Nathaniel3W
Rockwell Studios
I tried playing with some alternate builds just to force some variety into the game. Nothing I tried was really viable.
- Killer melee mech: I tried an Atlas, Black Knight, and Dragon (because it's the heaviest thing that moves at least 2 faster than an assault). I gave them whatever Arm Mods I had available at the time. Even with 100 bonus melee damage, they weren't worth it. They would get in one or two good hits, and then they'd get totally torn apart by enemy fire. And you can't even target the center torso, so those big hits usually just take off an arm or a leg.
- Medium with jump jets: For getting behind an enemy just like Olinser says. Not gonna lie. It saved my bacon a time or two, like during my first playthrough when I was stealing the Argo or escaping from the Star League castle. But the jumping mech just doesn't have enough survivability to stay in the fight. It takes a couple of hits and then you have to pull back.
- Flamers: I packed as many Flamer++s as I could onto a Banshee. I was hoping that every round I could keep one enemy assault mech shut down. Doesn't work because the flamers don't cause enough heat to instantly shut down a mech so the enemy always gets at least one round to fight back. And with how close you have to get to use flamers, your uber-Firestarter is going to get torn up.
- Light spotter mech: I built a Stalker with 4x LRM-20s, extra ammo, heat sinks, and no armor, then paired it with a spotter mech. Given weapon and vision range, this was just a waste of a slot that could be used to deal and soak more damage. There was nothing that the light mech could do that couldn't be done better by an assault mech just walking up and trading blows with the enemy. The missile boat is part of my A-squad though, and I just let an Atlas or King Crab spot for it.
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