When Equipped With Assault Mechs, Do You Keep Lighter Mechs Around?

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44th MAC|Bonsai

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I always keep a medium lance plus a spare mech around. Mostly for the flashpoints with drop limits, but also for some diversity. No need to roflstomp everything with assaults or MADs, I usually go by the "rule of skulls" +-1/2 a skull.
I like to keep some heavies, too. Especially lately, since I run classic BT movement, so no speeding up slow mechs for me. With classic movement speed, hunting convoys is a real pain, impossible with speed 3 on some maps. Even with speed 4 heavies I tend to have a Phoenix Hawk as a spotter and some LRMs, because these vehicles are FAST and some maps really mess with your LoS on the convoy.
 

unclecid

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as a rule...though it does vary abit from unit to unit as a RP each playthru....
i will keep a bit of everything in my bays
once i get all 3 bays i usually fill all but two or three slots with a variety of weights and roles.
 

ronhatch

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My preferred playstyle puts a heavy emphasis on mobility and maneuvering for back shots, so I can't recall ever taking more than two assaults in a single lance in the entire time I've been playing. My preference is for one mech of each weight class, with my "heavy" lances typically dropping the Firestarter for a second assault mech and using the medium as the scout instead. Very rarely I might have my lightest mech be a heavy... but given the built-in equipment the Marauder has, there's absolutely no way I'm ever going to use an all-assault lance at this point.

Oh, and as others have mentioned... I mod all the speeds back to classic movement. So assaults and the Urbie are VERY slow. PAINFULLY slow.
 
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starscream

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In my play through I have many modded mechs My currant line up is 4 bullsharks how ever i have alot of lighter mechs in storage
In the prototype flashpoint I use either an Adder Prime and 3 Cougar Primes or a Shadowcat prime and 3 cougers

On the flashpoints wher the tonage is around 75 tons I use either a mixed Timberwolf Prime with Mad Dog Primes or summoner primes
 

Kharille

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I think I ran out of flashpoints. Thats the only time I need the light mechs. I think I'm day 1300 on that and still haven't seen any bullsharks, guess the next flashpoint I'm waiting for is 3rd bullshark mission in maybe 30 days. Was working on the 3rd playthrough where I hope to maintain relations with the Taurians but its harsh. 120 days into the game, my heaviest mech is a Dragon which I just bought and haven't used.

Maybe I'll revisit my 2nd playthrough. Fielding 7 gauss guns will make a change from seeing my medium mechs getting obliterated....
 

Sigil

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With Black Market access, you can put together some fabulous medium-weight chassis. I keep a pair of jump-capable GRF-2Ns around, armed with a Snub Nose+++, 2 x SRM-6+++ and 2 x SRM-2+++. These guys hit as hard as a heavy and specialize in coring 'Mechs from behind with their maneuverability. I run them on up to 4 skull missions. I believe there is also a Star League Phoenix Hawk chassis, although I'm still looking for it.
 

Kharille

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Really hoping to find some ecm for my assault mechs. Late game is a bit overpowered but all those gauss shots to the heads are damned satisfying.

Just picked up my first cyclops HQ. This looks interesting....
 

Panzer-Killer

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Really hoping to find some ecm for my assault mechs. Late game is a bit overpowered but all those gauss shots to the heads are damned satisfying.

Just picked up my first cyclops HQ. This looks interesting....

IMHO, if you truly want to go for headshotting enemy Mech yo'll be far better off fielding in your lance a pair of 3 x UAC/2 + 4 x ER M.Las' Marauder MAD-3R, or one MAD-3R as well as a 6 x ER M.Las + UAC/5, if you have them, though...
 

Kharille

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Heh, usually I field the Atlas lostech and 3 annihilators. But on occasion I use 4 annihliators. They have 7 gauss between them.

I remember making so many headshots with the Mad 3R I stopped using it. Wasn't cheating so I should've stuck with it. Still, 18% is good enough for me, especially when I'm fielding assault mechs. Just that sometimes I'm left with minimal salvage.
 

Fiona Marshe

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Makes me wonder if there should be a game option "Penalize payout for incorrect force allocation". ie: -20% per extra skull of force you bring to the fight.
 
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Panzer-Killer

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Makes me wonder if there should be a game option "Penalize payout for incorrect force allocation". ie: -20% per extra skull of force you bring to the fight.

That should not be so much necessary, IMO, as you are already able to see the estimated difficulty skull level and adjust your Lance Drop accordingly if you want so, right now - depending on whether you'd rather have a challenging mission, a fair one or an easy walk.
 

koz-ivan

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I'm currently carrying 6 mechs of 50 tons or less, almost exclusively for any 50 ton limit flashpoints that pop up.

That being said, having a real fast mech or two can really come in handy, a lesson the campaign drove home with some of the scripted missions.

I have on occasion sent out a Vulcan / Firestarter / Phoenix Hawk in missions like Base Defense where I want a little more speed than the 4/6 (at best) Heavy & Assault Mechs.
 

foamyesque

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I have a set of heavies I keep 'round for escort and convoy ambush missions, and a set of lights/mediums for the occasional tonnage-restricted missions.

But I do really enjoy dropping a set of Atlas-IIs on someone. It's nice to occasionally not need to bother with subtlety or precision, and instead just unload a giant pile of damage into people's faces.
 

Kharille

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Based on the excel on mech stats, seems I'd best stick to my annihilator and atlas lostech. Most tonnage availalbe for raw firepower in your face. Now that I'm out of flashpoints, seems I don't have a need to field lighter mechs.

Played with the Cyclops z recently. Nice to have, but I prefer to have more firepower....
 

_Firefly

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I tend to shy away from 5 skull missions just so I can make more use of my heavies and mediums. My preferred lance composition is 2 or 3 heavies of various roles (brawler, skirmisher, fire support) with 1 or 2 mediums acting as scouts and/or assassins. I prefer not to use assaults if I can avoid it.

Thanks to my unhealthy obsession with all things SLDF I now have an armoury full of Griffin 2Ns and Phoenix Hawk 1Bs. In the 200-tonne bracket I like to run two of each. With a 240 tonne drop limit in place I tend to use a Marauder 2R or Whammy 7A as a command 'mech and a mix of Griffins and Phoenix Hawks to fill the other slots. I'd love to have an SLDF Thunderbolt 5Sb for such scenarios.

As for non-SLDF 'mechs, there's always a place in my lance for a Grasshopper and a Firestarter. Both are incredibly versatile chassis, but I like to run 'em in lore-friendly setups (though my Firestarter is built to FS-9M specs and has no flamers on board. Sacrilege, I know.).
 

Doctor Machete

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I tend to shy away from 5 skull missions just so I can make more use of my heavies and mediums. My preferred lance composition is 2 or 3 heavies of various roles (brawler, skirmisher, fire support) with 1 or 2 mediums acting as scouts and/or assassins. I prefer not to use assaults if I can avoid it.
Why avoiding five skull missions?. Ignoring the Marauder, mechs like the lostech Warhammer and Black Knight are imo better than most assaults. And I consider the PHX1B as top tier.

My ranking, more or less would be:
- MARAUDER, both lostech and regular one
- ANNIHILATOR/BULL SHARK M3/PHOENIX HAWK 1B, unsure about how to rank them but all three of them imo better than those bellow.
- ATLAS-II, if it had the four CT hardpoints in the torsos/arms then I'd put it just bellow the Marauder
- WARHAMMER 7A (lostech)
- BLACK KNIGHT B (lostech)
.
.
.
 
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