Ok, so you know the assaults who wants to get into brawling range? They often feel abandoned by the world, no friends sticking by them? This build is meant to be their new BFF. ECM and suppressive LRM ability, this mech should stick like glue to the assaults and provide support. Artemis and TAG means you work best with LOS, just like most assaults. Optimal ranges are 400 or less, if you get within 180 you still have 5 medium lasers to help chase lights away. The XL325 is both your weakness and strength, allowing you to shift to the flanks quickly. First missile build, woohoo!
wow, its a Catapult's Big Bro, who can't jump.. I like. I'd run it like this, when i'll get this Mech:
BAP don't work until ECM is dead though. Rather get more leg armor and maybe some bigger engine/ammo.
The BAP is usually a LRM necessity but I chose not to use it, can certainly see why Blagg wanted it. Alpine and the other long range maps are sweet with long lockon ability. Overall I really like this build, was worried it would not perform but it certainly can. Did a cpl of sweet rounds yesterday, might have screenshots for upload tonight.
BFF right? Friendship is Magic... Spoiler: ponies On topic notes, thing I don't want to do both ECM+BAP is that BAP would not function when you have ECM, so while normally I would say ECM is a must I would skip it on ECM build.
I try to load BAP on LRM Mechs, whenever i can. It's rather to get the 25% increased sensor range and 25% decreased target info aqc time, which is often very necessary. Never heard about BAP totally inactive when ECM is loaded. Is this new from a Patch?
Always find the effects being slower with ECM, hence I avoid LRM on a ECM mech. Maybe I should test it? Then again I rarely ever use LRM w/o BAP/cAP. Checked, apparently only the counter ECM feature of a BAP/cAP is disabled. So yeah one should ABSOLUTELY PUT BAP/cAP with ECM + LRM. http://mwo.gamepedia.com/Beagle_Active_Probe
Target info gathering =/= lock on time. If you treat lrms as a midrange (i.e. 250-500m range), oryou have a spotter, the extra sensory range doesn't help much. I would ignore BAP and get more ammo.
5/5, 10/10 would use it again. Especially in the game when I had just 8 FPS average, yet I've won 1 vs 1 in this build. 12:11 GG.
5/5, Cracking build the LE variant here is the Import thingy A;683041|i^|Vg|i^|=@|Y?p`0|i^|C@|Z<2q`0|i^|^<2|C@r\0|Y?|Y?s\0|Y?|Y?t\0|^O|^Ou\0|^O|^Ov@0|mOwD0<0<0
5/5, I skip the BAP as I found that I needed more Ammo. Though I have tried taking it back down since the Ammo increases. The legs look lighter than they are as I run max Armor skills, which bring the legs up to 40 ea.
5xERML version full DHS boat: you can alpha strike trice and you have enough ammo for 32 LRM strike pre-skills _ 6xERML variant: you can alpha strike twice, but there is no tag. Better suited for those who prefer an additional laser over the facetank / stare contest of a tag. _