Author Topic: Best melee mechs  (Read 14832 times)

garhkal

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Re: Best melee mechs
« Reply #60 on: 13 March 2018, 14:14:37 »
Turning off heat sinks though, comes into play on following rounds, not in THAT round.
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Kit deSummersville

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Re: Best melee mechs
« Reply #61 on: 13 March 2018, 14:38:56 »
I prefer it that way, making TSM players have to weight the risks of using it and getting hit with infernos, flamers and plasma rifles.
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grimlock1

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Re: Best melee mechs
« Reply #62 on: 14 March 2018, 01:59:02 »
I prefer it that way, making TSM players have to weight the risks of using it and getting hit with infernos, flamers and plasma rifles.

I agree with you on that one. 

And after playing with a Quasimodo this weekend, I learned something.  I'm never going to bring TSM to the table unless I've sat down and made a chart that tells me exactly which weapons to fire to either hit or maintain the magic 9.
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Re: Best melee mechs
« Reply #63 on: 14 March 2018, 08:14:01 »
The 9 heat sweet spot is only needed if you need the speed boost. If you're already fast enough or already in close, you've got plenty more leeway.
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RoundTop

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Re: Best melee mechs
« Reply #64 on: 14 March 2018, 10:47:02 »
This is why the No-Dachi is the perfect mech for TSM, in almost any configuration.

1K - ERPPC (15), Medium laser (3), 2xMRM20 (6), SRM2 (2), SRM4 (3)
Heat dissipation: 20
To attain heat: Fire PPC+2xMRM20+run  = 15+12+2 = 9 over.
Once you are at heat: PPC + SRM2 + Medium laser or SRM4 + run. Want to walk? PPC + MLAS+SRM4 (or PPC+MRM20)

2K - ERLL (12), 2xMRM10 (4), 5xMPLAS (4), SLAS (1)
Heat dissipation: 22
To attain heat: ERLL  + 2xMRM10 + 2xMPLAS + SLAS + run = 12 + 8 + 8 + 1 + 2 = 9 over
To maintain, lots of combos here: 5MPLAS+run, ERLL+2mplas+run, 2MRM10+3mplas+run.  And any Run you can substitute walk + SLAS.

2KO - LPL (10), 6xMPLAS (4), SLAS (1), SPLAS (2), Flamer (3), 2xERML (5) rear
Heat dissipation: 28
To attain heat: LPL + 2 ERML + 3MPLAS + Flamer + run = 10 + 10 + 12 + 3 + 2 = 9 over
Maintain: LPL+4MPLAS = 10 + 16 + run.  Or go short range all pulse: 6mplas + SPLAS + run (or switch for walk+SLAS).
No-Dachi has a counter-argument. Nothing further? Ok.
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MoneyLovinOgre4Hire

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Re: Best melee mechs
« Reply #65 on: 14 March 2018, 13:03:57 »
What about the 3S?
Warning: this post may contain sarcasm.

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RoundTop

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Re: Best melee mechs
« Reply #66 on: 14 March 2018, 14:56:13 »
What about the 3S?

The Steiner abomination?  Alright.

3S - 2xMVSPL (7), 3xMPLAS (4), Splas (2), 3xSLAS (1),  2xERML (5)
20 heat dissipation.
To heat up: 2xMVSPL + 3xMPLAS + SLAS + Run  = 14 + 12 + 1 + 2= 9 over heat
To maintain: 2 MVSPL + 1 MPLAS + run = 14+4+2..  Alternate: 2xERML+2MPLAS+run (or switch run to walk+SLAS)

That said, 19pt Mace * 2 = 38 point ouchy in one location.

the 3X doesn't mount TSM. But it still very scary. Clan ERPPC and Clan LRM15s combined with vibroblade and a supercharger is pretty powerful.
« Last Edit: 14 March 2018, 14:59:16 by RoundTop »
No-Dachi has a counter-argument. Nothing further? Ok.
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MoneyLovinOgre4Hire

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Re: Best melee mechs
« Reply #67 on: 14 March 2018, 15:06:12 »
I used the 3S one time.  I kept lasering things to death before I could get into mace range.  Very effective for area denial, though.
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grimlock1

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Re: Best melee mechs
« Reply #68 on: 15 March 2018, 02:53:32 »
This is why the No-Dachi is the perfect mech for TSM, in almost any configuration.

1K - ERPPC (15), Medium laser (3), 2xMRM20 (6), SRM2 (2), SRM4 (3)
Heat dissipation: 20
To attain heat: Fire PPC+2xMRM20+run  = 15+12+2 = 9 over.
Once you are at heat: PPC + SRM2 + Medium laser or SRM4 + run. Want to walk? PPC + MLAS+SRM4 (or PPC+MRM20)

2K - ERLL (12), 2xMRM10 (4), 5xMPLAS (4), SLAS (1)
Heat dissipation: 22
To attain heat: ERLL  + 2xMRM10 + 2xMPLAS + SLAS + run = 12 + 8 + 8 + 1 + 2 = 9 over
To maintain, lots of combos here: 5MPLAS+run, ERLL+2mplas+run, 2MRM10+3mplas+run.  And any Run you can substitute walk + SLAS.

2KO - LPL (10), 6xMPLAS (4), SLAS (1), SPLAS (2), Flamer (3), 2xERML (5) rear
Heat dissipation: 28
To attain heat: LPL + 2 ERML + 3MPLAS + Flamer + run = 10 + 10 + 12 + 3 + 2 = 9 over
Maintain: LPL+4MPLAS = 10 + 16 + run.  Or go short range all pulse: 6mplas + SPLAS + run (or switch for walk+SLAS).

The 2KO was where I learned to love TSM :-)

What about the 3S?
I missed something.  -3S what?
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

AldanFerrox

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Re: Best melee mechs
« Reply #69 on: 15 March 2018, 03:02:34 »
I missed something.  -3S what?

A No-Dachi variant built by the Lyrans from captured Kuritan No-Dachis. Two Medium VSPL's, three Medium Pulse Lasers, three Small Lasers, two ER Medium Lasers and a Small Pulse Laser. The sword is replaced by a Mace. It was in RS 3067: Unabridged 
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garhkal

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Re: Best melee mechs
« Reply #70 on: 15 March 2018, 15:38:58 »
The 9 heat sweet spot is only needed if you need the speed boost. If you're already fast enough or already in close, you've got plenty more leeway.

Yup.  You don't need to worry till you hit 14 for that 2nd to hit penalty iirc..

Or is it 12?

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grimlock1

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Re: Best melee mechs
« Reply #71 on: 16 March 2018, 01:45:40 »
Yup.  You don't need to worry till you hit 14 for that 2nd to hit penalty iirc..

Or is it 12?
TH penalty kicks in at 13.  The more bothersome one is the shutdown check at 14. 

Granted I'm a scaredy cat who's only made four or five shutdown checks in 20 odd years...
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

 

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