With some double heat sinks to save space, it can run Dual AC/20s, Dual AC/5s, and a few medium lasers to fish for crits if you really want. A great candidate for a few double heat sinks to round out its loadout, when you absolutely must destroy a specific hit zone, look no further than the Annihilator. This is, in case there was any doubt, absolutely absurd. What it does bring is 5 ballistic hardpoints, absurd free tonnage, and 20% damage boost to ACs. The Annihilator is similarly massive, but brings no missile hardpoints. It's arguably the best brawler that isn't the Atlas II. No support but you're never getting near anything that doesn't let you. 4 of each Energy, Missile, and Ballistic. It has ten more tons free than an Atlas or King Crab. It is slow, it is fat, though it does hold up to 3 jump jets somehow. The Bull Shark isn't anything really special, it's just huge. The Spider is another spider and it's as bad as you might expect. It's worth noting that for much more armor and the same movespeed, a Firestarter can pack more firepower and have a full rack of 6 jump jets besides, even losing one of its support hardpoints to a gyro on the C Torso. TL DR for the Flea is I'm not sure I would take one over a Firestarter, but when you absolutely must not get hit and don't want an ECM Medium Mech, accept no substitutes? It's your call whether the extra evasion is worth it. Of course, it's a shame their melee is only adding 15 damage. With 2E 3S total to the FLE-15's 1B 2E 5S, you really shouldn't bring a 4 over a 15 if you can possibly avoid it. The FLE-4 is less inspiring, in my opinion. literally what else do you need? Gyros and cockpit mods don't even cost tonnage, so your little gremlin can dart in, melee, and zip off like nobody's business. With maxed armor except for -1 to each of the torso backs and each leg, you can fit 5 smol lasers, 3 jump jets, and. A rack of 5 small lasers generates so little heat that the 30 base cooling from the engine covers them. except with 5 Support hardpoints, a FLE-15 can become a genuine little nightmare. The Flea may just outpace the Jenner as far as Zippy hard-to-kill lights that can't really fight anything. Assaultġ slot in C Torso consumed for BSC SYSTEM (+20% Ballistics Damage, +40 Max Stability) Will require research.ġ slot in C Torso consumed for OPTIMIZED CAPACITORS, providing +20% Energy damage.ġ slot in C Torso consumed for OPTIMIZED CAPACITORS, providing +20% Energy damage. Not clear if this is penalties from each or from the total of the two. Lightģ slots in each torso consumed for a pair of TARGETING BAFFLEs, providing+1 Hit Defense eachģ slots in L Torso consumed for INTERCEPT SYSTEM, causing the Assassin to ignore 3 Evasive pips.Ģ slots in each Torso consumed for VECTORED THRUST KITs, providing+10% jump distance and +10% damage after jump for each while also counting as a Jump Jet inherentlyĢ slots in C Torso consumed for CQC SUITE, providing +90m Support and +10 Melee Hit DefenseĢ slots in C Torso consumed for CQC SUITE, providing +90m Support and +10 Melee Hit Defense Heavyġ slot in R Torso consumed for MISSILERY SUITE, providing "+LRM Clustering" and +75% SRM Stability Damage.ģ slot in L Torso consumed for LANCE COMMAND MOD, providing improved "reliability" of called shots (no further information given) and reducing all incoming damage by 10% for your lance.ġ slot in Head consumed for RANGEFINDER SUITE, providing +100m viewing distance and -2 to penalties from recoil and/or range. Heavy Metal 'Mechs were examined in the Mech Bay. I'll be skipping Melee/DFA damage unless it's missing from this sheet, in which case I'll include it.Ĭomparisons to other 'Mechs in comments will largely come from a personal sheet of mine, ![]() ![]() ![]() This is just a brief summary of how the new 'Mechs measure up to the previous ones.Īll data on old 'Mechs is going to come from by u/drdodger because I know it should all be on point.
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