Casual BAS-RA "Lumberjack" (2xATM12 2xERPPC ECM) +Alt (LTAG, Set)

Thread in 'Rancor' started by Excalibaard, Jun 3, 2018.

  1. Excalibaard

    Excalibaard 101 010 Staff Member

    5,051
    1,107
    269


    Carrying a hefty 13t of weapons on each shoulder, this build can do some work (on your enemies).
    2xERPPC give you both a long range and short range answer to people who avoid your ATM carnage. High mounts on every weapon and slot perfect fills. I added Lower Arm actuators to make locking with ATMs easier. Another nice interaction of ERPPC and ATMs is that the PPCs cancel ECM on enemy mechs, making them easier to target.

    Alternate version removes the lower arm actuators to equip more ammo, a TAG and less armor:



    If the TAG is not worth it without arm actuators in your opinion, of course you can also equip even MORE ammo:

     
  2. Excalibaard

    Excalibaard 101 010 Staff Member

    5,051
    1,107
    269


    Here's a set-of-8 version that lacks the ECM, but has an extra DHS. Has missile cooldowns and C-Bill bonus, but not sure if it's worth losing ECM over.
     
    Last edited: Jun 3, 2018
  3. Excalibaard

    Excalibaard 101 010 Staff Member

    5,051
    1,107
    269


    another alternative version with an LTAG accompanied by lower arm actuators and even more ammo. not sure why I didn't include this variant before.

    Another one with MORE lower arm actuators (even more lateral movement), and more armor because it lacks slots for the 7th ton of ammo.

     
  4. MayTag

    MayTag Junior Member

    29
    8
    10
    As far as I have seen the Rancor can't mount ECM, or am I missing something?
     
  5. Take the B chassis and then use the Rancor Omnipods.
     
  6. MayTag

    MayTag Junior Member

    29
    8
    10
    Does this give the 30% c-bill bonus?
     
  7. Eugee

    Eugee Active Member

    50
    9
    15
    That is false. As long as you have the Rancor CT, you get the c-bill bonus.
     
    Excalibaard, Lorgot and Shock like this.
  8. Excalibaard

    Excalibaard 101 010 Staff Member

    5,051
    1,107
    269
    @MayTag Sorry for the late reply!

    The second post in this thread is a build when you want to build this on the Rancor CT. The one with ECM uses the Rancor pods on the -B base variant, (which would NOT get the CB bonus), while using the Rancor as a base variant WILL give you a CB bonus.
     
  9. Eugee

    Eugee Active Member

    50
    9
    15
    I picked up the Rancor on sale after pre-ordering MW5, and I tinkered with quite a few fits before settling on one that I liked. I tried running a prime 2xGauss, 6xERML first, and besides the fact that I'm really not good with gauss at all, and it was frustrating having to get the arms clear for a good burn. I tried a full rancor build, with 2PPCs, 2LRM20A, and 4ERMLs. This was decent, at least for my playstyle, and I found myself using most the PPCs & LRMs, then switching to PPC+ERML when forced into close quarters.

    Then I saw a video of someone doing 2ATM12 and 6MPLs, on a full rancor setup. It was good, and he did a stupid amount of damage, but honestly no one really ever shot at him so the fact that he would have been face-tanking bothered me. Plus, it was running reeeally hot. Since 6MPL is the same weight as 2ERPPCs it seems like a perfect match! I dumped the ERMLs and upgraded the LRM20s to ATM12s, and had 2 tons left. I wasn't finding ammo to be a big deal in quick play, so I slapped on 4ERSLs. I also opted for cLAP instead of cTAG, for a general improvement in targeting even without LOS.

    It's been amazing. Most damage comes from the PPCs and ATMs of course, especially in that 120-240 sweet spot--but the ERSLs are really nice for a 20pt poke to finish off someone! If only I'd seen this build BEFORE going through all this testing!

     
    Excalibaard likes this.
  10. Lorgot

    Lorgot Advanced Member

    403
    72
    33
    Looks pretty toasty anyway, should just go with 2dhs instead of 4 ersl
    Also take some armor off the legs and take a full probe
     
  11. Eugee

    Eugee Active Member

    50
    9
    15
    Just the cERPPC+cATM12 is 49% efficient, the cERPPC+cERSL is 51%, and cATM12+cERSL is 68% (this is a rare combo, usually only on lights). It's quite manageable, really. I tried with just 2 more HS, and I missed having arm weaponry for CQC; I tried another 1.5t of ammo and full probe, but I don't run out of ammo in quick play typically.

    As far as the cLAP I'm really not settled on that one yet. I've run 4.5t of ammo with a full probe, as well as with a TC1. The main reason I use it is for faster targeting range. cAP gives 25% range and target speed (150 counter range), cLAP gives 15% (90 counter range), while TC1 gives 2.3% range and 22.5% target boost, plus zoom/velocity/crit boosts, which arguably is more of what I'm looking for.
     
  12. Lorgot

    Lorgot Advanced Member

    403
    72
    33
    What’s the point of using something that isn’t going to work all the time, in other words, if it’s not doing content damage or any other constant benefit to you and/or your team then your wasting tonnage
    Also range is only for lazors and velocity and crit only for erppc
     
  13. Eugee

    Eugee Active Member

    50
    9
    15
    The point is that I'm not overheating *without* the 2 DHS you recommend. The 4 cERSLs are more useful than two more heat sinks would be. I fire the PPC+ATM combo till I get too hot, then I use ATM+ERSL if I want to keep the pressure on, and if I'm engaged inside ATM range then I rely on PPC+ERSL. All three groups get used. If I manage my position well, the ERSLs will see the least use--that's not a waste, it just means I didn't need them.

    If a light mech gets up on top of me, the ERSLs are probably my only real chance of defending myself, because the BAS isn't exactly nimble enough to put torso weapons on target. Sometimes, especially in city fights, my target isn't visible long enough to connect with the ATMs--again I'm throwing the PPC+ERSL combo then. By you're logic, putting holdout lasers on an LRM boat is a complete waste, while I would contend losing your LRM boat to a light mech you can't do anything to is pretty wasteful.

    I'm also aware of what a TC modifies; I can read tool-tips like anyone else.
     
  14. Lorgot

    Lorgot Advanced Member

    403
    72
    33
    The ersl have a relatively long duration, so against fast, nimble targets it won’t do much.
    Just back yourself into a corner and torso twist to spread damage and find the target, and then blast him with erppc. Either he will run away, then you finish him of with atm, or he’ll keep hugging, then you keep twisting and trying to keep your eyes on him till your erppc is ready again. You’ll win the fight 99% of the time as long as it’s a 1v1.

    You prove my point, saying when you get too hot, the 2 DHS would make a difference in that.
    Also if your having problems staying on target, then lasers would be your worst enemy.

    Literally the definition of waste: use or expend carelessly, extravagantly, *or to no purpose*.

    No, absolutely not, but the erppc takes care of the role of lasers. I’d agree that especially on atm or IS lrm boats need something that does close range damage.
    Just clarifying as your description was a bit unclear of what the bonuses affect. And if you know then your kind of wasting the tonnage as the crit chance does go to your most crit-possible weapons, the missiles, making the tc1 benefits not very impressive for a ton that could go to armor or the such.
     
  15. Excalibaard

    Excalibaard 101 010 Staff Member

    5,051
    1,107
    269
    Advantages / Disadvantages of backup lasers are numerous and basically boils down to personal preference most of the time. If you're not using the heat, extra lasers are fine. If you get hot from the ERPPC+ATMs alone, DHS are better. Depends on personal playstyle whether you get hot or not.

    In my experience, ERPPCs take a lot more heat than the graph shows because they generate their heat instantly, as opposed to lasers. If I get high heat (60%+), I rely on just the ATMs for my damage (hence I also take extra ammo, which takes up the weight that lasers could use).

    I usually don't take lasers as a light deterrent, better to put the fire of my big guns on a better target. I do like to take them sometimes as extra close range options though for bigger alphas. The fact that you can use your lasers to scare away lights in some cases is an added bonus.
     
    Last edited: Apr 6, 2019
    Dagonus likes this.
top-fast
top-fast
top-fast
top-fast