Honestly, for a build like this, I'd almost drop the MASC and put in a BAP instead, just because teammates have an uncanny ability to overlook shut down mechs even if they shut down right in front of them. Edit: After messing around in the mech lab it turns out that the BAP doesn’t fit because the mech has too few critical slots. Too bad, really.
For what it's worth, one would assume the Flea to be a 10 ton design. It's so small and nimble, and it's so compact and unarmed, too! Even the humble Commando looks like a Battleship next to the little Flea! Did they make the endoskeleton out of lead or something?
@@lordtomlluckrahthegreat9014 I wouldn’t underestimate the Flea, not when there are versions that can carry 6 Machine Guns. Like the Locust, the Flea’s biggest problem is weight management, but if you put your mind to it, you can put some decently powerful builds on it. The Commando gets 5 tons more total weight to work with, but it lacks hardpoints, which is what is really holding it back. No matter which Commando you pick, you’ll never get more than 4 different weapons to put on it. It can carry some impressive payloads (you don’t wanna mess with an SRM12 Commando that goes 150kph), but in a meta where the hardpoint bloat is so incredibly powerful, the Commando just gets left behind a bit.
@@julopabene8736 my favorite Commando was TDK with 4xMPL and my favorite Flea was FLE-17 with 2xMPL+3xSL (or 5xML). My performance with those two was pretty much identical. Commando was better at dueling other lights (durability and arm-mounts) and Flea was a bit more effective at battling big threats due to higher agility and lower size. 1k battles spent in a cockpit of Fleas, Osiris and Commandos resulted in K/D and W/L better than those of mine for mechs that are considered OP (K/D>2 and W/L around 2). Great tiny mechs these are. MG-Fleas are weaker than pure laser ones. I'd rather take much less agile MG Lynx or Cheetah. Due to overly heavy IS MGs when playing IS lights like MG-Javelins or MG-Fleas by the end of the match I was always out of ammo. SRM-Fleas and Commandos are ok, still I prefer heavier JJ-equipped mechs for missiles. For IS 20-25-tonners lasers are perfect IMO. When you are often one of the last guys standing and your DPS is already low using infinite-ammo stuff is much less stressful :}
A great player is not someone who always gets the highest score, a great player is someone so skilled that other people have great games because of them.
I think the only way you could possibly improve this would be to add a TAG laser to help guided missile boats (works with LRM, Streak, not sure if it works with ATMs)
@@randombloke82 NARC on a Flea? I'm not sure there's a Flea with a missile hardpoint, but if there is I suppose that would help too. However, at that point you're better off switching to a "spec-ops Raven-3L" build, because then you can add ECM and Stealth armor (and an active probe if you don't want to bother with switching your ECM around between disrupt and counter). Tag doesn't generate any heat, and the heat from launching a Narc is minimal if any.
@@44R0Ndin for NARC you need a Commando COM-2D but it is inefficient as a flamer-boat. Raven is too huge and sluggish for close range engagements and has atrocious hitboxes. Probe is useless on ECM mechs bc disrupt mode disables the probe and in counter mode those do not stack (at least it used to be so in 2019). TAG means one less flamer.
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the funny thing here is that this 'mech's, and other light's, ability to deadstop medium, heavy, and assault 'mechs is realistically impossible...trying to block, say, an Atlas from moving forward or backward would realistically result in the Flea getting punted like a football. The Atlas wouldn't even feel it. Imagine if the devs took this realistic bit of physics into account, and how much more careful a light pilot would have to be in combat around both enemies and allies. But, then, if they did that, people would just start making a game out of seeing how far they could punt lights by deliberately running into them at full speed.
Having read "Decision at Thunder Rift," that "nonleathal" flamer build is probably more horrifying than about any other load out as it literally cooks the pilot alive.
I was there in the match when you were using your flamer flea and killed a guy in Canyon Network by getting him to shut down out of bounds. It was hilarious.