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MSFC MechLab

Terra_Inc

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Post yer configs! LOL

This is the place where players of Mercs MP3.1 can exchange their 'mech configurations. Of course, everyone can use stock configs. But where's the fun in that? Modification and customization is the centerpiece of the game!

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Some configs from me:


Black Heart, 70 tons.
Mounts 2x LBX20, 3x CSTRK6.
Speed: 85 kph
No heat sinks needed.
Put in either a LAMS or Advanced Gyro.
Max armor to 13.50 tons, distribute as you want.

It's a mean brawler. Use AG for brawler-heavy environments and LAMS for flat, open maps. It's ONLY a short-range brawler, so stay away from long-range 'mechs. It can survive the occasional Gauss Rifle and PPC, but extended fire WILL destroy it. Best used in maps with mountains and buildings with short line of sight. If you're close to a missile 'mech, it's easy to destroy missile racks with the LBX ACs.


Kit Fox, 30 tons.
Mounts 2x CSTRK4, 1x ERPPC.
Speed: 111.38.
No heat sinks needed.
Equipped with LAMS.
Max Armor to 6.50 tons, distribute as you want.

This thing is fast and mean. It's perfect for fighting other lights (and mediums) on open maps. Just run past the enemy, fire your Streakers when you're close, and when you're away from him use the PPC. Rinse and repeat. Not good for narrow maps. The heat from the PPC is entirely handled by the integrated heatsinks, no need to add some. It can run hot, but the speed should allow you to move away from the enemy for a moment and cool down.
Note that this config is already quite slow for a Kit Fox, but compared to others it's pretty fast.


Those are from me, now it's your turn! :)
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Alright then, I have one.

Shadow Hawk Variant1, aka Rich's Ride: 45 tons.
Loadout: 2 x LTPPC, 1 x LTGauss(30).
Speed: 84.96 Km/Hr
No heat sinks.
Jump Jets.
EW Loadout: ECM, LAMS, IFF Jammer.
Armour: 10.00 tons of Ferro Fiberous.

This is the one I use most often online. Started out simply because it is one of my favorite TT Mechs. The MW4 version does not have all of the abilities of the TT version and is a little weaker because of this. Online, this Mech will give an enemy no end of trouble due to its high nuisance value as a fast raider or as an excellent support mech to keep the ankle biters off the Assaults on my team. The long range of the weapons loadout means I can snipe long before the enemy can and I find I like taking headshots. Dropped a Behemoth at 850 metres like this once. Turn off the radar or at least reduce the range from max to 400 to make this one very tough to see at anything over 500 metres away.

I do not get many unassisted kills with it. I do get the chance to assist in a great many kills by reducing the enemy's armour before the friendly Marauder II opens up with everything. It seems I draw very little fire until about five minutes into the match and then people start shooting at anything or anyone which even looks like me. All in all a fun Mech for pretty much any fight. it will take down a Stock Wildcat, provided I get the first shot. The Behemoth(Stone Rhino) was blind luck and I'll never seen a setup like this again.
 

CABAL

<< ■ II ▶ >>
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I've got a fun one.

Marauder, Striker Variant: 75 tons
Weapons: 2x MDPLS, 1x LGPLS, 1x CLBX20
Speed: 90.02 kph
Heat Sinks: 5
EW Suite: None
Armour: 14.5 tons (100% all regions)

With this load out I have speed and durability while still being able to pack a punch. The pulse lasers can run up the heat a bit but the heat sinks compensate for most of it. My idea when I built this was that I would strafe my target then circle back around while my mech cooled and the LBX reloaded.
 

CABAL

<< ■ II ▶ >>
Staff member
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I created an interesting Behemoth variant while playing around in the Mech Lab earlier.

Behemoth, More Dakka Variant: 100 tons
Weapons: 3x CERPPC, 8x LMG (no extra ammo)
Speed: 46.01 kph
Heat Sinks: 25
EW Suite: LAMS
Armour: 24.50 tons

I sacrifice speed but I have great durability and firepower. I will admit that the 25 heat sinks may be overkill considering that the LMGs don't generate any heat, but it just does not overheat. The Clanner PPCs give me a great punch, and the light machine guns are surprisingly useful. They have a range of 600m and deal 1dps each while weighing only 1 ton and generating 0 heat. With eight of them, their power rivals a Clan RAC10 while consuming less tonnage and never having to worry about jamming. They also carry enough ammo by default that running out is hardly an issue, though you could probably strip some of the heat sinks if you think you need ammo.
 
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