Stormcrow with 12 SPL is easily one of my top-3 favorite builds and works for me pretty consistently. However, it does require some patience and a certain change of mindset in comparison to most other mechs (including even SRM brawlers). Basically, you need to learn to patiently wait for an opening without exposing yourself. Teams are trading at 250-300 without pushing (like in game 3)? Don't trade. Stay behind the corner and wait for either team to push? so you can either ambush the enemy or assist your big guys. And it is an especially bad idea to charge groups of enemies at the start of the match. In fact, I found that the most productive way to spend the first minutes of the match is to try ambush lights going after assaults\snipers. This thing is a nasty light-killer - SPL hit them hard and the Stormcrow is fast enough so they can't get away too easily. Also, this build doesn't "advertise itself to the enemy" - there is no cockpit shake or even a bright flash of a "classic" laser vomit. So if you don't literally face-hug the enemy, let someone else get in their faces and just casually remove their components from a 100 meters or so - more often than not you'll be ignored. Basically, this thing isn't a "brawler" it is a "gutter fighter" trying to shank mechs in the most dishonorable way possible =)
That is a rough build to make work. I have found that the regular ER small lasers work better when you are doing the massed small laser builds on the stormcrow. With some creative shuffling of omnipods, you can get a total of 13 energy hardpoints on the stormcrow. And assuming you use max armor, you can shoehorn in 9 additional heatsinks. With skills, and some careful play, you end up with something that you can run without shutting down every other shot. What I normally will do is have an ER large laser for longer engagements, so you are not totally useless during the early game. And so you can force snipers to get their heads down. But once I close to 2-300 meters, I completely stop using the large laser. Instead I go with the small lasers, either all together, or in two banks fired close together. The thing is, with 12 of them, you are looking at 60 points of damage every 3.2 seconds. Less if you add skills. Yes, they are slower than the pulse versions. But they are half the weight, and let you have more heat sinks. So you can get off several blasts of all of your small lasers before you need to disengage to cool down. And with 12 of them, that is the same as 3 AC20s. Every 3.2 seconds. With no ammunition limits. And as the other posters have noted, you need to play these very carefully. You need to keep your head down, aside from the occasional long range harassing fire with the large laser. And don't trade if you can help it. You are a back stabbing assassin, or a sidekick that steps in to help your larger, more durable team mates. You are not, and should never play as, a front-line mech. You are support for your team. You do quick, short bursts of a LOT of damage, then duck back to cool down. If you play these kinds of build right, you can make a huge difference in most games. If you get caught in a situation where you have to trade, you are screwed. One other note. These builds with a bunch of small lasers are death to small harassing mechs. Because you can take off a leg or core most of them in a burst or two. If you stick with your teams mechs that are vulnerable to light mech attacks, you can easily pick off 2-3 of the little b@stard$ a game. Which, in turn, keeps your teams larger mechs on the board longer.
Crusader 6t can boat 14 SPLs... 56dmg alpha, no ghost heat. LOL, it's stupid overpowered in brawls. You can one-shot legs off a lot of lighter mechs if you catch them standing around, and most of the rest lose a leg with just 2 alphas. Light 325, 3jj, 17dhs.
In the 2nd match early on, you had a good position on the right flank of bigger teammates, but your timing to engage was off. Don't be first, SCR isn't tanky enough to be that aggressive. Watch your speed and the terrain, and let a bigger teammate engage the enemy and draw their fire first, and then you quickly follow up with your burst and then get back behind some sort of cover. If a bigger, chickenshit mech tries to shield behind you, reposition.
Stormcrow with 12 SPL is easily one of my top-3 favorite builds and works for me pretty consistently. However, it does require some patience and a certain change of mindset in comparison to most other mechs (including even SRM brawlers).
Basically, you need to learn to patiently wait for an opening without exposing yourself. Teams are trading at 250-300 without pushing (like in game 3)? Don't trade. Stay behind the corner and wait for either team to push? so you can either ambush the enemy or assist your big guys.
And it is an especially bad idea to charge groups of enemies at the start of the match. In fact, I found that the most productive way to spend the first minutes of the match is to try ambush lights going after assaults\snipers. This thing is a nasty light-killer - SPL hit them hard and the Stormcrow is fast enough so they can't get away too easily.
Also, this build doesn't "advertise itself to the enemy" - there is no cockpit shake or even a bright flash of a "classic" laser vomit. So if you don't literally face-hug the enemy, let someone else get in their faces and just casually remove their components from a 100 meters or so - more often than not you'll be ignored.
Basically, this thing isn't a "brawler" it is a "gutter fighter" trying to shank mechs in the most dishonorable way possible =)
Watching this vid I was thinking the same thing. This is an "assist" build. Find an assault brawler buddy and you're good.
That is a rough build to make work. I have found that the regular ER small lasers work better when you are doing the massed small laser builds on the stormcrow. With some creative shuffling of omnipods, you can get a total of 13 energy hardpoints on the stormcrow. And assuming you use max armor, you can shoehorn in 9 additional heatsinks. With skills, and some careful play, you end up with something that you can run without shutting down every other shot. What I normally will do is have an ER large laser for longer engagements, so you are not totally useless during the early game. And so you can force snipers to get their heads down. But once I close to 2-300 meters, I completely stop using the large laser. Instead I go with the small lasers, either all together, or in two banks fired close together. The thing is, with 12 of them, you are looking at 60 points of damage every 3.2 seconds. Less if you add skills. Yes, they are slower than the pulse versions. But they are half the weight, and let you have more heat sinks. So you can get off several blasts of all of your small lasers before you need to disengage to cool down. And with 12 of them, that is the same as 3 AC20s. Every 3.2 seconds. With no ammunition limits.
And as the other posters have noted, you need to play these very carefully. You need to keep your head down, aside from the occasional long range harassing fire with the large laser. And don't trade if you can help it. You are a back stabbing assassin, or a sidekick that steps in to help your larger, more durable team mates. You are not, and should never play as, a front-line mech. You are support for your team. You do quick, short bursts of a LOT of damage, then duck back to cool down. If you play these kinds of build right, you can make a huge difference in most games. If you get caught in a situation where you have to trade, you are screwed.
One other note. These builds with a bunch of small lasers are death to small harassing mechs. Because you can take off a leg or core most of them in a burst or two. If you stick with your teams mechs that are vulnerable to light mech attacks, you can easily pick off 2-3 of the little b@stard$ a game. Which, in turn, keeps your teams larger mechs on the board longer.
You should also show the teams stats at the end. In always curious about that.
I use 3 lrm 15 and 10 micro pulse lasers in the arms
maybe try med pulse lasers and er smalls together?
Call it ablative armor remover.
PS, it isn't a Charger... this is for assassinations not charges.
Obligatory comment here lmao
Crusader 6t can boat 14 SPLs... 56dmg alpha, no ghost heat. LOL, it's stupid overpowered in brawls. You can one-shot legs off a lot of lighter mechs if you catch them standing around, and most of the rest lose a leg with just 2 alphas.
Light 325, 3jj, 17dhs.
In the 2nd match early on, you had a good position on the right flank of bigger teammates, but your timing to engage was off. Don't be first, SCR isn't tanky enough to be that aggressive. Watch your speed and the terrain, and let a bigger teammate engage the enemy and draw their fire first, and then you quickly follow up with your burst and then get back behind some sort of cover. If a bigger, chickenshit mech tries to shield behind you, reposition.