VGL -3 "Oppressive Fire" (3xcLRM20(A), cTAG, cER(u)L, 2xJJ, XL 295)

Thread in 'VGL-3' started by Mysticunicycle, Mar 14, 2021.

  1. Mysticunicycle

    Mysticunicycle New Member

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    The build is pretty straightforward, but I haven't seen it played in my games or online. A very popular lurm build is the lrm60 Stalker. Here we have the same firepower in a mech that's 30 tons lighter, with JJ and 91 kph mobility with some skills. What's not to love?

    Try to play at about the 350-500m range, in the second line. Keep your tag on the target and unleash heck. JJ poptart ability for maintaining tag while your payload is delivered. There is enough ammo here to easily do 1200+ damage in an AMS light game with good lock discipline.

    I generally just eat the ghost heat and shoot one big splat to reduce AMS damage, but you can chain fire them successfully as well.

    I have the mech skilled 50 firepower, 16 surv (armor side), 14 mobility (3 speed tweak), and 11 sensors for locks and radar dep. Feel free to adjust as you like. I've had many 1100 damage + games where I rode the 75%+ heat line and never stopped shooting until I ran out of ammo, but operations could potentially be useful for hot maps and alphas.

    "What's that single micro laser for? That won't stop any fleas!" The VGL3 has two energy hardpoints in the right torso - one at the belt and one on the shoulder. If you only put one energy weapon into the mech (tag), it defaults to the lowest mount. The micro laser ensures your tag is on the high point. Just be sure to put the micro laser into the mech first, followed by the tag.
     
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  2. Excalibaard

    Excalibaard 101 010 Staff Member

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    It's disgusting how light clan lurms are, but the build is excellent. The advise to stay at 350-500m is definitely useful for players who are not experienced in effective lurming.

    I run 4LRM15 in a revenant with 2ERML and LTAG, which does really well already, and this has strictly better mobility and i imagine performance as well.

    You could try swapping it out for triple ATM12/9s too, ATM12 deals 24-36 damage at your suggested ranges, though i've definitely seen that build before so it's less 'special' ;p
     
    Mysticunicycle likes this.
  3. Mysticunicycle

    Mysticunicycle New Member

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    The ATM build is well known/meta, and is definitely a "better" build, but LRMs are a more general purpose weapon than ATMs are. I can take this thing into quickplay and basically guarantee 800+ damage every game that my team doesn't int on. Aggressive and active LRM play is a little underrated when you can mount this many on a speedy and decently tanky chasis!
     
  4. Mysticunicycle

    Mysticunicycle New Member

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    I've dropped the 1/2 ton ammo for an armored right arm to block with. I think I like this more, but it's minor. Tweak values for armor and ammo as you see fit.
     

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