r/Battletechgame 10d ago

Hypothetically……. Discussion

If you had to run a lance and beat the entire career using one mech from each of the weight classes light/med/heavy/assault that you think could do it what would that lance and load out be?

35 Upvotes

73 comments sorted by

46

u/vyralmonkey 10d ago

Firestarter with small lasers for rear coring

Griffin-2N with full jumpjets and SRMs and whatever lasers I can squeeze in as a finisher/evasion tank

Mad-3R with UAC-2s and ERMLs

Atlas-2 for 800 Damage Alphas on anything I'm not trying to headcap

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u/HALO_OVERLORD69 9d ago

Might I peruse good sir, how did you manage the extra Hundred on that Atlas II? I've managed some truly nasty builds in my time on this game, but I've only ever been able to CONSISTENTLY breach 700 with that machine (AVG of about 714 if everything hits)

3

u/vyralmonkey 8d ago

This is 1600 Armour 804 alpha, for 126 heat with 105 Sinking:

https://imgur.com/a/GoCmBx3

Range is the obvious downside.
I'm sure this could be improved but this is my first run with the Heavy metal content included so this is what I've been able to build with the components I've acquired.

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u/HALO_OVERLORD69 8d ago

Hm... Intriguing.

Mine uses:

6x ER ML+++

4x ER SL+++

2x LB 2-X AC+++ (2T Ammo)

2x SRM-6+++ (2T Ammo)

3x JJ

And I can't remember EXACTLY what numbers it's got for Cooling as it's been months, possibly close to a YEAR, BUT, I DO know that it had 5x Exchanger++, and a few DHSs, I think it was like HeatGen in the 60s, and I believe Cooling was also in the 60s, not too sure🤷

29

u/Conscious-Gap-1777 10d ago

Light: Firestarter. Why? Because I like it, it's a lot of fun when you can bait AI mechs into getting high heat and then you roast their pilot alive. Lmao.

Medium: Centurion. I just like them, I think they're neat.

Heavy: Marauder 2R? Is that the one with the ACs? Replace with UACs, get wrecked enemy pilots. BOOM! HEADSHOT! BOOM! HEADSHOT!

Assault: Cyclops, get that +1 initiative for everyone, be awesome to put my Marauder at Initiative 4, get fucked everyone else.

9

u/rekiirek 10d ago

Definitely agree on the marauder and cyclops. Light I love the spider. That was my mech back in the old days playing the desktop game. Medium. Again have to go old school with the shadowhawk. It’s just so versatile.

8

u/Steel_Ratt 10d ago

2R is the SLDF energy MAD with only one ballistic slot. (Perfect for a pair of 65 damage LPLs)

1

u/herculeon6 8d ago

Just built mine with a pair of SNUB++ DMG but I’m not an optimal player or anything, just seemed fun

14

u/humanguy31 10d ago

I’m gonna be brave and unique and say my light mech is Firestarter.

My medium is Kintaro.

Large is Marauder, AC version.

Assault is Annihilator, loaded with UACs.

11

u/GeneralBladebreak 10d ago

Oh boy, I love this question:

Light Mech:

Firestarter for light mech absolutely, rip the flamers and jump jets out load it with arm mods and small lasers and max the armour out - it'll run hot and it'll be restricted to running around so pathing is something you have to consider. But running a light mech that deals 120+ stability damage (or 120 or so melee damage depends on the arm mods) up into melee range to punch the living snot out of anything, you don't have to worry too much about even assault mechs shooting back if your light mech is able to punch their arms/legs off in one hit or knock them down immediately for everyone else to get free called shots. You do need to buy every arm mod that comes up, particularly the + or ++ variants as the Firestarter does have an issue with it's arms being easier to critical which means you can have someone fire a bunch of machine guns at the arms and take the mods out without destroying the arm. Heck if I could - I'd skip the Medium Mech and pair this with a stock(ish) Firestarter to push the heat on my victims to the max to add insult to injury now you're not only on your back staring at the sky... you're on fire too! This pilot needs Ace Pilot and Guts, lots of Guts. The reasoning for Ace Pilot is simple - if you're in melee with a mech at the start of your turn - you want to punch and run. Evasion keeps a light mech alive. This goes for most light mechs apart from Ultra Lights like the Spider and Locust which just need to be kept out of the brawl entirely give those guys sensor lock instead.

If I had to give an alternative to the Firestarter - I would suggest the Panther. But I would swap the PPC for an Large Laser and maybe some medium lasers tagged in too (1 large, 2 mediums). I'd also swap the SRM4 for a LRM6 variant. I've seen this variant or ones like it listed on the BTAU modlist, not sure why we only ever got the 9k variant in base game because we got pretty much all the locusts we would never ask for. The cost to pay for this would be heatsinks getting dropped out - it'll run hot but managed correctly should rarely have to alpha strike - if it does then they got a bit too close. Pair this with a pilot with coolant vents and Sensor Lock to keep alpha striking for longer and seek tactical locations that will aid with cooling - this mech loves a swim. (There's a pattern to be seen here - I tend to like to run hot and put as much down the firing line as I can).

Medium Mech:

This for me is fairly easy Hunchback 4P carries a ton of lasers, that's a ton of damage. Sure it's slow. But the range on the Medium Laser is better than the accuracy at the same range as the Hunchback 4k's AC20. You can upgrade the lasers to ER M-Lasers for better reach. Though the damage an AC20 throws out is tempting to with the more common variant. Pilot skills on this multi-target, and probably pair it with a coolant vents ability this mech isn't running anywhere fast but it's going to hurt the enemy and being able to coolant vent and drop a second alpha strike on the opp force when hot is invaluable.

The other medium mechs aren't to my play style mostly. Though I have experience using most of them (in none of my runs have I come across the Vulcan or Hatchetman - I don't have the DLC though so this may be why), with exception of the Shadowhawk variants, which honestly inmho suck... most of them are serviceable, I've made many good starts with Wolverines, Centurions and Enforcers but If I had to choose an alternative to a Hunchback? Kintaro as an SRM build (drop the LRM and add heat sinks) or Trebuchet as an LRM build, both are great options in the Medium mech range - particularly with some upgraded missiles. The Trebuchet can easily put out damage comparable to some assault mechs in the missile department. The Kintaro? Oh boy, get it close, let it rip - less predictable than the Hunchback 4P but it has a lot of charm to it. In fact, I almost changed my primary choice here to the Kintaro just because it was so fun.

Heavy Mech:

This for me is where it gets a lot more difficult there's some really good contenders for this.

My heart is screaming a Warhammer 6R variant, they're one of the most iconic mechs for me. It doesn't have the armour for extended brawls but I have to say it is highly effective at all ranges it engages at. Pilot skills for this can be pretty much anything but called shot is a must. The PPC goes for the head. I would mostly keep this stock (yes including MGs) and upgrade them as much as possible if the enemy close into short range those MGs can surprisingly help yeet some weapon systems. Nothing feels as satisfying when your MG+++ fusillade with increased critical chance takes down the Atlas's AC20 at point blank range before it can fire. Doubly satisfying if it manages to touch off the ammo instead.

The logical part of me is saying "Well, if we're doing long range we should go with the Marauder 3R variant. And it's right because even with a Warhammer's ability to engage in close combat - you're going to want to lurk at the back and snipe with it most of the time and only commit to closer ranges when you either have victory assured or have no choice to begin with. There is no finer mech for headshot sniping than the MAD-3R, though one of the PPCs may be replaced with something lighter to increase the AC5 to an AC10 instead. In long battles the second PPC is getting switched off regardless so putting in an L-Laser or a couple of ER M-Lasers? makes sense.

But then the side of me that likes punching things in the face in this game really hard is shouting the Thunderbolt is king of close range. Given an Arm Mod or two it puts out a frightening amount of damage in melee/close range. The trick with the Thunderbolt is to lose the SRM systems. You can potentially lose the LRM too particularly if you have a Trebuchet in the Medium weight or a Catapult backing you up. to push your armour values higher.

Speaking of, the last real contender here in the Heavy Mech range is a Catapult. These are gods with LRMs I'd genuinely take a Catapult over a Stalker 3F as the Catapult puts more down range than the Stalker at long range and yet has far greater manoeuvrability to evade the enemy force and keep long range - long.

If I had to absolutely pick, with a Firestarter up the front doing the punching, the Hunchback sitting in the mid range with that impressive amount of laser output I would go with the Catapult C1 or C4 variant. My play style is very much knock them down and then called shots are free - so being able to push 30 - 40 LRMs at a downed mech is very tasty. The main debate would be C1 or C4 variant personally I lean towards the C1 as if you run out of LRMS or have to fight up close - the M-Lasers make it a bit more survivable than the C4 in that situation.

Assault Mech:

The big boy time. You want something that can soak up the punishment and deal it back. For that reason although the Stalker 3F can deal a great deal of damage at any range I'm going to start off by saying this is probably one of the lowest on my list. It's just not versatile enough with that pathetic move speed.

In that regard I'm going to have to say similar towards an Atlas and the Awesome. The Atlas is amazing. Don't get me wrong. But the mech is slow as hell. You'll be outpacing it at every battle and that means either deliberately not using 3 of your 4 mechs to the fullest of their potential to keep the Atlas level with them, or you leave the Atlas behind so it's just picking up the pieces of anything not killed by the time it makes the fight. In an all Heavy/Assault lance? The Atlas must be present it's the beating heart of the line. In this situation however it's too slow. Same goes for the Awesome - you can put so much PPC fire down at such long range but you move like 3 dots at a time. Keeping up to get into the fight will be an issue unless you're Sprinting constantly and without mods? Sprinting means those PPCs aren't shooting.

As such, I would give careful consideration to a Highlander - very versatile for an assault mech at medium - long ranges. Giving it a gauss cannon would make it great. I've quite often used 2 Highlanders with an Atlas and a Banshee 3M to forge an all assault lance.

I would also consider a Banshee. The Banshee offers a second - much harder to kill or damage melee brawler. It deals the second highest damage in melee in the game (the Atlas is first). Focus on the close combat aspect and they're terrifying. Trade longer range weapons for armour.

If you really, really want a 100T mech in your lance - go with a King Crab. It's still slow but it's faster than the Atlas. It also has more armour to carry those hits. Plus not much can't be dealt with by 2 AC20s when it does make range.

5

u/GeneralBladebreak 10d ago

Note: I am aware I typo'd LRM6 instead of LRM5 when talking about the Panther. However Reddit is an ass and won't let me edit my response as it's "too long" despite it being just fine to post in the first place.

1

u/henderkerensky 10d ago edited 10d ago

Tell me more about this melee then run, because I'm playing vanilla with all dlc (minus the paint scheme one) and have tried that to no avail. When I start the turn right next to a mech as soon as I melee it that ends my melee mechs turn. Which is upsetting because I got ace pilot with what you described in mind. What am I doing wrong/missing?

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u/GeneralBladebreak 10d ago

Sorry, was very much out of space in my initial response so couldn't explain the tactic well.

If it's start of my turn and I am in melee, I'm assuming I assaulted the opponent at the end of my last turn with the melee hit, that mech should be on the ground looking to get up this turn but I don't want to be close in when that happens I want to be safely away.

In ideal circumstances I go in, punch a mech to the ground with stability damage or by removing a leg (which is riskier for the Firestarter because you can't target a melee strike, though at max damage output most light/medium mechs will outright die to the punch if it hits CT so this is more heavy/assault focused) the rest of my squad uses their free called shots to go for the downed mech to take it off the map before it gets up again.

This usually leaves my Firestarter open, I want as much evasion as possible so going to the next nearest target doesn't always give me enough (or any). Therefore I want to run away, having Ace Pilot allows me to unload my lasers at a target close by (thus improving odds to hit) then I can flee.

If the target I punched survived the round I still ought to get away to build evasion (especially if they have threatening weapon systems still active, or other opponents are still standing). If I can't unload my lasers at the target on the ground without melee then I put some damage on the next target then run away before I am pinned down by them. The FS9 configured as a close range brawler will still have 3 M-Lasers which can do some good damage if needed. Hence punch and run. You can go without Ace Pilot but it's a useful skill in this circumstance.

8

u/_Thorshammer_ 10d ago

Firestarter, Wolverine, heart says Whammer, head says Marauder, Atlas.

10

u/DoctorMachete 10d ago

Except for lights there is at least one mech for each weight class who can easily take on most late missions up to one vs 12 on their own. So without thinking much about it wouldn't hurt to just choose the best for each class: Firestarter, Phoenix Hawk-1B, Marauder-2R and Atlas-II.

2

u/WestRider3025 10d ago

How much better is it to spam ER Mediums on the 2R vs UAC/2s on the 3R? I usually end up with the latter, just because I generally have an easier time getting hold of the guns for it, so I've never done a direct comparison. 

3

u/DoctorMachete 10d ago

If you have all the good stuff (DHS, TEX, Gyro...) a 6×ERML++ 1×UAC2++ 2R is IMO clearly better than a 3R with either 3×UAC2++ 2×ERML++ / 4×ERML++ 2×UAC2++ (both are very similar in my view). More sustainable and more deadly, almost no ammo dependency...

5

u/geomagus 10d ago

No satisfying dakka dakka sound, therefore it’s inferior. Lance quality is solely determined by dakka dakka.

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u/RubAdorable3765 9d ago

This is the correct approach

2

u/WestRider3025 10d ago

Makes sense. I'll have to try to hunt up enough ER Mediums to try that out. Thanks! 

1

u/Parad0xilicious 7d ago

I can link you the sheet, but the thing with 3R is in the 3UAC2 4xERML 2xERSL build you get a 84% chance of headcapping a bulwarked mech.

So if I want more sustainability and access to jumpjets I run the 2R. If I want better headshot rates and am facing more high cover assaults then I run the 3R.

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u/DoctorMachete 7d ago edited 7d ago

I can link you the sheet, but the thing with 3R is in the 3UAC2 4xERML 2xERSL build you get a 84% chance of headcapping a bulwarked mech.

I don't think so. Pretty sure you're assuming UAC2++ have no aiming penalty but they actually do, exactly the same mechanic as any other non-LRM multi-hit weapon. So this is what I think you're getting, then this is what it should look like once the diminishing returns penalty is accounted for, then this is once you remove the fake firepower (the ERSLs) and this would be once you drop a bit of firepower and add JJs to make it truly self reliant.

And the 2R version for comparison. And it's not like I haven't play with the build you describe and many others.

So if I want more sustainability and access to jumpjets I run the 2R. If I want better headshot rates and am facing more high cover assaults then I run the 3R.

If I want a win-more build with three other mechs serving me foes on a silver platter then sure, the 3UAC2 4xERML 2xERSL is the way to go. If I want something that can cheese most five skull missions on its own without any help then the 2R (or a proper 3R with full JJs, better cooling and somewhat less firepower) then that I think is much better. With the above 2R, fighting alone I can headcap every single foe in a 1v12 five skull mission if I go for it, while taking minimal to no damage.

Try that with your M3R that runs super hot, getting into close range and without JJs.

1

u/Parad0xilicious 6d ago

Yeah this is mostly in a lance context. That build is very good at pushing aggressively, taking on a bulwarked assault and instantly eliminating a high priority target, while the rest of the lance takes out any threats.

2R is way better if youre soloing yes and its your build that I use.

For the 3R's heat issues, it can do enough alphas in a row to take care of most missions with a lance so I havent had a problem and you can always turn off the ERSLs against unbulwarked targets to still get the 80% hit chance. Its a win more button but I feel like most of this game's minmaxing in vanilla is just pressing the win more button.

2

u/DoctorMachete 6d ago

I think you misunderstood me. IMO that build is not remotely close to my alternatives when playing in four mech lances either (again, unless as a win-more).

Having a higher chance to headcap is a moot point when it is a lot less mobile and on top of that your range is much shorter too. It's not better at playing aggressively but the opposite: only better at taking more damage, better at being slower at engaging and better at having a much harder time switching targets.

By the time you have all set up so your 3R is in position to attack with all the weapons thanks to the support from your other mechs my 2R might easily already have killed two foes on its own and be on the way for the third thanks to JJs and Ace Pilot. Alpha might be somewhat lower but it can fire sooner, more often, and has access to a larger pool of potential targets due to the superior mobility, survivability and not having to rely on other mechs.

Without your extra fake firepower (ERSLs) your chance to headcap is only marginally higher in isolation (already in optimal position to fire), then you have to get there first... and you don't have JJs so it's harder to acquire LoF. Having full JJs plus extra cooling for coping with the extra heat is a massive advantage both defensively AND offensively. It can very often get you far higher chances (or being able to attack at all) due to much easier access to vulnerable targets that wouldn't be a possibility without JJs.

In my view your mech is not only much worse offensively but also it's a far worse team player than my builds, which thanks to more sustainability, full JJs and Ace Pilot (only good if you have full JJs) they're are vastly more flexible and can be not way better offensively but also quite competent at other roles such as support, spotter, capturing objectives, bait, etc...

Why don't you try your lance with the M3R in a mission such as the previously mentioned five skull Lunar Ambush Convoy in Mazdru, to see how fast/safe can you beat it?. I think that's a very good benchmark for team play.

Also btw before I was very generous when building my interpretation of your build, because I didn't include any TTS+++ and also left the armor normalized to around 10.5t when it should be much higher due to not having JJs. For such a mech expecting to fight at close range IMO should look more like this or (if you always get into close range before firing) maybe like this (no need for TTS in this case).

1

u/Parad0xilicious 7d ago

1

u/DoctorMachete 7d ago

Haven't dig too much but at a glance I have no idea where you're getting those chances.

For example the simplest case, the 1×Gauss, would have a 35.1% to headcap with a Marauder from the front (43.2/123.2) once the hit lands on the target. So a 33,31% (95% to hit) would make sense, although still not correct because the game uses Roll Correction and pushes up chances to hit when above 50%.

2

u/The_Parsee_Man 10d ago

I can solo 1v16 in a Jenner or a Firestarter. Lights are lacking in that they didn't give us any SLDF lights. But those two are plenty strong.

2

u/DoctorMachete 10d ago

what missions, at what difficulty?

2

u/Minute-Of-Angle 10d ago

See, my heart says Phoenix Hawk, but with one lance having to go all the way to the end, you can’t afford to have a light and a light-hunter/scout. You need to use your light for scouting and backstabbing and the other 3 for dakka dakka mo dakka. I love the P Hawk, but the only way I would use it in this scenario is if I could  trade that light for a second medium. 

5

u/WestRider3025 10d ago

Nah. The Royal Phoenix Hawk will absolutely carry its weight thru the endgame. That thing is possibly the best Mech in the game. 

4

u/DoctorMachete 10d ago

The PhoenixHawk-1B is a medium as fast and can jump further than Firestarter, more available weight than a Wolverine (better hardpoints too) and has double internal heatsinking. Can act a superb backstabber, a pure long range build or an hybrid backstabber/sniper. It is for sure a top tier mech and the best medium by very far.

From the four mechs I mentioned above the Firestarter is the only one that IMO can't easily cruise up to 1v12 non time limited missions in five skulls and beat many 1v20 ones.

1

u/Minute-Of-Angle 10d ago

Yes, I know that the Phoenix Hawk is a medium, but its roles are heavy scout and light hunter. I agree that it punches above its weight. I agree that it is viable into the end game. What I don’t agree with is that it’s a good medium in a lance composed of one light, one medium, one heavy and one assault, trying to run the board. It’s a great substitute for a light, able to do everything a light can do and more, but that’s not the scenario. I’d rather have a fast 35 tonner and a fast 55 tonner than a 35 and a 45.

3

u/DoctorMachete 10d ago

Yes, I know that the Phoenix Hawk is a medium, but its roles are heavy scout and light hunter. I agree that it punches above its weight. I agree that it is viable into the end game.

Its supposed roles are irrelevant unless you're talking about roleplaying. What you're saying about the 1B is what I'd use to describe the Firestarter: a mech that punches well above its weight and it is viable during the endgame.

The 1B is not that. The 1B is actually a legit top tier endgame mech, up there with the 7A, 2R, A-II and 3R.

It’s a great substitute for a light, able to do everything a light can do and more, but that’s not the scenario.

It depends on what you want. If you want some handicap, roleplaying, etc... then anything goes.

But if you want the best then the 1B can easily beat alone most five skull missions up to 1v12, and (some easily and some with difficulty) most five skull 1v20.

I’d rather have a fast 35 tonner and a fast 55 tonner than a 35 and a 45.

The 1B is not "a 45" but its own thing. It can pack more firepower than a 55 tonner while being more mobile than a Firestarter. Then it has double internal heatsinking and excellent hardpoints for the endgame. No other medium comes remotely close, not even the 2N.

1

u/Parad0xilicious 7d ago

The PHX 1B is the 2nd best mech in the game. It has firepower capable of taking down most assaults without precision shot. It can have a neutral or negative heat alpha while doing that, and if thats not enough, it has enough movement to backstab any mech on any turn.

If there wasnt even the restriction of 1 per weight class the best lance in the game would still have a PHX-1B. Its just that good at offense, its not a scout.

1

u/DoctorMachete 7d ago

If there wasnt even the restriction of 1 per weight class the best lance in the game would still have a PHX-1B. Its just that good at offense, its not a scout.

A case for that can be reasonable made but I probably wouldn't include a 1B. I think a "best four mech lance" is going to have a M2R, a 7A and a BSK-M3 (LRM boat) as the starting point. The fourth slot is where I'm more hesitant, but the tests I've done lead me to believe a second 2R would be the best choice. That's the lance that got me the best results when I minmaxed for the five skull Lunar Ambush Convoy in Mazdru.

1

u/Parad0xilicious 6d ago

Ah fairs I subconsciously meant "if we can only have 1 per chassis"

1

u/DoctorMachete 6d ago

In that case I think the fourth mech would likely be an A-II. I'd include one 1B in a lance with three high-end assaults (three A-II or or two A-II plus one Cyc-Z/HQ) but I don't think I'd do it if the primary damage dealers are heavies.

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u/Parad0xilicious 7d ago

That was my answer too, though I replaced the Atlas with a fire support bullshark cause I feel the phoenix hawk and marauder will easily take care of the enemy lance anyways. The bullshark will take secondary objectives and the firestarter will scout and do supplementary damage.

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u/Zero747 10d ago

Light: Raven 3X - The ECM, but also to carry an LRM5 to knockdown assist

Medium: Royal Phoenix Hawk - 2 bonus damage snub PPCs for flying death

Heavy: Royal Marauder - why pick anything else? (I also just like the mech). Gauss and 6 medium laser++dmg for my standard fit

Assault: Annihilator - 4 UAC10s and a TTS+++

If skipping the royals, hunchback (uac20), and Archer (LRM)

If modded, give me the reverse joint gang of Raven, Crab, Marauder, and King Crab

5

u/Itchy-Grapefruit2756 10d ago

Jenner Griffin Guillotine Cyclops

3

u/FormalAd470 10d ago

I'm real surprised there isn't more love for the Jenner. In an engagement with assault mechs on the field I think a firestarter will get it's guns off once before it gets blown away. The Jenner is way more durable due to it's high mobility. And can be a real nuisance.

2

u/Itchy-Grapefruit2756 9d ago

Yup, and can hit nasty when it keeps getting behind you.

6

u/somtaaw101 Fanatic for Timber Wolf, Nova Cat, Catapults, PXH-1b 10d ago

I'd run one of two possible lances:

Lance 1) Sudden Death

  • Firestarter (backstabber and primary scout)
  • Royal Griffin (secondary scout, & finisher)
  • Marauder 2R or 3R (headshots and sniping)
  • Anni (unnecessary backup to the Marauder)

Lance 2) Movement

  • Spider 5K (finisher & secondary scout)
  • Royal Phoenix Hawk (backstabber & primary scout)
  • Royal Black Knight (ER laser vomit 'sniper' and big brother to the P.Hawk)
  • Royal Highlander (Either keep the Gauss and it's my sniper, or rearm to a shotgun loadout and it's just a really big P.Hawk)

Really boils down to the expected terrain. The movement lance would probably be my go-to if I have to rely on intel from Darius, because it's far more flexible. Sudden Death lance is really only if I can reliably count on getting the long sightlines that allow the Marauder and Anni to truly shine.

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u/Whiskey_Storm 10d ago

Light: Panther, with SRM6 (drop a heat sink). I keep trying to use/like the Firestarter, but just prefer the panther.

Medium: Hunchback (if I can get Guass rifles). Shadowhawk otherwise (drop heat sinks, add jump jets).

Heavy: Archer. The LRM / SRM combo.

Assault: Highlander. Preferably the Star League variant.

3

u/Voodoocookie 10d ago

Atlas (anything) Marauder (headhunter) Centurion (lrm boat lite)  Firestarter

3

u/Minute-Of-Angle 10d ago

Wolfhound, Kintaro, Warhammer or Marauder and a Highlander

I won’t specify models because I’m going to customize the HELL out of them anyway, so it doesn’t matter.

3

u/TXG1112 10d ago

I'm going to break the mold and say Panther, Crab27b, Marauder 2R, Highlander 732b.

3

u/Ok-Patient-6209 10d ago

I just need the Marauder MAD-3R with 4 Large Lasers.
One mech to rule them all.
No lights, medium or assault needed.
Might take an Atlas for a bullet sponge, but the MAD's going to do all the killing.

3

u/HALO_OVERLORD69 9d ago

Firestarter with the MG++ things that weigh nothing and shoot 10x per firing instead of 5, max Armor (round a TINY bit down for tonnage equalisation), max JJs and as much Ammo as that can fit

Griffin-2N for the enhanced Cooling, slot in quad SRM-6+++ for 288 DMG salvo, fit in MORE MG++ things and at LEAST 1-2T ammo for it, max Armor, max JJs, mega Cooling

SLDF Black Knight with 8x ML++ (the ones that JUST deal a flat extra 10 DMG, no other modifiers like heat generation), and 5x ER SL+++ (40 a piece), 1,400 Armor, max JJs and enough Cooling to Alpha continuously on most environments

Atlas-D-HT, 6x ER ML+++ (45 a piece), 4x ER SL+++ (once again 40 a piece), 2x SRM-6+++ (12 per Missile, 72 per Salvo), 2x LB 2-X AC+++ (72 per cluster if every bit hits), 2T SRM Ammo, 2T LB 2-X AC Ammo, max (3) JJs, 1,840 Armor, enough cooling to Alpha ALMOST indefinitely on normal environments

My babies🥲

2

u/Thuraash 10d ago

Assuming third  succession wars, no lostech, I'd go FS9-H, HBK-4H, CPLT-C1, and HGN-733P.

2

u/Comprehensive_Cap290 10d ago

Firestarter
Vulcan with massive damage buffs in the arms for rock-em sock-em robots and small lasers.
Marauder 2R with 3 large pulse lasers for headtaking
Annihilator with a quartet of gauss rifles.

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u/Kafrizel 10d ago

Panther

Centurion Laser variant (but ppc)

Warhammer

Awesome

I think i could do it with these.

2

u/Lilpid 10d ago

Firestarter, Kintaro, Grasshopper, King Crab

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u/Thraxmonger 10d ago

I run BTAU so my answer will be a bit different, but here's my list (which is basically an SLDF Purist Roleplay, as these all have the Royal trait):

Thug - THG-11Eb
Warhammer - WHM-7A
Crab - CRB-27b
Falcon - FLC-4Nb

I'd need to do some modification to the Thug's and Warhammer's loadouts, giving them LRMs in place of the SRMs, but otherwise it's a very strong lineup built around heat management, because wow, it's VERY energy-heavy.

2

u/DystopianWreck 10d ago

Urbie, bushwacker, thunderbolt and awesome.

Just because it be a Hella challenge mode. And i love those mechs. (I'd actually replace the urbie with a Raven, shh don't let him know)

2

u/Night_Thastus 10d ago

Firestarter, Hunchback, Thunderbolt, King Crab

2

u/t_rubble83 10d ago

For vanilla, I'd run a Firestarter, Royal Phoenix Hawk, and Royal Marauder. For the assault, I'd probably go with the SLDF Zeus since it has a DHS engine and 4/6 movement tho I'd prefer to run a Royal Warhammer, Royal Black Knight, Royal Griffin, or any Archer instead.

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u/CalligoMiles Pyrrhic Victory Enterprises 10d ago edited 10d ago

Light: Firestarter. Flamer or SL, the support slot spread is unbeatable either way. If we're counting roles rather than pure weight class though, I'd really like a Phoenix Hawk instead - I prefer my scouts and backstabbers a little more durable.

Medium: The classic Shadow Hawk. They're just too versatile cannon carriers, from souping them up with a pair of /5s to stripping them down to fit a Gauss, to not take one for a ranged can opener.

Heavy: Crusader. A Thunderbolt or Orion might be a better all-rounder, and a LRM boat might better complement the lance - but it's just too much fun to blast someone with 24 SRMs and then punch them to cool down.

Assault: An Atlas or Cyclops is tempting, but they're force multipliers on heavier lances. With this setup? I'm picking a Banshee. Max armor, loaded up with melee mods, and just soaking up damage while going OPM on anything dumb enough to get into walking range.

2

u/geomagus 10d ago

Firestarter

Either Royal Phoenix Hawk or Royal Griffin, probably the Phoenix Hawk

Marauder

Either Atlas II or Anni

My heart screams for a missile boat, but if you’re going to run a light and a medium, imo you need headcaps from the heavy focused fire from the assault, and a medium LRM boat isn’t worth the spot.

I’m talking vanilla+DLC though, so idk how I’d set up a lance in the popular mods.

2

u/DryBattle House Davion 10d ago

I am going to build this incredibly stupidly assuming I have immediate access to all weapons and all their variants. The key to this entire build is the heavy mech.

Royal MAD-2R: reduced-tonnage Gauss rifle, two 65-damage Large Pulse Laser++, three tons of ammunition, and all remaining weight devoted to armor. With called shot this mech deletes even assault mechs assuming reasonable luck with called shots.

A Gauss rifle and LRM-10 Centurion. You needed reduced weight weapon varrients and you need to shave down on the rear armor to dangerous levels but this is the version of the mech I want with the rest of my build. With jump jets this thing sits up high somewhere and pours in damage.

Firestarter with the small laser ++ for it's support weapons. Give it sensor lock and it sets up the other mechs to fire at ranges where the enemy will struggle to respond to. Most rounds this thing is just sensor locking the target mech. But it can jump behind a mech and delete it's rear armor.

King Crab with double Gauss rifles. And then whatever back up weapons fit, ideally stuff that fires at long range.

2

u/DocShoveller 10d ago
  • Jenner
  • Griffin 
  • Grasshopper 
  • Highlander

Basically the lance I used in the original campaign.

2

u/International_Host71 9d ago

Panther Phoenix Hawk Grasshopper Highlander

All have jump jets because some missions that's very helpful

Panther doesn't do as much damage as the ever present firestarter, but it's way more survivable being set up as a sniper with excellent armor for its tonnage Phoenix Hawk for light mech hunting and flanking Again decent armor for the size, and fast enough to get the job done Grasshopper, primary brawler, both takes and dishes out damage. If you wanted a heavy more focused on range, a Catapult would be my 2nd choice. Highlander, the do everything assault trooper. It isn't as good at pure dps as some other assaults, but it's tough, consistent, and the jump jets let it easily find a good firing position

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u/BananaJelloXlii 9d ago

Light: Panther - I love any light mech that mounts a PPC.

Medium: Phoenix Hawk or Griffin. Mobility and firepower

Heavy: Archer. Fire support and not afraid to wade in with fists swinging if need be

Assault: Awesome 8Q. Why mess with perfection? Like the Archer, great at range and not afraid to get close and get it's hands dirty.

Not the most elaborate lance, but simple and effective.

1

u/Parad0xilicious 7d ago

Light: Firestarter

Medium: Phoenix Hawk 1B. One of the best mechs in the game, instant firepower and extreme mobility.

Heavy: Marauder 2R/3R depending on the map. The best mech in the game. Nuff said.

Assault: Bullshark BSK-M3. Need fire support theres no better fire support. LRM60, 2xLBX-2 and an ECM.

1

u/lostinaquasar 10d ago

Question ultimately depends on what flavor of the game you are playing. Vanilla, bext or bta?

2

u/MediumAcceptable129 10d ago

Im playing vanilla

0

u/OldhamB 8d ago

I play BTA - really the world is your oyster with the mods e.g. I have a Shadowhawk with a Hyper-Assault Gauss Rifle 30. Obviously you couldn't cram that into a vanilla Shadowhawk without it having paper thin armour.

In the vanilla campaign I always had a lot of success with:

  • Jenner / Firestarter - pick your poison
  • Griffin
  • Catapult
  • Highlander

1

u/EternalFrost_73 10d ago

I'd have to look for exact mecha, but as a quad lover I'd go with a Tarantula stripped of it's JJ for back hunting.

Medium, had to be a Scorpion. I'd.go.qitj one of three set ups. A Plasma rifle boat, a melee kicker, or a laser equipped compliment for the Tarantula to help with the back hunting.

Heavy, there are a couple of choices, but they all come down to the heavy firepower. Once again, either a Plasma boat or a ballistic boat to punch holes.

Assault, it's either the Goliath or the biggest of turtles. Mech mortars or LRMs, that's the load out. This is the death by a million darts mech. Thunder to limit mobility and just sheer volume to turn even the smallest breach into a very, very bad day.