I'd say that this is more of a testament to the incredible efficiency of medium lasers.
Especially when you are mostly limited by tonnage, not hardpoints.
I'd say that this is more of a testament to the incredible efficiency of medium lasers.
Well, in that case: HBK-4P with 2 LLs and 2 MLs, 19 HS. It may not be running cool enough to alpha all the time, but 23 overheat is still decent. You can fire the LLs at long range at nearly no overheat, closing in you switch to 1 LL and 2 MLs at no overheat at all, throwing in the other LL if desired. I actually tried this in the beta, it's a nice loadout. Not much less damage than the 4G, no refire penalties, no ammo explosions or shortages. Though alot less dmg than the standard 4P, 130 vs 200, but range has it's price.
With good positioning you can always reserve your mediums down into the assault phase. And if your pilots have Master Tactician in the later game you can act in the heavy phase and pre-empt any OpFor assaults on the field.Given the nature of the initiative system , it seems to make (some anyway) sense to run armor cracking guns on medium mechs and crit seeking weapons on assault mechs.
Will light mechs have any role in lances later on or will it be all about building from medium upwards?
From watching the Cohh stream, here are my thoughts as a BT novice (although I did play the first MW computer game a million years ago):
- Having 2 up front and 2 support mechs seems like a good idea
- A good mix for support mechs could be one missile build and one sniper/PPC build. Both need JJs. One could have sensor lock. Lighter armor loads, and very light back armor.
- For front line mechs, a good mix might be one brawler/tank type with max armor, and one jack of all trades with good armor, multiple weapon types, multi targeting, and bulwark. No JJs
- Cohh has too much armor on his mechs now, especially on the legs
There's no such thing as "too much armor" - once you get into internals, repair times and costs go way up.Cohh has too much armor on his mechs now, especially on the legs
There's no such thing as "too much armor" - once you get into internals, repair times and costs go way up.
Totally agreed, you fit as much armour as you can, given your load-out - I do agree that there might be situations where I'd sacrifice armour to fit another heat sink or weapon system, but again I'd fit as much armour as I could given the load-out I wanted. Hence the "no such thing as too much armor" quipIf you want to tackle more an advanced fitting plan - there is. Your armor is just a buffer to go through. Armor will not force enemy fire to glance off if you strap on a lot of it on the mech.
So, the main idea is balancing your damage output with survivability.