
They re generally in mechs that are only a little faster than the rest of the lance. Bulwarks are actually the scouts, if you can believe it - their role is to find trouble, then find cover and weather it. On pilot skills: I actually go for a roughly even split of Bulwark/Master Tactician and Multishot/Master Tactician. Finished up with 3 Heat Sinks, and then maxed the armor.Since I had some weight capacity left over, I put an S Laser in the head.Playing around with weapons, I eventually settled with SRMs on the Left Torso (2 SRM6s and 1 SRM2.Since I wanted it to move fast and avoid incoming fire, I gave it the max number of Jump Jets (5.).I started out by, as I usually do, stripping off all the armor and pre-existing weapons.
#Battletech heavy metal guass ammo upgrade
However, I decided to go with Master Tactician in my scout because it let him upgrade to a Medium 'Mech while keeping his initiative.Īs for the 'Mech, I used a Wolverine (WVR-6R Variant.) In addition to letting you build up an additional evasion charge, Sure Footing also lets you resist stability damage better (if you don't jump or sprint, 50% Stability Damage Reduction.) Typically I end up using the additional evasion charge, though. Won't work for everything (especially if you get sensor locked and start getting sniped,) but it keeps your 'Mech safer than it normally would be.Īgain, if you are going for evasion over durability, Sure Footing helps out a lot. Sensor Lock lets your scout stay out of the way of enemy fire (important, if they will be relying on speed and terrain versus good old armor for protection,) while also allowing it to do its job. I think this is vital for any good scout to have. In terms of build, I'm using the "Scout" specialization. Click to shrink.I haven't played the newest expansion yet, so this might be a little obsolete.
