long range tagged posts
Please note: This guide may still be viable, but is very old.
You will probably find better ones or will need to tweak a few things. In addition, some or all meta game information and play style/hints may include outdated information. As soon as an updated version is available, it will be shown here. If you have up-to-date information on how to improve this build, please leave a comment below. Thank you.
This is the second featured Stalker setup in the current series of Stalker builds. When resorting to a xl-engine, it is possible to equip this chassis with 6x PPC. This equals an alpha strike of 3 AC 20s but is able to fire twice as far. Making killing blows is very easy with this build. There are only very few other builds which can produce such an big alpha strike.
- Do not be afraid to do a shoot which will overheat you. But only do this if you are sure to at least heavily cripple your enemy.
- PPCs have a minimum range of 90m. Light Mechs will tear you to shreds. Always stay with some lighter Mechs which can aid you.
- Enable Arm-Lock in the options menu. This way you will ensure maximum pinpoint damage.
- Even heavy Mechs can be two-shoted with this build. Always aim for center torso (worst case scenario: you rip out a shoulder)
- You alpha-strikes generate 50-75 heat (depending on map). Do not shoot if you are already at 80-99 heat or your engine will blow up.
I finally delved into the Stalker chassis and bought three of them (Misery, 3H and 3F). Let’s start with a Stalker 3H build. This build is an LRM-Boat but features excellent close-range defensive capabilities in the form of Medium Lasers and Streak SRMs. It also comes with a Beagle Active Probe and an Anti-Missile System. In my opinion, the Stalker 3H is one of the best Mechs to build an LRM-Boat.
- Stay behind your teammates to provide firing support.
- Always tag enemies, but do not expose yourself too long to enemy fire.
- Your optimal attack range is ~250m; at this range you can fire all your weapons at once.
- The minimum range for LRMs is 180m. If you are closer to your target they will do NO damage.
- Do not forget to open your missile bay doors at the beginning of each match. The lights at the border of your screen will switch from yellow to green when they are opened.
Find Catapults a little lame? Already bought an Atlas and you don´t know how to effectively get XP and CBills with it? Want to be top3 of the scoreboard for 10 rounds in a row? Look no further. The Atlas Deluxe LRM Boat will make this all happen:
- Standard Engine 300
- Endo Steel Structure (can leave that one out if you don´t have the money because you wont be able to use it to its full extent with the regular config (will have 1-2 tons left but no more slots))
- Maxed Armor
- 3x LRM15+Artemis
- 2x Medium Lasers (Medium Pulse Lasers with endo steel)
- Do NOT put any lrm-ammo in your shoulders aka left/right torso! It will be very vulnerable to attacks. Distribute it evenly into all other slots (e.g. legs)
Playstyle and Tips:
- As of the latest patch, Artemis requires line of sight. Your ideal position will be ~400-800 meters away from the target and ideally withing line of sight (e.g. river bank)
- You are worthless in melee (LRMs have a minimum range of 180). If you don´t know what to do, fall back to your nearest friendly.
- Conserve ammo by not overnuking low health enemies and only firing if you are absolutely sure the target will be locked for some more seconds
- Exchange some ammo+heat sinks for an ECM if you are encountering a lot of light mechs