Build Challenge- LRM Gargoyle.

Thread in 'Gargoyle' started by The Verge, Jan 11, 2015.

What do you think of this challenge? choose one

  1. This is great fun!

    80.0%
  2. I am really indecisive!

    0 vote(s)
    0.0%
  3. I need this changed faster than a PGI quirk!

    20.0%
  1. Soy

    Soy Min-Max Maniac

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    [​IMG]
     
  2. Soy

    Soy Min-Max Maniac

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    Tuned it up a lil bit for yall

     
  3. Bolththrower

    Bolththrower Star Lord

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    11/10 would play. It win all mechs!
     
  4. Vylon1234

    Vylon1234 New Member

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    Is this challenge still going? Cause if so, This LRM Main would like to give it a try. >:3
     
  5. Vylon1234

    Vylon1234 New Member

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    [​IMG]

    I Actually have this build and I noticed an issue with Smurfy so I will get that out of the way, Smurfy doesn't account for the armor bonus in the Left Arm (GAR-Prime Left). if the armor was there, you would basically subtract the difference from that arm to aquire the extra tonnage.

    Aside from this, I found this build to be very interesting in performance. Packing 2x std LRM 20s and 12 ERuL, this build boasts a cool loadout with great potential for aggressive play. Us the LRMs at distance for either closing or for long range engagements. The LRMs are effective up until you get too close (this may vary from person to person, I prefer to stop shooting cLRMs at 140meters). Suprisingly, depending on your discipline, ERuLs work nicely when in combo with LRMs in a brawling scenario. Use the LRM arm and shoulder for shielding when brawling. The ERuLs are fired in groups of 6 (group 1 - Body Lasers, group 2 - Arm Lasers). Alpha Striking is safe in this mech but best results can be reached with firing groups are alternating (low heat draw from lasers allow for more aggressive movements). For best effect, focus legs and/or open components and never push alone.
     
    Last edited: Jun 19, 2019


  6. Allows putting all the lasers in one group while avoiding 15.64 ghost heat.
    The two ERSL are in the arms might just be enough to pop a UAV that is outside of ERuL range.

    If you are having a hard time keeping getting/keeping locks. Consider upgrading to Artemis. It looks like it makes the lock box bigger. Maybe back closer to the size of the original four cornered red square.
     
    Vylon1234 likes this.
  7. Lorgot

    Lorgot Advanced Member

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  8. Vylon1234

    Vylon1234 New Member

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    Needs an active probe... I like it but it seems really, really hot!
     
  9. krevLL

    krevLL Insane Fire Troll

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    Aight then, let's do this.



    [​IMG]

    Third match was the charm in this build.

    [​IMG]
     
    Last edited: Jun 20, 2019
  10. Vylon1234

    Vylon1234 New Member

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    I played both builds and I feel that either build or a mix of the two actually have viability, as in potential to be meta. Here is a hybrid of the two, Keeping your ERul/ERSL and maintaining sensory and making out the armor in the Left arm, making it good for shielding when needed. Skill Tree will boost ammo capacity and armor. This build looks solid and feels really good. Only 2 weapon groups needed. Artemis is not needed because of the distance you will want to operate at, there is no reason you should struggle with locks (personal experience and opinion).

    I really think you all should try this build. It brawls, it flanks, it LRMs, it pushes, it intercepts. Its cold, hits like a freight train and great for removing Limbs and legs, not to mention the recycle rate on those lasers. Its a nice Hybrid of brawl and Support. It has my LRM Boater's seal of approval!!!
     
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