Casual HSN-8E "Hel(p) spawn" (2xLRM15, TAG, ECM, XL280) + alt (LRM15+A)

Thread in 'HSN-8E' started by CarloArmato, May 23, 2021.

  1. CarloArmato

    CarloArmato Professional Potato Carrier

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    Sooo... I was looking for a medium mech with decent speed, ECM protection and at least 1 energy hardpoint (preferably in a torso, so I can safely strip both arms) so it could be used as a LRM skirmisher / annoying flanker. And this is the result.



    Important quirks:
    • 10% range (global)
    • 10% LRM velocity

    Plenty of ammo, can permarfire those LRMs, decent speed (any lights and fast medium will still be able to catch you), decent amor (I hope you won't be shot in the legs)...

    You job, in the end, is to unload your missiles on the enemies back/flank and move for cover / change position as soon as someone has some weapons in its optimal range and is able to trade with you. If a brawler sees you, be sure to keep on hammering on him for maximum annoyance and to scramble the enemy communications ("keep that LRM away from me! Come on! Why that freaking hellspwan is still alive! ARGH!", yes it happened once).

    Also, play like it like a giant, massive... Pussy. If anyone is able to dish out damage on you, you won't survive, so as soon as someone is shooting you back, poke from another angle. If a brawler wants to brawl with you, change position and keep on hammering on him. If he tries to cut you out, move away and try to rejoin your team, trying to waste his time and hopefully some armor. Your main job is to annoy the enemy and spot any flanker thanks to your tag, not getting kills.

    If any fast light has seen you, regroup with your team (don't take chances, you will die at the first piranha). You canl also try to support your light maphia lance by attracting they heavies / assaults attention, while the lights perform a sneaky maneuver... It's your call, depending on enemy pinpoint and range weaponry.

    Skill wise, I'm not an LRM expert, but in my fantasy world where LRM can actually do sh*t humble opinion I would max or almost max the following:
    • range (especially TAG will benefit from this, so you actually TAG anything above 800 meters)
    • cooldown (you are extremely cool, you will never overheat)
    • velocity (not maxed because you would have to waste nodes on heat gen)
    • ammo and missiles spread
    • speed tweak (very important so you are not easily caught by any fast heavy and you can reposition faster)
    • target decay (so any non-maxed-radar-depravation build will be annoyed by your missiles)
    • ECM (ideally you won't need it because you always want to engage above those 500-600 meters, but good luck avoiding being spotted in maps like Solaris city)
    • UAV ("OMG LIGHT MAFIA ON ME PLS HELP" button)
    • Air strike (so you can actually trade once or twice against any peek-a-boo sniper, or to punish any idling brawler)
    There is a small mistake: there is a useless radar deprivation node on the left, so drop it in favor of the air strike / artillery strike node. [​IMG]
     
    Last edited: May 24, 2021
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