Victor Morson, on 25 July 2013 - 03:30 AM, said:
There's plenty of guides out there, but after seeing a massive decline in build quality even amongst pugs lately, I figure this is worth repeating - the list of what not to do. [BUT WHAT IF...] No, not even then! NEVER!
1: Mount a Large Pulse Laser, AC/5, AC/10, LBX/10, Machine Gun, Flamer, ER Large Laser, Medium Pulse Laser, NARC, or less LRMs (per volley) than 20. These guns are horrendous and you're already gimping your build right out of the gate with them! Try better guns.
2: Assume people won't cap you because of "honor." They're going to cap you. If you're getting in a light/medium 'mech, and you see someone going for your base, it's your role to try to stop them. Stop just waltzing by and assuming the heavies will go back for it!
3: Freezing like a deer in headlights at LRM boats. In particular in casual PUG games, LRM boats are very very easy to counter. You just have to rush up on them so they cannot defend themselves up close, or stay at a distance popping shots out of their range near steep cover. Don't just ignore them or wander around in circles. I've seen LRM boats take out teams that could smash them 50 times over! Next time you see an LRM 'mech, try to figure out how to exploit it's blind spots!
4: Storing your ammo in your XL Engine side. More 'mechs die to this than anything. Jam it in your arms, head, legs.. but stop sticking it in the side that will cause you to die if it blows up! I kill more 'mechs to that..
5: Taking horrendously mismatched weaponry. Don't take a fast firing gun, a slow firing gun, a long firing gun, a fast firing gun and then configure them in a way you need to fire a little at a time. You're making your build a mess. You either want to go sustained damage of burst damage, but mounting both is a one way ticket to failure.
There's good stuff in the original post, so I'm just going to take the parts I'm going to comment on.
The good:
#2: Assume someone is going to try to cap your base in Conquest. ESPECIALLY in a PUG. The trick here is one of three strategies: 1) stay close to base as a group and defend; 2) have one or two (NO MORE) fast-movers hang with the pack and be on the lookout to return to base when the commando/spider/jenner goes for the cap; 3) be close enough to their base with enough of your guys that you can cap faster than the one or two that will try to cap yours (5 beats 2 up until about the halfway point). NEVER send half or more of the group back to base. EVER.
#3: LRM boats: DEFINITELY roar up into their face. If you can. Use cover, maybe even use the fact they're shooting at someone else to close the distance, but get within that 180m and watch as the missiles harmlessly bounce off your face. Best feeling ever (I don't get out much).
#4: XL engines: if you're taking a mech with XL engines, hopefully it's a mech with tiny side torsos that don't get plinked out too often. Especially in a Cataphract, Stalker, Atlas, or Awesome, XL engines are a "Please kill me" button because people WILL knock out your side torsos typically before they chop off anything else. So while I agree putting ammo in a torso with an XL engine is asking for death, chances are also pretty good that, if someone is blowing through your side torso with the XL engine/ammo combo, you're dead anyway, so load that tub up.
Okay, now the "bad." Quotes on this, because a lot of this is playing style.
This is my Ilya build:
http://mwo.smurfy-ne...1ed4556e86232de
REAL simple and uses two LB10s and two ERLLs.
WHY WOULD I BUILD SOMETHING SO STUPID???
Well, because it owns. At least when I pilot it. And I'm not saying I'm some awesome, amazing pilot; I'm saying that, because of the way I play the Ilya, that build is GOBS of fun and horrifically effective [caveat: for me]. I tried any number of builds before settling on that one, but for some reason, it just works for me.
A lot of builds are that way. When I first started playing this game, I would go for enormous alpha builds, but that's not really what makes an effective build. I had a Misery that something in the range of a 72 point alpha, if I remember right, but I ended up using one with 2 ERPPCs, an AC20, and a MPL.
What I've found is effective is to have something, anything, that can do even a little damage at range (probably not an AC2, unless you can run three or more), say 5 points of damage +.
The PPC is a great weapon, but it's not instantaneous, and if you miss with it, which is easy to do at close ranges, that's it: you have to wait until it cycles up. With the LL (and ERLL, etc), it's a beam, so you have a chance to "sweep" it over a target, even one that's moving fast.
Damage-wise, a LPL may not seem worth the cost, weight, or heat, but like all pulse lasers, it is very effective against smaller, faster targets and does not have to stay "on point" as long other lasers, but benefits from being able to "sweep." Not recommended for smaller mechs, but on Assaults and even Heavies, they're at least worth considering if you want mid- to close-range punch.
This kind of goes for #1 and #5: I like to have something that can hit at long ranges (LRMs - enough to be effective (yes, 20+ combined volley), ER/PPC, or ERLL (which really does have some huge range - more than an LRM)) and then something that can hit at close ranges and hurt enough to catch someone's attention or kill them if I/my team beat them up enough at range.
That Ilya build above is effective for a few reasons (because I like numbered lists): 1) it's agile enough for a heavy to get around the battlefield and get out of most trouble if I find myself, for example, facing an Assault Lance; 2) the ERLLs let me hit people basically from across the battlefield, on most maps - you poke someone enough times, they're going to duck for cover, or mindlessly charge you - both work to your advantage; 3) the LB10Xs, especially two fired at once, are massively effective at taking down Light to Medium mechs in a couple volleys, and can take out even mildly damaged mechs fairly easily.
Machine guns aren't amazing, but they can be effective if you actually AIM at components where the armor has been stripped. It's also fairly good at making someone panic when their whole mech begins to light up. Of course, you can't JUST have MGs, but as a backup, light weapon, they aren't bad.
No argument about the AC5 or AC10 or Flamer or NARC, though. Still haven't found a build where I liked that more than just about anything else. I think I originally mounted a Flamer on the CT of my Misery just because I wanted it to look like it was breathing fire, but it's truly worthless right now. And NARC is wildly inferior to TAG.