Ok, this little guy is made to harass the flanks of the enemy and draw some fire from the main advance. Get about 500-600m from the bad guys and start shooting your ERLL. Your target priorities should be LRM boats first. Those guys will spin around and lock you quickly but you should be near cover so they won't hit you. I've had games where I've pulled over 100 LRMs only to have them hit uselessly on the side of the mountain. This gives your Assaults time to get into close range with the other team. After the ERLL, MLAS, JJ and engine are on you'll have 3.5 tons left over. I went with DHS to give me a better heat efficiency. You could add AMS or more JJ to suit your tastes. You aren't the super sext 8 SPLAS FS9-A so you won't be getting top damage every game but I find my win ratio when using this build to its potential to be pretty good.
Hm, that's about right for the role. ERLL for poking long-distance, MLasers for engaging up close when you have to. Nothing wrong with that at all.
Thread title has been edited to fit site rules. as for the mech, it's a second line mech. Don't engage light mechs, stick to heavy mechs and support them, by shooting at what they are shooting.
4/5, I like this build. Very multi role build. My only question is, sitting here at work, does the ERLL sit higher on the side torso or in the center? Or did you go for the side torso for the advantage of peaking around corners?
They're almost exactly the same. I honestly couldn't say which is higher without going in-game and actually TRYING to shoot over ridges with either one.
Checking out this thread because this version is included in the bundle and I have not heard much about it compared to pre/post quirk FSs (could be wrong). I will add my 2cents on ERLLs from my really good results with the 3erll SH-K and also recent use of the erll Raven/Spiders. In PUG matches good sniping (also low count lrms) can really herd the enemy and reduce damage taken by friendlies. ONE HUGE CAVEAT, especially with only 1 long range weapon, your damage can be low and this is not an excuse to sit in safety and poke at the easiest target. I really like the feeling of watching players either disengage from combat completely or try to focus on the one person who they can do the lowest damage on. This can be very game changing in pugs when used properly, but group que it is a knife to a gun fight (not a dual guass/ppc). I am interested in this build because I may end up with this variant, and also piloting short range lights in PUGs is pure hell when 1/2 the team kamikazes into certain death in every corner of the map (with out living long enough to know who killed them) and the other half uses 1/3 of their weapons to try and snipe/lrm from the back. I have been looking for an IS light that has some good up close damage/tanking ability with other lights, but can actually do some good before our team is down by 3-4. I do not foresee this being the META FS, but for not going crazy while figuring out how best to maneuver and engage the enemy this does look like a good build with other options. I really like the extra slots for Derp and Zoom/Seismic/etc on any mech. If I get this version I will start with this build and then post a rating with commentary on how I came to that decision. thnx