"20-FLE Skiddoo" (5xSL, ECM/SA, MASC, TC-1 XL-170)

Thread in 'FLE-20' started by tunafist88, May 8, 2020.

  1. tunafist88

    tunafist88 New Member

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    I have chosen to fill hard points with weapons and tech in my workhorse flea. The cost of 1 ton of standard structure vs endo allows much more room for activities! Cool small laser build nearly lives in stealth vs ersl. MASC to juke and pew light mech legs for a quick 1v1 or get to where the flea stars- pushing in backplates. Adding a TC-1 grants a faster paper doll to plot targets, amplifies the flea-20 range quirk, and grants those sweet sweet crit chances.
    <a href="">FLE-20</a>
     
    Last edited: May 8, 2020
  2. CarloArmato

    CarloArmato Professional Potato Carrier

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    You can do even better: you can fit a LE170 to free 2 slots, fit Endo steel and keep everything at the cost of head armor and a bit of arms armor


    Or you can drop TC1 (the ~4.5% range bonus is laughable on a 200 meter optimal range build with skills) and go full armor
     
  3. tunafist88

    tunafist88 New Member

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    @CarloArmato i tried that, but XL-> Light Engine costs +1.5t/ STD-> Endo saves 1t, requiring 0.5t further shaving from 128/138 to 112/138pts.
     
  4. CarloArmato

    CarloArmato Professional Potato Carrier

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    Which is why I've included a version with no TC1. A TC1 (assuming if provides a 5% range boost instead of the 4.5% or 3.5% bonus) provides a +7 meters optimal range bonus at best (or 10 meters optimal range if you fit ERSL) which is very negligible.

    If I have to choose between surviving with a side torso loss and any dual gauss HS but loose a bit of range or keep TC1 for a slight increase in range which won't help in most situations anyway, I'll choose the first. I agree it is very odd to find such a light mech with a LE instead of a XL engine, but with so much tonnage to spare and the need to make this build work with stealth armor to ensure the maximum pain-in-the-ass game style, I think it's better suited for this role.
     
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