: No changes, but the first salvaged Panther generally gets a LL+LRM-10 instead of the PPC+SRM-4.
  • Jenner: Drop SRM-4 and ammo, add armour (i.e. the JR-7F conversion)
  • Commando: Drop the SRM-2 and ammo, add armour
  • Spider: Benchwarmer, no changes.
 

Siven80

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Just got lucky and got a headshot on a Blackjack from a 1.5 skull mission. Not a great mech from what i remember of the campaign, but this early it will be nice.

Replacing the AC2's with an AC5, 2 heatsinks and more armor i think.

Edit: Actually i decided to go, AC5, LL, 2ML, drop all heatsinks and upped armor. A little weird, but i kinda like it.
 
Last edited:

tobias.mb

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Interesting, tho i prefer JJ's on my mechs, have come in so handy so far.

I guess JJs are a matter of taste mostly.

I don't like getting close to my enemies, since that makes it easier for them to get into my side / back and exposes me to melee & DFA attacks. Which often results in repairs after the mission, since those put a lot of dmg into a single location. In Campaign / Carrier that's annoying.
But since I like to stay at range, I need to bring long range weapons, which are heavier, so I can't afford to bring JJs at the same time. Also at range you need the added mobility less anyway.
I'm also hesistant, since every point of heat you put into jumping can't be put into dmg. So unless you jump into your enemies back, you're likely losing out. But doing that usually opens up yourself to getting hit in the back as well... and we're back at "I don't like that in campaign mode." :rolleyes:

If you want to have JJs I would suggest to avoid using any long range weapons. Go full ML + SRM + AC20. If your 'mech isn't in range to fire those, sprint or jump into range. Then use your JJs to stay behind or at least in the side of your enemies. Still I'm not convinced a 'mech as fast as the Firestarter has any need for JJs.
 

BobaFatt

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Strip the SRMs and heat sinks out of the panther and drop in an LRM 10. It runs hot but It’s effective, on cold maps you don’t notice it at all, on hot maps you need to limit your use of the JJs but it works well with a bulwark pilot. Jump into some trees on a ridge and plant your butt there and start raining hell. For the Vindy pull the SL LRM5 one heat sink and .5 tons of armor and drop in another LRM 10. It doesn’t run as hot as the panther does, keep it a little in front of the panther and it will draw most of the Agro. Use other two mechs as flankers.

If you have a LL available switching the panther from PPC to LL and adding heatsinks makes it easier to use on hot maps, but I like the punch of the PPC personally.

The vindy can be turned into a legitimate LRM boat once you upgrade your other mechs a little and don’t need it to stand out in the open and soak damage.
 

BobaFatt

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I guess JJs are a matter of taste mostly.

I don't like getting close to my enemies, since that makes it easier for them to get into my side / back and exposes me to melee & DFA attacks. Which often results in repairs after the mission, since those put a lot of dmg into a single location. In Campaign / Carrier that's annoying.
But since I like to stay at range, I need to bring long range weapons, which are heavier, so I can't afford to bring JJs at the same time. Also at range you need the added mobility less anyway.
I'm also hesistant, since every point of heat you put into jumping can't be put into dmg. So unless you jump into your enemies back, you're likely losing out. But doing that usually opens up yourself to getting hit in the back as well... and we're back at "I don't like that in campaign mode." :rolleyes:

If you want to have JJs I would suggest to avoid using any long range weapons. Go full ML + SRM + AC20. If your 'mech isn't in range to fire those, sprint or jump into range. Then use your JJs to stay behind or at least in the side of your enemies. Still I'm not convinced a 'mech as fast as the Firestarter has any need for JJs.


Imo JJs are an absolute must on a firestarter, it should be played like a mini grasshopper. Jump behind the scariest thing in the opfor called shot whichever torso it carries it’s ammo in and watch it blow the eff up. A FS can pump almost 200 damage out with 20+ crit chances. It is viable even against heavies well into the late game.
 

tobias.mb

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Imo JJs are an absolute must on a firestarter, it should be played like a mini grasshopper. Jump behind the scariest thing in the opfor called shot whichever torso it carries it’s ammo in and watch it blow the eff up. A FS can pump almost 200 damage out with 20+ crit chances. It is viable even against heavies well into the late game.
Of course. That's how I use my Firestarter as well. I just think it is fast enough, that I don't need JJs to get behind my enemies.
 

Donvale

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Interesting that everyone is going for Small Lasers on the Firestarter.
I have gone 5 Machine Guns with 1 ton of ammo (8 shots each), 3 Medium Lasers and Jump Jets.
It's close to a zero heat melee machine, the punch tends to strip one location of armour and the critical bonus and stupid number of shots on the MGs basically garauntees any ammo in an exposed section is gonna go up every time.
It also still has decent medium range punch as well and if you use called shot, it tends to behave the same as melee by stripping a location.
 

Murphy1up

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I got a lot of damage using 2 LL and a LRM 10 on the Vindicator. Eventually lost that Mech due to tunnel visioning whilst trying to get salvage.

Right now I have a Commando, Jenner and 2 Panthers. The Panthers running PPC and LRM 10 each do good reliable damage.

I've got parts for Mech assembly set to 5 so it's tough to expand my Lance and rely on focus fire.
 

ronhatch

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Keep in mind that dropping equipment and adjusting armor values don't cost any time.

So that Jenner modification that so many people like can be done even before you take your first mission... no need to wait until it's in the shop for other reasons.
 

Siven80

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Just bought 2 Centurian parts to go with the 1 i salvaged.

While it makes a nice LRM boat, its currently my heaviest mech and think it would be best up front, so may keep it as stock atm, or swap the LRMs for some SRMs.
 

KDubya

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I did what I usually do - max armor and pick a range bracket.

  • The Vindicator got max armor (920), 3 Medium lasers, 2 small lasers and an SRM6 with 4 jump jets, 7 heat sinks. Melee when too hot, jump to flanks and rear, maintain high evasion with a Sure Foot & Bulwark pilot.
  • The Panther got max armor (680), 4 medium lasers, SRM 4, with 4 jump jets and 4 heat sinks. has a nice 50 damage punch which helps when hot or when some Locust is rocking 4+ evasion pips.
  • The Jenner got max armor (680), 4 medium lasers, 1 heat sink, dropped the jump jets.
  • The Commando got max armor (480), had an LRM10 but didn't like it, going with 3 medium lasers and 2 small lasers, with 2 heat sinks will see how that works. The LRM just had atrocious to hit chances against moving light mechs such that I found it better to just use Sensor Lock instead of firing.
I get in close into knife fighting range, maintain high evasion and get good flanking shots.
 

Siven80

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Just had an amazing few missions.

Centurians AC10 headshot a Wolverine and Griffin in 1 mission. Took the 2 pieces i needed to finish the Wolverine and won 1 Griffin piece.
Next mission i incapacitated a Shadowhawk 2H and won all 3 pieces to make that mech.

Then i got 1 more Hunchback 4p piece to make that mech too.

Both the Shadowhawk and Wolverine are now SRM mechs, wolverine is backup when the Shadowhawk need repairs, Centurian is still killing things with the AC10, Trebuchet with the LRMs and now the Hunchback will take the 4th spot for laserparty, replacing the blackjack whos now a backup.
Laser Firestarter is put to storage after doing a great job.
 

MeiSooHaityu

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With the starting Lance, I made these changes (inventory permitting).

  • Jenner. Dropped the SRM4 and ammo for armor
  • Commando: Stripped it completely, and then installed 3 Medium lasers and 1 SRM4 with 1 ton ammo. The rest went into armor.
  • Panther: I think I removed a Heatsink for armor. Makes it hotter, but I seem to get by with it.
  • Vindicator: I try to run 1 PPC and 3 Medium Lasers (4 if you are feeling lucky), the rest is armor and Heat Sinks
  • Bonus Vindicator: 1 Large Laser, 4 Medium Lasers, 1 SRM4 with 1 ton ammo, and the rest armor and Heat Sinks.
These seem to work well for me. Vindi is always a warm build regardless of what I do, but I normally just make it work. Overall, my goal is to try and get as much armor on them as possible without sacrificing too much firepower.

Armor is not only life, but it also saves C-Bills, and that is important early game.