Do you guys use any ECM extra rules and if you do what do the do. Also would a mech for the campaing need anti infantry weapons, or is that not needed to often?
We do use ghost and ECM target rules but remember that your beginning mech choice cannot use Level 2 tech.
Yea I know I'm just trying to plan ahead. Good to know, though that will mean that I will go over the limit for the extra energy rules so my flamer will be a heat hog but I guess I can live with that. Still my build is far into the future, XL 275 engines are not cheap...
While I'm probably the biggest fan of using XL engines in MWO, I refuse to touch them in MegaMek. There have been enough close calls of loosing my mech with a standard engine and nearly max armor that I'd rather not risk it.
Yeah... When you build your 'mech in MegaMek, you've got to think in a completely different way than when building a MWO 'mech.
I know I have spoken with val about it, I might not use the XL, but 7.5 tonnes is so much to play with on a 55 ton mech
in megamek/battletech, XL engines are most ideal for snipers and LRM support mechs... even better if they are in mechs mobile enough to stay out of trouble. however, light mechs are usually too fragile and cheap to make fitting XL engines cost effective... unless in the hands of a very VERY skilled pilot. if i understand correctly that you were looking at a sniper/fire support role, getting an XL engine would definitely help... again, provided you can keep yourself out of most direct brawling engagements. back to the original topic, ecm's ghost target ability is most useful on mechs that can go 85 kph or faster (that is 5/8 MP). ghost targets will still help slower mechs avoid some fire, but the benefit is lessened due to them being slower and easier targets to begin with. of course jump jets can help improve your mobility, but now you are talking 5-6 crit slots devoted to ecm and JJs. it may not seem like much, but heavier mechs usually have issues with crit space and even a small amount can sometimes make a huge difference. ecm also protects against artemis, narc, c3 networks and various forms of guided artillery, but most of this stuff is not encountered very regularly (and some of it doesn't even work right currently)... so most people who get ecm get it for the ghost targeting ultimately, it is a manner of personal tastes: generally speaking, if you are interested in maximizing your firepower, i would recommend avoid using ecm and jump jets. if you want to amplify your ability to avoid damage, take ecm and jump jets.