4 Large Lasers do about 40 damage less and give you less when you shutdown.īattletech does not have pinpoint damage. You'd get the maximum 4 PPCs with a pretty thin layer of armor. There are no undersized or XL engines, Endo, or FF upgrades to abuse. There are a couple reasons for that:įirst, the K2 is too light to boat enough weapons. I have tried some "sleepy" style tactics and while I think the Awesome might work occasionally, the K2 would make a terrible choice in the Battletech campaign.
Is the "sleepy" Awesome build workable in Battletech? If so, couldn't you do nearly the same in the Catapult K2? I'm not near my Mechbay to test. It's a model DRG-1N, I don't know if there are others in the 2018 game. If I have space left over, I'm putting more armor on it- I don't know what it can do melee, but, well. Part of me wants to pull either the stock LRM-10 or the AC/5 and go bigger with either an AC/10, two LRM-10s, or something. what are your thoughts on a Dragon? The stock version I managed to blow the hell out of because I nailed its LRM ammo with a lucky AC shotthat took most of its firepower with it, but there's so many ways it could go. But seeing as I need to conserve some money for now, well. And if I ever need more, I can buy them in the shop, chunk by chunk. Landed myself enough salvage to get my Dragon up and running, too. About the only trouble I ran into was the mechs can still spot for the LRM turrets, but all I really suffered as far as damage was a minor armor blowthrough on my Shadow Hawk's arm that just needed some duct tape and bubble gum. Tried the killbox strategy, it worked perfectly. Missiles tend to be the ideal weapons for the non-melee capable heavies, having the right mix of heat&firepower and the JM6-A/CPLT-C1/ON1-V all make a good living as LRM/SRM boats until you get the king of LRMs, the Stalker.
Bigger mechs like Cataphract and Orion pack more armor, better support weapons and better melee for close range work.Ĥ. While it can load the AC20 it's not really a good AC20 boat. Crap melee, so unlike the Black knight/TDR-5SE/Grasshopper it can't cool by spending a few turns hitting things in the face.ģ. In Roguetech on the other hand the K2 is pretty good, but the Jagermech is also pretty good in roguetech since it can go UAC).Ģ. Too heavy to rely on a balanced energy loadout (since double heatsinks are not a thing in Battletech 2018.
Battletech jagermech build free#
In battletech the K2 has a lot of free tonnage to work with (as much as the thunderbolt and only 3.5 tons less than the venerable Orion), but:ġ. I think the K2 suffers from the same problem a lot of mid range early IS mechs do. Heavily armed and carrying over 1,000 armor, it's no slouch at medium range fights. The 5S has one of the more decent stock loadouts, I use it without any changes I can recall. The three thunderbolt variants have pretty different hardpoints. Cutting the lasers back to 3 w/+damage loses only 10 damage, runs much cooler and lets you carry another ton of LRM ammo. Expend your LRM's first, if you want to be able to risk taking arm damage. Use its agility to M laser things from cover. It's better armored, faster, and has jumpjets. It puts the weak out of their misery toward the end of each round.įor fire support that can handle sometimes being in close, that's the Catapult CPLT-1. It hangs back while my Gungriffon Blaze and Wolverine rush in. For sniping, I take the JagerMech (the Blackjack is stowed). On low skull missions I don't bring my assaults, I still take a mostly medium lance. I keep one ready with dual AC/5 and an L Laser.
It's too slow and lightly armored to survive. It doesn't belong close enough to anything to use M Lasers. JageMech JMS-6 is a sniper (fire support), not a brawler.