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Essential Units?
Moderators: Devlin Stone, Power Shaper, GeeOhDee, Paddock, Captain QB
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keith
Sat Sep 11 2010, 08:07AM
Registered Member #4594
Joined: Sun Aug 01 2010, 09:10AM
Posts: 8
Ahoy team,

With the broad range of tech specs available (all the way up to 3055 for mechs, and 3058 for non-mechs), I got to thinking.

What would you consider to be essential units to have on hand (please include unit ref for easy lookup)?
What role(s) do they fulfill (brawlers, fire-support, recon, etc)?

Please include a little blurb with your choices (as your views benefit the community as a whole).
Also, please do not limit the scope to mechs strictly, as there is also a whole range of tanks, VTOLs, support vehicles available.

EDIT:
Here's the offical Frontiers unit lit for easy reference (here).

[ Edited Sat Sep 11 2010, 08:10AM ]

"Just because I have a burnt face, doesn't mean I can't fight crime!"
-Burnt Face Man
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keith
Sat Sep 11 2010, 09:00AM
Registered Member #4594
Joined: Sun Aug 01 2010, 09:10AM
Posts: 8
Phoenix Hawk (PXH-3S)
Roles:
-recon
-skirmishing
-courier
-data cache runs

Pros:
-fast
-jump jets
-hands
-cheap (starter unit)

Cons:
-tin can (compared to heavier units)

I really love my PXH.
Its fun to get right into the middle of the battle, alpha, and then jump / turn out of danger.
Doing this you can even maneuver to get behind your target for an alpha into the back (rush, jump, 180 in mid air).
This works best when done in concert with team mates who have heavier units to draw the fire.

Warrior (H-8)
Roles:
-recon
-spotting
-skirmishing
-fire support
-spotting

Pros:
-fast
-lateral movement

Cons:
-tin can (compared to heavier units)

VTOLs can be great fun to deploy.
They can also be rather tricky if someone takes a dislike to you.
This one is nice in that its *fast* and it has a good mix of long range (LRM-5) and short range (SRM-2 (S)) weapons.
So you have the ability to strife the battle field, and still defend yourself if another VTOL shows up.
You also are in a prime unit for spotting, with the speed / maneuverability to help your team setup for IDFs.

Thunderbolt (TDR-7M)
Roles:
-fire support
-brawler
-data cache runs
-base claim

Pros:
-heavy armor
-hands
-good mix of long and short weapons
-cheap (starter unit)

Cons:
-no jump jets

This unit is invaluable for a newbie as it allows them to spoung some damage, pickup data caches, and claim bases.
All of this is essential if they are going to make the C-bills to get other units.

Archer (ARC-4M)
Roles:
-fire support
-data cache runs
-base claim

Pros:
-range
-rear firing weapons (back mount)
-hands

Cons:
-no jump jets
-weak at close range fighting

I have gotten a *lot* of use out of my trusty ARC.
Its perfect for solo-claiming objectives like Relays (LRM-20s).
Its also heavy enough that you can claim base hexes.
You have the option of grabbing data caches and doing courier runs since you also have hands.
If you have a spotter, you can also do some nice IDF attacks from behind some terrain.

"Just because I have a burnt face, doesn't mean I can't fight crime!"
-Burnt Face Man
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Stac
Wed Jun 01 2011, 09:07AM
Registered Member #4085
Joined: Fri Apr 03 2009, 12:32PM
Posts: 18
A quality heavy or assault helps a lot.

I suggest at least one of the following:
AS7-S
KGC-001
XNT-3O
CRK-5003-1
THG-11E
NG-C3A
IMP-2E

Basically pick something big with lots of guns. The starter TDR is great, but often its nice to take something heavier.
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