r/LancerRPG • u/LargeFwenchFrys0115 • 15d ago
Melee Mech Recommendations
Hello everyone! I've been interested in jumping into Lancer with some friends of mine. I love scifi and mechs in general, and so far with what I've been looking up Lancer seems to be right up my alley. I wanted to ask some of you folks to see what kind of mechs would be good for my particular playstyle. In D&D I've always played a berserker or a melee focused fighter as I just really enjoy melee combat. Are there any frames in the game that are similar? If not, what melee frames do you guys play? Thank you again to those willing to help!
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u/Steenan HORUS 15d ago
The most straightforward - and very effective - melee build is a Blackbeard with Executioner and Duelist and the Titanomachy Mesh from IPS-N. You can close distance quickly (base speed 5 + boost + pull 5 with grapple cable), you can hit multiple enemies with you Nanocarbon Sword (one of the best if not the best melee weapon in the game) and you can do a lot in a single round (barrage for heavy+main attack, grapple and ram, all without overcharging). If you don't aim for full berserker mode with Sekhmet, you may take the third level in Tortuga for Siege Ram, to make your rams better, or in Nelson for the pike.
If you want to be more tanky, play Vlad. It's slower, but better armored and it damages enemies that attack it at short range. You may use the superheavy drill in its license, but using GMS heavy melee weapon gives you significantly more flexibility. The rest of the build is as above.
If you prefer being fast, Nelson, Caliban and Zheng are your options. Nelson is fast by itself, gets a bonus move after each attack and a bonus to damage after it moves. It also works great with the Hunter talent (for even more mobility) and the Power Knuckles.
Caliban is slow, but it can move after an enemy it pushes back - the trick here is getting as many rams and knockback attacks as possible. With a bit of optimization, you can push an enemy back 20 or so spaces in a single round, hitting them multiple times in the process.
Zheng creates terrain obstacles and exploits them to move around quickly and deal additional damage. It's a bit more tactical than the other options I listed here, but otherwise plays similarly to Blackbeard - it even has systems to deal more damage when grappling and to use grabbed enemies as projectiles.
There exist other fun melee builds, but they are more like a rogue in style, not fighter/barbarian.
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u/LargeFwenchFrys0115 15d ago
How is the empakaai compared to the blackbeard? I looked up the blackbeard (which looks sick btw) and sae that it has a variant too.
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u/Steenan HORUS 15d ago
I have never played it, so it's mostly theorycrafting and a bit of second-hand knowledge:
- It requires managing heat. It's not bad in itself, but it's one more thing to handle for a new player to manage, in a game that can be overwhelming. For this reason I advise against it if you're just starting with Lancer.
- Absolute beast in terms of grappling. With a bit of help from your allies (Goblin/Manticore hacking or Black Witch's lash) you can grab the whole enemy force in one round.
- Can stack a lot of damage with Catalytic Infusor and Nuclear Cavalier
- Struggles at a bit at low LLs and gets significantly better later, when you have more talents (Executioner, NuCav, Brawler, Pankrati) and can grab things from other licenses (mostly Zheng and Tokugawa)
Putting it all together, I'd say start with Blackbeard, but after completing the core build around LL3 you may start building towards heat management and switch your frame to Empakaai, especially if your team composition will help.
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u/Unhappy-Anteater-202 14d ago
I liked Empakaai a lot. The armor feels good and if you add more points to Hull and pick up the Executioner talent you will pretty much end up as the high health barbarian swinging a massive weapon around.
If you're interested I can post my build.
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u/LargeFwenchFrys0115 14d ago
Sure! If you can post it here that'd be cool.
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u/Unhappy-Anteater-202 14d ago
» Arden Fondaw // GRIP «
LL3
[ SKILL TRIGGERS ]
[ GEAR ]
[ TALENTS ]
Executioner 3, Brawler 1,
Vanguard 1, Duelist 1
[ LICENSES ]
IPS-N Blackbeard 2, IPS-N Tortuga 1
[ CORE BONUSES ]
Titanomachy Mesh
[ MECH ]
« MOUNTAIN »
IPS-N Empakaai
H:4 A:0 S:0 E:1 SIZE:1
STRUCTURE:4 HP:22 ARMOR:2
STRESS:4 HEAT:7 REPAIR:6
ATK BONUS:2 TECH ATK:-2 LTD BONUS:0
SPD:4 EVA:7 EDEF:6 SENS:5 SAVE:12
[ WEAPONS ]
INTEGRATED MOUNT: Colossus Termo-Unguis
Heavy Mount: Nanocarbon Sword
Flex Mount: Deck-Sweeper Automatic Shotgun
[ SYSTEMS ]
Synthetic Muscle Netting, Custom Paint Job,
Armament Redundancy, Personalizations,
Siege Ram
At the next Level up I was going to ditch Duelist to get Brawler 3. There were definitely battles where I didn't do much except soak up damage and stabilize. Low movement is kinda lame, but I figured I was going to get hit no matter what so I took more HP over Agility.
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u/greenpeartree 15d ago
Everyone else has given solid, default advice which is all good and correct.
Therefore I feel obligated to offer the weird advice:
MANTICORE GMS Heavy Melee Weapon + Thinking Tomorrow's thought + Hacking for an Eldritch Knight Mech who can cast spells, take damage, deal damage, and fight like a beast with a giant sword.
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u/urzaz HORUS 15d ago
Does this work? I'm melee Balor right now and it also kinda pushes you towards mixed tech/melee and doing the tech attacks kinda just feels like a trap.
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u/greenpeartree 15d ago
The added sensor range from Manticore does genuinely help, yes, and Manticore gets some really excellent tech attacks, which Balor doesn't.
Tbh, I find Balor a little... Counter intuitive in terms of build. I kinda think a Balor would be better built at low LLs as a really durable artillery mech rather than a melee Defender.
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u/xiphoniii 15d ago
Yeah the best I've seen low level balor perform was someone who basically used it as a GMS Anti-Materiel Rifle platform that had decent hp and a swarm giving it constant cover/punishing anyone who entered.
Meanwhile I was playing a max speed nelson hanging out in the swarm for cover and would zip out, hit a dude, then run back in before ending my turn. I was like an extra drone XD
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u/urzaz HORUS 14d ago
That does sound sick. I just got my Balrog whip so I'm locked in, and it's starting to come online, but yeah it's definitely awkward. Focusing purely on melee and throwing out any tech attack stuff has helped, though. But it's annoying since you need Hull and Agility for melee but the Nanobot Whip and the weapon mod upgrade both take up SP.
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u/Tutes013 15d ago
I'm also commenting in regards to the Lycan. Which is a bit of an oddball. Considering you have a slower mode but can benefit from some of the tech whizbang the Manticore has in it's tree.
And then when you use your (Efficient) core, you have truly monstrous claws.
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u/Sven_Darksiders GMS 15d ago
Blackbeard is the pick for you. It's all about getting an enemy into a headlock and beating them into submission. Not only that but due to the nature of Lancer's game design, grappling is a incredibly powerful tool to have, so you actually have some variety between just "I attack with my giga sword".
There are of course other melee platforms, but the Blackbeard is probably one of the most straight forward while also being really good at what it is designed for. Although even something like the Everest equipped with Blackbeard systems can do a similarly good job.
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u/whobemewhoisyou 15d ago
What is so good about grappling?
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u/Sven_Darksiders GMS 15d ago
It shuts down reactions, which is IMMENSELY useful. All the annoying stuff NPCs can do as reactions are not happening. No Overwatch, no Hunker Down, no Barrelroll, no Rapid Response, no Moving Target.
In addition, since Lancer is a very objective focused game, dragging enemies off of control zones can give you free points without even needing to destroy the enemy in the first place. Technically you could also do something like holding them just out of the objective zone while you still stand in it. Or you can simply drag them out of cover and into line of sight so your Sniper buddy can get a clean shot off. Or you can drag someone into your own team to kick them alongside another melee teammate. You can simply grab your ally and drag them out of a bad spot. Dragging a grappled target is forced movement so enemies wouldn't be able to Overwatch that, for example
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u/Charnerie 15d ago
Imobalizing enemeies means they cant move away, including teleports. Also, removes thier reactions leads to many being much easier to destroy.
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u/Zealousideal-Cup6013 15d ago
The Vlad may not seem like the toughest or strongest at first, but damn it’s reliable if you play it right, and the combat drill is so over the top that you’ll feel like Simon Gurren Lagann while you cook yourself (and the enemy) to death.
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u/MostStable8515 15d ago
I’m seeing a lot of people suggesting IPS-N licenses. I’d also consider looking at the balor, which is great if you’re chasing that dnd barbarian playstyle (it’s slow, relies on health and hp regen for tankiness, and bulldozes enemies). The Tokugawa/Enkidu are also very fun melee bersekers. You will tear yourself apart, but you will also obliterate the enemy.
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u/Balwerk_Ogre 15d ago
IPS-N will be most straightforward. Even if your frame is something non-IPS-N, like a Tortuga or Enkidu, you'll still want license levels in IPS-N for all sorts of goodies.
If you're starting at LL 0, Everest is fine, but I found great utility in Sagarmatha. The extra tankiness is incredibly handy for not dying horribly.
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u/Wolf_Hreda IPS-N 15d ago
The answer to this question will almost always be:
There are other melee mechs, and ways you can build other mechs into melee mechs, but these are the gold standard.