Hmmmm with the Viking since it doesn't have any particular missile affinities. It could also go with some typhoon lrm to soften armor, and two rotary chem lasers to open the can. Splash and zap.
The other Recoil device is what i prefer it's a flat tonnage and recoil reduction. The viking simply is not worth it, but you COULD double AMS that with MRMs and apollo. 2 40s apollo would be enough but you could also put in some 10s with improved or acid ammo. Also i don't like the XXL gyro, defense or ++stab. Advanced UL gyro is also really really good. 330 motor and a Super charger is always more weight efficient than a 385 engine.
You'll probably never see them, but clans do field hand-held AP gauss (3 ton handheld) which would synergize with the gauss fcs. There's also a 16 ton handheld gauss rifle but the wiki doesn't list it being on a mech so it's store only maybe? You have 10 tons carry cap on the hawk, and 2 grippy hands would boost that to 13 if I'm reading the wiki right. To quote the meme, "It's free real estate". Poor viking - too little, too late. If there was no size delta, then it'd be an easy yes, but now it's just scrap.
Thunder Hawk, Gauss in the arms, upper recoil+, lower recoil, Arti Gyro. That with a pilot with ex Military and focus fire and you have -5 recoil and +2 acc from the arms, same as turret mount. Oh, no ballistic in left arms
I feel you limit yourself to too narrow a scope in your builds, & the builds you like creating should take into consideration a lance mate at all times(especially for duo duals), example of the big gun gauss thunder hawk should have a lazer boat guardian for the smaller targets that you would rather not waste the ammo on, which leads me to the next observation: You make a good point that every turn you're not shooting is a wasted turn, in that spirit why don't you take advantage of energy weapons that have infinite ammo which are ideal for chancing bad shots? Specifically the Viking, it only has 2 energy slots that would take advantage of the turret mounts, most people would say PPCs which is the best choice, but IMO an even better one for it's stats & flexibility are the Large ER pulse (C), longest range of the lazers toping at 900, 50 heat(45 with insulation), 57×2 constant damage with evasion ignore, for only 6 tons, so regardless of what you choose for missiles, you're already dealing decent damage from safe distance which doesn't take anything away from it's inclusion. The armor also can be separated into leggings & upper armoureds(to protect ammo), spawl for the CT, you have the space for unorthodox picks, especially if you go with standard(C)armor to save weight. Also if all things were perfect, wouldn't IATMs be a better choice?
I understand what you are saying, but I disagree, my choices are born from long experience with the game. Energy weapons and not efficient on a dmg vs heat ratio. in your example, one large ER pulse will do 57 dmg for 45 heat. An LRM20(c) with artemis will weight the same and do 100 dmg for 20 heat, with even more accuracy. Yes I know, ammo and all that, but you wont kill an assault with 1800 armor by poking it with 3x17. When you are outnumbered 3 to 1, you need to kill them quickly and move fast
@@paganhorde4463 I was thinking in terms of the little weaker units like SRM/mortar boats, BAs, buildings, & planes. Taking the Viking specifically, you have the set number of exact weapon slots you have enough space & weight to include any combination, I only suggested the Lrg ER(C)'s over say PPCs(75 heat for 50 damage)cuz heat is definitely a consideration, & if you used an SRM, or similarly short range build? Heat(of ideally 90 for 114 damage)wouldn't matter until you closed in for the alpha strike of which the 900 range you paid for in heat to pepper a weak pinpoint before bombarding it would've paid for itself. I respect the endgame only gets harder, but I find it difficult no energy weapons can be utilized even in this niche way?
Hmmmm with the Viking since it doesn't have any particular missile affinities. It could also go with some typhoon lrm to soften armor, and two rotary chem lasers to open the can. Splash and zap.
That's an idea. I just fear 2 large rotary would pick up all the weight space
Running an Uberjager with 4x RAC5 (c) this playthrough. The ballistic perks are terrific. It is one of my favourite ever mech builds.
Ubers are amazing. Best light weight super heavy in my book
The other Recoil device is what i prefer it's a flat tonnage and recoil reduction. The viking simply is not worth it, but you COULD double AMS that with MRMs and apollo. 2 40s apollo would be enough but you could also put in some 10s with improved or acid ammo. Also i don't like the XXL gyro, defense or ++stab. Advanced UL gyro is also really really good. 330 motor and a Super charger is always more weight efficient than a 385 engine.
You'll probably never see them, but clans do field hand-held AP gauss (3 ton handheld) which would synergize with the gauss fcs. There's also a 16 ton handheld gauss rifle but the wiki doesn't list it being on a mech so it's store only maybe?
You have 10 tons carry cap on the hawk, and 2 grippy hands would boost that to 13 if I'm reading the wiki right. To quote the meme, "It's free real estate".
Poor viking - too little, too late. If there was no size delta, then it'd be an easy yes, but now it's just scrap.
Try using composite structure instead of clan endi when running out of room
that is a good point
Enhanced Imaging would give night vision for the nova cat, or using advanced optics
I think its out of carry weigth
Thunder Hawk, Gauss in the arms, upper recoil+, lower recoil, Arti Gyro. That with a pilot with ex Military and focus fire and you have -5 recoil and +2 acc from the arms, same as turret mount.
Oh, no ballistic in left arms
Heavy Gauss and other big guns also cannot be fitted in arms, only side torso
@@paganhorde4463 risc sb gausses can, and they are amazing
@@paganhorde4463 RSBHGs fit in the arms, and they are amazing
Can ams activate from arms that are carrying weapons?
Yes
Viking is not worth the trouble.
probably not
I feel you limit yourself to too narrow a scope in your builds, & the builds you like creating should take into consideration a lance mate at all times(especially for duo duals), example of the big gun gauss thunder hawk should have a lazer boat guardian for the smaller targets that you would rather not waste the ammo on, which leads me to the next observation:
You make a good point that every turn you're not shooting is a wasted turn, in that spirit why don't you take advantage of energy weapons that have infinite ammo which are ideal for chancing bad shots?
Specifically the Viking, it only has 2 energy slots that would take advantage of the turret mounts, most people would say PPCs which is the best choice, but IMO an even better one for it's stats & flexibility are the Large ER pulse (C), longest range of the lazers toping at 900, 50 heat(45 with insulation), 57×2 constant damage with evasion ignore, for only 6 tons, so regardless of what you choose for missiles, you're already dealing decent damage from safe distance which doesn't take anything away from it's inclusion. The armor also can be separated into leggings & upper armoureds(to protect ammo), spawl for the CT, you have the space for unorthodox picks, especially if you go with standard(C)armor to save weight. Also if all things were perfect, wouldn't IATMs be a better choice?
I understand what you are saying, but I disagree, my choices are born from long experience with the game. Energy weapons and not efficient on a dmg vs heat ratio. in your example, one large ER pulse will do 57 dmg for 45 heat. An LRM20(c) with artemis will weight the same and do 100 dmg for 20 heat, with even more accuracy. Yes I know, ammo and all that, but you wont kill an assault with 1800 armor by poking it with 3x17. When you are outnumbered 3 to 1, you need to kill them quickly and move fast
@@paganhorde4463 I was thinking in terms of the little weaker units like SRM/mortar boats, BAs, buildings, & planes. Taking the Viking specifically, you have the set number of exact weapon slots you have enough space & weight to include any combination, I only suggested the Lrg ER(C)'s over say PPCs(75 heat for 50 damage)cuz heat is definitely a consideration, & if you used an SRM, or similarly short range build? Heat(of ideally 90 for 114 damage)wouldn't matter until you closed in for the alpha strike of which the 900 range you paid for in heat to pepper a weak pinpoint before bombarding it would've paid for itself. I respect the endgame only gets harder, but I find it difficult no energy weapons can be utilized even in this niche way?