Invasion Purifier "Umbrella" (7xcERSL, 3xcLAMS, cECM, TC1, 2xJJ)
2/5,

1 rating

Thread in 'Purifier Builds' started by Falconium, Apr 3, 2018.

  1. Falconium

    Falconium Administrator Staff Member

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    I don't actually own the Purifier, but I noticed this build hadn't been posted yet, and with the current state of the game vis-a-vis LRMs and ATMs, I thought it could use some attention. Between the ECM and the triple-AMS, your team will be more than happy to bestow on you the title of MVP, no matter how much damage you do. Of course, this thing brings decent damage to the table as well.



    The Kitfox is obviously rather infamous for its triple-AMS option, and this build brings it, along with ECM, a targeting computer, JJS, and enough firepower to still be useful in a close engagement. It's worth noting that I've equipped this build with Laser-AMS, as I had in mind that it would be best served in Faction Play matches, where ammo limitations can be annoying. That said, if you're using this in quick-play, or even in Faction Play, whenever you begin to actually engage with your weapons, you'll want to turn your AMS off, your heat will be through the roof.
    Otherwise, you can switch the LAMS for standard AMS, and be ammo-reliant.


    It's also worth noting that for the sake of avoiding heat-penalties, you can replace one of the ERSLs in this build with a Light-TAG.


    And of course, if you don't care for the JJs, you can swap that leg out and get an extra DHS. But I think those JJs will come in handy in multiple ways, on multiple maps, so they're worth the heat trade-off.
     
    Last edited: Apr 3, 2018
  2. Excalibaard

    Excalibaard 101 010 Staff Member

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    3LAMS is the cook's recommendation for achieving temperatures of the sun while deliciously grilling your own mech in under 3 seconds!
     
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  3. Falconium

    Falconium Administrator Staff Member

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    I've actually never tried them! So I have no experience with how hot they can get, though I imagine it could get pretty extreme if missile streams are constant.
     
  4. CarloArmato

    CarloArmato Professional Potato Carrier

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  5. Falconium

    Falconium Administrator Staff Member

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    Updated OP to include a standard AMS version. I do think, for the purposes of Faction Play, (which is what I had in mind for this build) the LAMS may still be worth it, you just need to be aware of your heat, and remember to turn them off when necessary to avoid overheating, or when you're looking to fight. The idea is that, if the enemy sits at range and lobs LRMs at your fatties, you can selectively cut down whatever missiles will be a problem, and otherwise shut off the AMS when the missiles won't hit anyway.

    In any case, by switching to standard AMS, and by removing the TC1, you're able to carry 2.5 tons of ammo. It's not alot, but it's definitely enough for the average Quick Play match.
     
  6. Shock

    Shock Patron of the Underdog Staff Member

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    It might be worth it to try a mix. Use 1 laser and 2 standard AMS (or vice versa). But even 1 LAMS is going to have you riding the heat scale on a laser based build. Another thing to consider is that during most FW matches, you're doing IS vs Clan and IS isn't likely to bring much in the way of LRMs so endless AMS has lower value for a clan mech.

    Notice B33f here overheating with triple LAMS on Alpine peaks without firing a shot.

     
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  7. Excalibaard

    Excalibaard 101 010 Staff Member

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    Discouraged. At least for the intended Invasion gameplay. Invasion brings very few lurms, if they do you'll cook yourself with equipping 3 LAMS. The 7 smalls have ghost heat, using 6 instead and putting the tonnage somewhere else would be my preferred approach (better yet: sneak in 4-6 ERML, at least in the high mounts). There are much better ways to run an escort mech with 3AMS. If this has to be done with more than 6 lasers, best use a Nova.
     
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