ADR-D "Death Adder" (2xcSSRM6, 2xcSSRM4, 1xcFLAMER)
5/5,

1 rating

Thread in 'Adder Omni Builds' started by Proximo, Jun 17, 2014.

  1. Proximo

    Proximo Active Member

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    20 Streaks Alpha on a Light Mech? TADAAAAA! Including Clan Active Probe to get rid of IS ECM Ravens, Spiders etc.

     
    Last edited by a moderator: Oct 3, 2014
  2. BindMind

    BindMind Advanced Member

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    Light pilots beware.
     
  3. Proximo

    Proximo Active Member

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    Indeed. This is my "Guardian Build". Lights will be easily scared away when guarding my Fatties with this :D
     
  4. Aware

    Aware Active Member

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    I made something similar only regular C-SRM6's rather than Streaks.
     
  5. Proximo

    Proximo Active Member

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    Also a good option but i wanted to ensure that 99.9% of my missiles hit the target :D
     
  6. LT Satisfactory

    LT Satisfactory Benefactor

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    Love the thought of the fatty light protecting the fatty assaults with streaks, but it's just soooo boring waiting for that 7 seconds to come to refire.
     
  7. Proximo

    Proximo Active Member

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    sure its boring... but Clanners rely much more on team play than IS imho
     
  8. AH Khagas

    AH Khagas New Member

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    Personally I think that the Stormcrow pulls SSRMs off better for a light hunter and runs at the same speed, plus its heavier allowing it to carry other useful tools, more weapons, etc. I'd bet hit and run straight up SRMs are where its at for this little guy and it could be a nightmare. :phear:
     
  9. Proximo

    Proximo Active Member

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    Well, it wasn't actually built to "hunt" them. only to shoo them :D
     
  10. Blagg Zear

    Blagg Zear Star Lord

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    This is a very interesting Build. I have two questions:

    1. Any Heat Problems for longer "Hunts" ? It's only 10 Heatsinks (default). Afaik SSRM6 and '4 will be calculated to the same Heat Group, so would make some extra GHost Heat. Correct me if i'm wrong. I run Penta SSRM2 on the Shadowhawk, that`s only 10.90 total Heat by Alphafire. I run 12+ Heatsinks but the Heat can be felt, ok the Recycle Time is much faster. Can it be you fire the Streaklaunchers in two different Weapon Groups to manage the Heat? Or is it cool enough for nonstop fire due to the long recycle time.
    2. 500 Ammo sounds a lot. Is it practically enough for most battles? 500 sounds not much from the max. possible Damageoutput, but on the other hand the high Recycle Time of the SSRM6s makes me doubt, that it`s possible to shoot away that much Missiles till the end of the match. Tell me your experience.

    I thought, maybe to synchronize Recycle Time plus having it shorter, it`s an idea to go Quad SSRM4 with more Ammo for the extra long matches:

     
    Last edited by a moderator: Oct 3, 2014
  11. Proximo

    Proximo Active Member

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    1. I have them in 3 groups (1=Left Launchers, 2=Right Launchers, 3= Chainfire). Under normal circumstances the heat (and ghost heat generated) is no big deal due to the ginormous cooldown.

    2. 500 Ammo makes 25 Alpha Strikes which is obviously not that much. It depends heavily on your role. I find myself often guarding my fatties in the back. Therefore i chose this setup.

    The current Light Clan 'Mechs we have clearly lack of speed compared to the IS ones. 106 Kph Harasser? Enemies would end up laughing.

    As a Clan Light Pilot you are supposed to support, because therein lies your strength.
     
  12. Mad Squig

    Mad Squig New Member

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    I field something similar. I dropped the 2 x StSRM-4's for 1 x StSRM-6 and a ER Med Laser. I like the energy Weapon to fall back on (apart from the fixed flamer which is utterly pointless). Heat is not much of a problem since the cycle time on the StSRM-6 is so long.
     
    Last edited by a moderator: Oct 3, 2014
  13. Virlutris

    Virlutris Junior Member

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    5/5,
    I've found the OP build to be very effective. It's now my favorite Adder build.

    Alpha Heat: rarely a problem unless I've been alpha-ing repeatedly in the bowl on Terra Therma or if I've been running the flamer. Otherwise, the long cycle time or the need to switch targets or reposition tends to give me enough time to cooldown.

    Ammo: 5 tons (500 rounds) may only be 25 alphas, but IMO 1) the burst damage is part of the point of hitting anything with the streaks, and 2) they long cycle time means that you're not firing as often as one might think. Can't say how the ammo is using cooldown modules.

    Ammo consumption for this (without cooldown) feels about like packing 4 tons of IS AC20 ammo: If I use it all and my team doesn't win, mistakes were made somewhere. At that point, it's not my build, it's tactical/strategic stuff like picking smart shots, firing single launcher's (or not at all!) when the shot's not quite as likely to land, sticking with the bigs to concentrate fire, positioning to meet the light rush when it comes in, etc.

    Priorities: Lights, especially ECM-builds. This build's a rat snake. Catch some dinner when they get greedy and try to sneak into the kitchen to chew on your bigs.

    Edit: words about modules, tactics
     
    Last edited: Feb 2, 2015
    Proximo likes this.
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