AS7-D-DC "Hole Puncher" (2x PPC, 2x LBX10, 3x SSRM2, ECM, STD300)

Thread in 'AS7-D-DC' started by Wu Jen, Sep 26, 2013.

  1. Wu Jen

    Wu Jen New Member

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    Fun build, PPC's are for hitting long range targets/Fire Support. The Double LBX's are for smashing through already cored opponets. The Double LBX's and the 3 SSRM2's are for getting pesky Lights off your back. Back up next to a cliff (or other verticle) and put your back to it and keep lock on the light trying to get to your backside. Remember with ECM you can swtich to Counter and get your lock even against an enemy Spider, Cicada or Raven, unless you get swamped with ECM, but you should be fighting with your group and not going alone anyhow. :)

    The reason I went with PPC over ERPPC is heat, 13 doubles allow you to snap off several shots with PPCs and once your in range let your LBX's take over.
     
    Last edited by a moderator: Oct 8, 2014
  2. Blagg Zear

    Blagg Zear Star Lord

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    Double PPC @ 13 DHS? outch.. but i really like the concept! Have you also tried with (cooler) Double LLas + larger Engine instead?
     
  3. Sassafras

    Sassafras MechSpecs Addict

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    I like the concept as well, though I'd go with something like this.



    Not much of a speed bump, but the BAP would let you target those pesky lights a bit easier without having to turn off your ECM. While you do lose the pinpoint damage of the PPCs, you do gain a fair bit of range.
     
    Last edited by a moderator: Oct 8, 2014
  4. Wu Jen

    Wu Jen New Member

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    After Playing around a bit I did wind up dropping the PPC's for LLas. I also swapped out the Streaks for SRM6s. This is what I've been playing with now. The LLas don't bother me on heat but popping off the SRM6s in a constant volley do. On Caustic they will put you in the 40% range in the caldera.

    Personal preference I group my weapons on the following:
    1. Left Large Laser
    2. Right Large Laser
    3. 2xLB-10X's
    4. Both 2xLB-10X's and 3xSRM6's.

    1 or 2 are used to take shots and manage heat. 3 is for critted opponent's and for some close BAM in your face action. 4 is for close in combat and for those surprise moments when a mech runs up to you or pushes around a corner.

    Here is "Hole Puncher Ver 2.0"

     
    Last edited by a moderator: Oct 8, 2014
  5. Blagg Zear

    Blagg Zear Star Lord

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    Your Version2 still has 2tons of Streak.Ammo in the Leg, can be used to up the Armor!!

    12 DHS are definitely too few. On hot maps you can't withstand other cooler Assaults or even Heavies.
     
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