The Argus was one of my fav early/mid game mechs in MW4. It only had 3 (I think) weapon slots but they were big. One each ballistic, missile, and energy. Plus they were easy to find and cheap-ish to buy at Outreach.
@@igorbukovy4313 in that game the mechlab had sized slots. If I remember correctly a large 3 place slot could handle 3 x 1 place slots (small) weapons or 1 x 3 place slots (large) weapon. I have no idea what and how many the mw5 Argus can carry. 😊
Hello Baradul, I wanted to throw in another suggestion for using the Stacked Crates mod. It's not just a "more loot" style mod, it's actually more of a homogenizer. It's very customizable, but running pretty much the default settings (make sure to click apply even if you want to keep things default, if you don't do this the loot potential will actually be extremely high) It does several things that I think are invaluable for the game. .Makes salvage actually worth the time to track it down by increasing credit gain and Integrating mod items smoothly into all sources of salvage lootpools. (Not cantina missions though, sadly.) .Integrates sensors, probes, etc. into the process of detecting and capturing salvage. .Efficiently traversing the maps to collect salvage makes tinkering with and fielding lights and fast mediums relevant throughout the game. .Adds more dynamics to a mission and decisions to be made. (I suggest turning on the option to pre-mark salvage locations on your map with objective markers. Not coded to rarity! Rather than stumbling around the map searching for salvage or ending the mission because you can't be bothered, knowing where they are from the get go and that there's potentially good loot on the table forces you to make decisions regarding time and risk, which is altogether more interesting gameplay. This is furthered by meshing well with VonsBiomes and it's difficult terrain, and Coyote's missions which are often quite difficult and also often have a timer.) .Actually creates a relevant cost-benefit decision regarding failing a mission rather than just restarting it. Because salvage loot is randomized on reload you have to make the decision wether you want to take the loss from your employer or lose what you've already scavenged. Give it a try. You're already far enough along in your current play through that you won't notice the effects as much, but you should definitely use it if you do another one and installing it now will let you get used to it and decide what tweaks you may want to make.
@@geistzilla It's very exciting going on a mission and even before you've made contact with your target the radio starts up and you're listening to the opfor getting annihilated because they stumbled into a Starleague cache. It makes for a terrific change of pace.
Good grief I was too happy to see an Argus. Great memories with that thing. The very best start to MechWarrior 4 Mercs was to salvage one in the second mission and just load light autocannons with a MRM and a couple Mediums. Such a good mech.
The one good benefit of most clan mech is the come with a 20% cooldown reduction of Ballistics(can't remember if the Dire Wolf does), which is great for Rifles given their long cooldowns. If you're going all Light Rifles on the Dire Wolf, you could take the 8 ton Targeting Computer out of the Stone Rhino. It would benefit the Light Rifles more, especially because there's so many of them. Compared to just 2 gauss and a single PPC which ready come with significantly lower cooldown then the Rifles. But would give the Light Riles 30% more range, 50% more velocity and 25% cooldown reduction. I'd also add if possible Weapon Mounts into the arms, as that would be a significant increase. As it would effect up to 5 Light Rifle at once giving all of them the 5% damage increase and all of them a 10% cooldown reduction. Though I don't think you'd be able to do 10 Light Rifles, 5 on each arm, as I don't think you'd have the tonnage for just the ammo needed. Not unless you could find ways to get more additional tonnage, but also still have the needed critical slot available, would a XXL help?
I wonder how long it will take Bara to notice he has one ultra mixed in with the light rifle group. 😮 Will it happen in this episode? Find out next time at the same Bara time and same Bara channel.
Another cracker episode Bara, always entertaining mate. I saw in another episode you were wondering when the tpi gear and mechs appear, well i noticed your at 3060-61, I'm at 3119, at about 3113 I started to come across new gear and mechs, like optical lasers, my favourite of the new weapons i have to say also D PPC's, lava guns and tactical guass's. Mechwise loads, and they come with a mixture of clan and inner sphere weapons. The mechs themselves sometime come with a prefix in front like MA_Ragnarok, which one of its quirks is Ragnarok Guass, which cuts the cooldown rate of guass weapons by 25%, The MA_Loki which has intergrated null sig which gives your pilot +3 evasion and 25% to completly avoid any incoming fire. I could go on, but think you just got to the 32 century, I might be wrong, but hey ho. Keep up the great video's mate
Heavy rifles are also pretty legit, but for AI pilots. Their cycle time is waaaaaay too long, but they have pretty good range and do massive damage. They're great for AI pilots because the AI pilots don't shoot often enough for that cycle time to really matter anyway, and it's nice to have your AI pilots every now and then just completely whallop the guy you're going up against with a shot out of nowhere. I don't think there's any way Bara could deal with heavy rifles though, because he'd get bored waiting for them to cycle.
finally light rifles! i play vanilla and in the early game they are kick azz, the tbolt with 2 light balitsic slots is perfect anywhere there are mgs i use them. with these mods they are crazy good. i would consider dropping the uacs on the dire more light rifles and some lasers for shooting while they cool down
Bara, two laser insulators are better than a DHS. One DHS is one ton, two slots and .2 cooling. Two insulators are one ton, two slots, .2 cooling, and drops heat generated by the lasers. So even on a small laser, you get the same cooling/weight/slots used, but you lower heat generated. So for the same weight and slots, the delta is lower.
Rifles are great, contrary to common babble. One of my favorite builds is a Marauder (I think 3R) with triple heavy rifles on the shoulder. It's good regardless, but if those rifles are tier 4+, maybe a single T5, you can 1 shot most mediums with extreme accuracy, and I've even insta popped some lighter weight heavies like the catapult, and even insta cored a Charger. As long as all 3 rounds make contact, it will instantly rip off anythings arms, and most anythings legs as well. Oh, and while it's a bit more tricky, you can headshot anything. Atlas are a joke to it, and anything with a sizable cockpit. You do need to upscale the engines however because you want to dip in and out of cover quickly, which is something of an advantage if utilized correctly that you dont need a lot of "exposed" time to deal your damage. You just get on target, pull the trigger, and go back into cover. I also used I think a quartet of medium lasers for backup as well and to finish things off that were left severely damaged but not dead.
I like using light rifles (or heavy rifles) on my brawler mechs. a decent kachunk as i move in before smashing some faces...felt real nice on my banshee.
I've seen so many people crap on light rifles in RogueTech's (yes, I know different game) forums, but with SABOT rounds they're fantastic weapons for their tonnage, and really only outdone by UAC's, just on a related note... I love them in RogueTech too, personally...
Rifles have slow Cookstown, I've been curious to get to throw every cooldown modifier in (Weapon Mount, AFCS) with a quirked mech to see how quick I could get them to see how good I can make a rifle build. This video made me decide I NEED to do it.
@@trevorreniger5670 I have Weapon Mounts and FCS advanced Ballistic on the mech, but no Targeting computer MK8. Light Rifles on the arms has 2.36sec cooldown, base weapon is 5.25. You can go even lower, with targeting computer MK8 and upgrades.
Rifles really benefit from Predictive ballistics FCS (or even a Mk 1 targeting computer) for long shots or taking out Vtols until you get used to the 'hang time' . slow but satisfying DPS: Crack those eggs..
on your lancemate AI not firing as much, they need 1 weapon per group, as they won't fire if the group will overheat them. (not sure if the heat management stat they get affects that tho.) This affected my builds for them a lot, and I ended up with "my mechs" and "their mechs".
2 heavy rifles on a mard2 will head shot an atlas or anything else. I'm slowly gathering the salvage needed for an orca in my current playthrough and want to try 6 heavy rifles on it.
Everything about the plasma rifle says the ammo should be LIGHT weight, but a double bin only gets 100 rounds. I CALL B@LLSH!+!!! edit: it also says ammo is non volatile, so the cases should need less armor,.... and have more rounds per ton in a case edit again: they SHOULD take multiple slots per ton and have lots more rounds than ballistic ammo
Light rifles/medium rifles... pass... tier 5 heavy rifle... mount that mother up,,, THATS a anti armor/anti air... anti mech BEAST... 2 for the cost of a single ac/20.. with 2x the damage
What are you doing up at this time Bara? Go to bed!
I was out in a club with friends. "On the Rocks" night. Rock, Metal, Dubstep. Was fun. Heading to bed now. Good night!
@@BaradulMetal and Dubstep? WE GOT THE MOVES! WE GOT THE MOVES! 😆
Yep. Electric Callboy was on the playlist.
The Argus was one of my fav early/mid game mechs in MW4. It only had 3 (I think) weapon slots but they were big. One each ballistic, missile, and energy. Plus they were easy to find and cheap-ish to buy at Outreach.
Argus has more slots.
@@igorbukovy4313 in that game the mechlab had sized slots. If I remember correctly a large 3 place slot could handle 3 x 1 place slots (small) weapons or 1 x 3 place slots (large) weapon. I have no idea what and how many the mw5 Argus can carry. 😊
Bara-Math: we have 170 shots for 5 light rifles = that are 85 Alpha strikes with the rifles 🤔
I am glad you finally gave some riffles a fair chance, Baradul. They are definitely a viable light weight weapon system.
Hello Baradul,
I wanted to throw in another suggestion for using the Stacked Crates mod. It's not just a "more loot" style mod, it's actually more of a homogenizer.
It's very customizable, but running pretty much the default settings (make sure to click apply even if you want to keep things default, if you don't do this the loot potential will actually be extremely high) It does several things that I think are invaluable for the game.
.Makes salvage actually worth the time to track it down by increasing credit gain and Integrating mod items smoothly into all sources of salvage lootpools. (Not cantina missions though, sadly.)
.Integrates sensors, probes, etc. into the process of detecting and capturing salvage.
.Efficiently traversing the maps to collect salvage makes tinkering with and fielding lights and fast mediums relevant throughout the game.
.Adds more dynamics to a mission and decisions to be made. (I suggest turning on the option to pre-mark salvage locations on your map with objective markers. Not coded to rarity! Rather than stumbling around the map searching for salvage or ending the mission because you can't be bothered, knowing where they are from the get go and that there's potentially good loot on the table forces you to make decisions regarding time and risk, which is altogether more interesting gameplay. This is furthered by meshing well with VonsBiomes and it's difficult terrain, and Coyote's missions which are often quite difficult and also often have a timer.)
.Actually creates a relevant cost-benefit decision regarding failing a mission rather than just restarting it. Because salvage loot is randomized on reload you have to make the decision wether you want to take the loss from your employer or lose what you've already scavenged.
Give it a try. You're already far enough along in your current play through that you won't notice the effects as much, but you should definitely use it if you do another one and installing it now will let you get used to it and decide what tweaks you may want to make.
I totally agree with this, but one more point. Turn mech salvage to 0 because getting mechs from random boxes is too much.
@@geistzilla It's very exciting going on a mission and even before you've made contact with your target the radio starts up and you're listening to the opfor getting annihilated because they stumbled into a Starleague cache. It makes for a terrific change of pace.
Good grief I was too happy to see an Argus. Great memories with that thing. The very best start to MechWarrior 4 Mercs was to salvage one in the second mission and just load light autocannons with a MRM and a couple Mediums. Such a good mech.
im here to see dakkka
When you say Hello...they say goodbye LOL
Rifles are awesome especially in the vanilla game
Drop that radical heatsink and you have speedy legs on one of the mechs you never use
For the sake of the rhino please remove the radical from what I've seen it does more harm than good
The one good benefit of most clan mech is the come with a 20% cooldown reduction of Ballistics(can't remember if the Dire Wolf does), which is great for Rifles given their long cooldowns. If you're going all Light Rifles on the Dire Wolf, you could take the 8 ton Targeting Computer out of the Stone Rhino. It would benefit the Light Rifles more, especially because there's so many of them. Compared to just 2 gauss and a single PPC which ready come with significantly lower cooldown then the Rifles. But would give the Light Riles 30% more range, 50% more velocity and 25% cooldown reduction. I'd also add if possible Weapon Mounts into the arms, as that would be a significant increase. As it would effect up to 5 Light Rifle at once giving all of them the 5% damage increase and all of them a 10% cooldown reduction.
Though I don't think you'd be able to do 10 Light Rifles, 5 on each arm, as I don't think you'd have the tonnage for just the ammo needed. Not unless you could find ways to get more additional tonnage, but also still have the needed critical slot available, would a XXL help?
The argus is good for a 60T-er. Drop the lrm & machine gun for another rac5, load of ammo, and its a fast 60T rac boat.
Baradul casts:" Yeetus DELEETUS!"
I wonder how long it will take Bara to notice he has one ultra mixed in with the light rifle group. 😮 Will it happen in this episode?
Find out next time at the same Bara time and same Bara channel.
Haha, he noticed right after I finished typing.
Yeah, I think those Radical Proto Double Heatsink kit needs to be removed and replaced. It's making the Stone Rhino look bad, IMO. 😄
He keeps griping about it but refuses to fix it
@@WayneWatson1 I don't think he griped about it once in this episode.... he just stated that he took damage from it and moved on.
Another cracker episode Bara, always entertaining mate. I saw in another episode you were wondering when the tpi gear and mechs appear, well i noticed your at 3060-61, I'm at 3119, at about 3113 I started to come across new gear and mechs, like optical lasers, my favourite of the new weapons i have to say also D PPC's, lava guns and tactical guass's. Mechwise loads, and they come with a mixture of clan and inner sphere weapons. The mechs themselves sometime come with a prefix in front like MA_Ragnarok, which one of its quirks is Ragnarok Guass, which cuts the cooldown rate of guass weapons by 25%, The MA_Loki which has intergrated null sig which gives your pilot +3 evasion and 25% to completly avoid any incoming fire.
I could go on, but think you just got to the 32 century, I might be wrong, but hey ho. Keep up the great video's mate
I had a torso full of medium rifles (4) on a BNC-3E and really enjoyed them, the cooldown is bonkers but the alpha is gold.
FIVE LIGHT RIFLES!!!! You madman
Heavy rifles are also pretty legit, but for AI pilots. Their cycle time is waaaaaay too long, but they have pretty good range and do massive damage. They're great for AI pilots because the AI pilots don't shoot often enough for that cycle time to really matter anyway, and it's nice to have your AI pilots every now and then just completely whallop the guy you're going up against with a shot out of nowhere. I don't think there's any way Bara could deal with heavy rifles though, because he'd get bored waiting for them to cycle.
Chain Fire go BRRRR
Rifles are really only good in groups where you can chain fire, so you're not having to wait on the cycle time. Other than that, I love them :)
Just for the hell of it I put 2 masterwork heavy rifles on a nightstar, it punches hard.
Holy crap there's an Argus?!? I love those!
The MAD-RSC ist capable of mounting the spinal HGR.
More damage has been done to the Stone Rhino from the Radical Heat Sink Kit than enemy fire, that needs to get swapped out.
We tell him every video and he complains every video but keeps it in
I honestly don't know why you're surprised. You've more than once said, "Stack 4 of any weapon together, and it'll shred targets"
WHOOOO! rifle shotgun! And to think, youre only using one arm and light rifles. Thanks for trying them out on the direwolf
Yes, we finally riflepilled baradul >:)
finally light rifles! i play vanilla and in the early game they are kick azz, the tbolt with 2 light balitsic slots is perfect anywhere there are mgs i use them. with these mods they are crazy good. i would consider dropping the uacs on the dire more light rifles and some lasers for shooting while they cool down
Bara, two laser insulators are better than a DHS. One DHS is one ton, two slots and .2 cooling. Two insulators are one ton, two slots, .2 cooling, and drops heat generated by the lasers. So even on a small laser, you get the same cooling/weight/slots used, but you lower heat generated. So for the same weight and slots, the delta is lower.
Those redical heat sinks are going to be the death of you. You risk so much good equipment using those things. I'd seriously rethink using them.
Rifles are great, contrary to common babble. One of my favorite builds is a Marauder (I think 3R) with triple heavy rifles on the shoulder. It's good regardless, but if those rifles are tier 4+, maybe a single T5, you can 1 shot most mediums with extreme accuracy, and I've even insta popped some lighter weight heavies like the catapult, and even insta cored a Charger. As long as all 3 rounds make contact, it will instantly rip off anythings arms, and most anythings legs as well. Oh, and while it's a bit more tricky, you can headshot anything. Atlas are a joke to it, and anything with a sizable cockpit. You do need to upscale the engines however because you want to dip in and out of cover quickly, which is something of an advantage if utilized correctly that you dont need a lot of "exposed" time to deal your damage. You just get on target, pull the trigger, and go back into cover. I also used I think a quartet of medium lasers for backup as well and to finish things off that were left severely damaged but not dead.
'I pooped myself for a second!'
Found another nice way to stack ballistics: the 13 AP Gauss black lanner. I call it the headless chicken.
Plasma best in quads. Try it Bara
Epic!❤❤❤
Building Charger 1A1s and selling them is great money. They sell for a lot, even if the engine is broken, and are super cheap to pick.
Laser AMS is awesome in this game. You need this on most of your mechs.
Great fights!
Takes him forever to get around because he refuses to use speedy legs and is like a sloth moving around
McHenry = MickHenry
which is just a tip! your english and grasp of idiom is superb. not a criticism
bara why did you put your energy specialist on the missile mech and your missile specialist on your energy/ballistic mech?
I like using light rifles (or heavy rifles) on my brawler mechs. a decent kachunk as i move in before smashing some faces...felt real nice on my banshee.
I've seen so many people crap on light rifles in RogueTech's (yes, I know different game) forums, but with SABOT rounds they're fantastic weapons for their tonnage, and really only outdone by UAC's, just on a related note... I love them in RogueTech too, personally...
Rifles have slow Cookstown, I've been curious to get to throw every cooldown modifier in (Weapon Mount, AFCS) with a quirked mech to see how quick I could get them to see how good I can make a rifle build. This video made me decide I NEED to do it.
I have the Atlas Yrrot hero mech, with 6 light rifles. It has the -20% ballistic cooldown quirk. They reload quickly.
@@jidlan1884 Have you tried weapon mounts, Adavnced Ballistic, and Targeting Comps? I'm really curious, but on holiday so I can't try it. Lol
@@trevorreniger5670 I have Weapon Mounts and FCS advanced Ballistic on the mech, but no Targeting computer MK8. Light Rifles on the arms has 2.36sec cooldown, base weapon is 5.25. You can go even lower, with targeting computer MK8 and upgrades.
Based and riflepilled, now try a build of nothing but light rifles, and another with 4 heavy rifles and some lasers for backup.
Waco does not mean WACKO .... its WAY-CO... say it again.. WAAAAAYYYYYY -Co.....otherwise... LOVE the vid.
Rifles really benefit from Predictive ballistics FCS (or even a Mk 1 targeting computer) for long shots or taking out Vtols until you get used to the 'hang time' . slow but satisfying DPS: Crack those eggs..
I wish they would release the clans in the console version, and even allow us modular builds so we can fully customize them.
I think a rebuild episode would make a great live stream. That way you could also get direct input from us as to what might work best.
Also, the rifles are backwards from AC's in that their range increases as they get heavier.
How does one even load modded mechs into a SP game I would like to play a madcat but I only have the base game
Just mount 4 havy rifles into your direwolf and go for ballistic mounts in your arms. You are a sniper so I guess you will like it.
Not gonna lie, I was suprised by light rifles when I first used them too.
on your lancemate AI not firing as much, they need 1 weapon per group, as they won't fire if the group will overheat them. (not sure if the heat management stat they get affects that tho.) This affected my builds for them a lot, and I ended up with "my mechs" and "their mechs".
Hey Baradul, got a question for ya, know how to fix those lowlevelfatalerror's MW5 sometimes throws out?
Does it track enemy pilots KIA anywhere? I always wonder about the success of ejections.
If the enemy had artillery, this would be over.
2 heavy rifles on a mard2 will head shot an atlas or anything else. I'm slowly gathering the salvage needed for an orca in my current playthrough and want to try 6 heavy rifles on it.
Is there a Cool Shot like effect in this mod? Drop those Radicals!
Bara please do a rebuilding STREAM!
Everything about the plasma rifle says the ammo should be LIGHT weight, but a double bin only gets 100 rounds. I CALL B@LLSH!+!!!
edit: it also says ammo is non volatile, so the cases should need less armor,.... and have more rounds per ton in a case
edit again: they SHOULD take multiple slots per ton and have lots more rounds than ballistic ammo
Isn't each round a full plasma rifle burst?
wtf i got a rac 20 what to make
Could an Arrow really fit in an Urbie?
only issue i see with the light rifles is ammo, in a long fight ya gonna get screwed quick... either cuz you run out or get an ammo explosion.....
ran 8 mediums on an Annihilator - Insta-splat
That radical heatsink kit, does more damageto you then the enemy does. Get rid of it.
Woohoo Mw5
✌️
First!
1st
Light rifles/medium rifles... pass... tier 5 heavy rifle... mount that mother up,,, THATS a anti armor/anti air... anti mech BEAST... 2 for the cost of a single ac/20.. with 2x the damage
In base game I put 4 light rifles on a maller with 2 LRM15 and medium lasers I named it the broadsider and was effective