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Hey Everyone New Pilot, Small Question


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#21 RazorbeastFXK3

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Posted 15 July 2014 - 09:17 AM

My first mech was the Centurion in mwomercs. Versatile and generally cheap mech with a wide variety of armaments has enough armor to go toe to toe with any mech and quick enough to manuever out of most tight situations. Downside is that it cannot equip anything to its left arm so you're forced to try and protect your right quite often.

I moved on to the catapult for heavy 'cause it was still nimble with decent armor and hardpoints then for assault I went for the stalker 'cause it mounts impressive firepower but sacrifices most manueverability.

Other than that, there's always the testing grounds to perfect your skill in the field unless you like jumping in the deep end feet first. The key settings can be changed so you may perform better in the field instead of having to adapt to the defaults and what I usually do is I check out youtube vids to see how certain mechs perform in the field before I decide to purchase them with my CBills.

Have a blast, mechwarrior!

Edited by RazorbeastFXK3, 15 July 2014 - 09:19 AM.


#22 masterstranger

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Posted 15 July 2014 - 04:58 PM

View PostKoniving, on 15 July 2014 - 06:54 AM, said:


Orions are solid, affordable mechs that bridge the gap between Heavy and Assault while maximizing the strengths and minimizing the weaknesses of the two. Unlike the assaults, the Orion can be fast enough to get away from danger, bad positioning, general bad situations and mistakes. Unlike the heavies, it can take abuse worthy of an assault mech.


Thunderbolts.

Advantages:
  • One variant can jump.
  • Two variants can use all 3 weapon types.
  • Two variants have shoulder-mounted energy weapons (on eye level, makes it easy to crest hills as a sniper).
  • All variants have arm weapons, allowing for skilled players to track enemies for lock-ons, advanced aiming techniques as well as better vertical and horizontal range of aim for situations when you otherwise cannot shoot at the target.
  • These mechs come stock with strong armor.
  • Lots of hardpoints for lots of weapon variety.
  • Cockpit is on the left torso and not the center, with the middle of the cockpit being a divider for torsos. (This is good because anyone going for a headshot with a beam weapon is going to split their damage between 3 sections).
  • The general hitbox shape makes the center and left torsos very Clan mech resistant. (IE good resistance against laser fire due to tendency to spread damage without effort. Don't expect it to help against ballistics or missiles).
  • Bloated body shape (done because the stock has lots of armor; pity stock armor doesn't mean much) has a lot of front torso surface area and very little rear; while not always a good thing here it means you can focus more than 95% of your armor on the front and tank like a beast. Just don't let things get behind you.
  • The side torsos are huge. When one is destroyed, it reduces all damage done to it by 50% before transferring it to the center torso. Get them hitting your destroyed shoulder space to reduce it by 75% (50% from arm hitbox to ST, 50% of that from ST to CT).
Disadvantages:
  • A large number of hardpoints with only 65 tons to work with means it is difficult to fill them and design ideas tend to go awry when they feel they must fill every hardpoint. Balanced, mixed loadouts can use them all just fine, but many people like to carry the biggest bangs for their buck and as many of said bangs as they possibly can.
  • Some builds have most of the hardpoints on the left torso, this draws attention and fire to the left torso.
  • Most hardpoints are mounted on the torsos.
  • Regardless of launcher size, the missile pods tend to have only 2 sizes on some variants, large and huge. Other variants only have medium and large. There's always the option of removing them entirely though.
  • Thunderbolt cockpits are off-center, though it doesn't feel that way. This makes convergence a little awkward and depth perception as well.
  • Thunderbolts normally have a great view, unless you're in one with two left torso missile launchers then you can't see to your left.
  • Thunderbolts are fat targets with huge side torsos, they are not XL engine friendly unless at very high speeds of more than 81 kph. And even then it's a nasty risk.
Thunderbolts are a favorite of mine.



And I know, vid overload. But it never hurts to watch things in moderation over time. Some variety videos. Contains multiple mechs; one to a match, shorter matches.



No such thing as video overload :P I love learning and just watching a skilled player making decisions helps me with mine.

So you're saying get an Orion over a Thunderbolt? After watching all the videos, i have to admit i am leaning towards the Thunderbolt. (Of those two). I think i would enjoy the playstyle after watching you paly, especially the one where you start out using the LRMs, then do some spotting, and then move down the hill to assist at the end "brawling" in town. That would be something i could easily enjoy, doing a little bit of everything, switching my role as the situation requires it.

The orion is a trial mech i've gravitated towards, as it seems i do the best with it (or the cataphract)... ie 100 ish pts of damage, and 2-3 assists, with a couple of spots thrown in. If the thunderbolt plays similarly to the Orion, i will probably get the Thunderbolt first.

Thank you to everyone elses replies! They all seem like such awesome mechs! :D its a shame you can't buy them all! The thread with most common mech suggestions didn't contain the ones i'm leaning towards, is that unusual? haha. I'm still open to any other suggestions, but of them all, the Orion and the Thunderbolt have stolen my heart me thinks (They are sexy looking mechs).

#23 MrGunner2You

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Posted 15 July 2014 - 06:14 PM

Where are my mechs? Just dropped $160.00 and nothing is updated in my hanger or anything. I have the receipt with same user name and all but no premium and no deal? WTF? Caution to all who are looking to buy stuff in this company, the grounds are shakey.

#24 Nothing Whatsoever

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Posted 15 July 2014 - 06:33 PM

View PostMrGunner2You, on 15 July 2014 - 06:14 PM, said:

Where are my mechs? Just dropped $160.00 and nothing is updated in my hanger or anything. I have the receipt with same user name and all but no premium and no deal? WTF? Caution to all who are looking to buy stuff in this company, the grounds are shakey.



If you just bought today, you will need to wait a little bit for your mechs to appear in your Mechlab

Check this out:

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A: Your Clan Collection will be delivered at the next available injection occurring each business day starting at 4PM PDT / 7PM EDT / 11PM UTC. The delivery script may take several hours to run over all affected accounts, so we appreciate your patience as it runs. If you purchased after the indicated time, your collection will be delivered with the next injection the following day, we apologize for any inconvenience this may cause.

You can check your Pre-Order Status here:
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#25 Koniving

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Posted 15 July 2014 - 07:37 PM

Either-or. The Orions are more versatile across all variants. The Thunderbolts have niche ideals. They are both solid mechs. Both admittedly under-loved by the community.

In some ways Thunderbolts and Orions are similar. But it's a 10 ton difference which is reflected in both max armor limits as well as maximum tonnage that can be spent in weapons, engine, ammo, etc.

Since you're leaning toward Thunderbolts.. The 9 series (9S and 9SE) are more advanced in the sense that they come with heatsink upgrades already. Both appear to come with standard engines, double heatsinks.

The 9S comes with at least one of each kind of hardpoint. It's got a medium-sized launcher pod so don't expect a whole lot of LRM power to come out of it.

The 9SE is significantly more limited in hardpoints but it favors fewer yet larger weapons. You can pack two launchers in, but both are medium-sized (10 tubes each; if you pack in LRM 20s they will speed-volley two sets of 10 instead of all at once). It's redeeming feature are the jumpjets, however.

The other two while also solid units require you to pay for the heatsink upgrade after getting it, which is much more expensive (1.5 million). Given PGI's pricing quirks the 9-series of Thunderbolts are much cheaper than they 'should' be versus Battletech and tabletop.

Truth be told at stock the Thunderbolts run almost the same armor that on their front STs as my Hunchback's Hunch does.

A chase cam from Lordred's perspective as he follows my Hunchback on the first time I ran the build.
Score from that one.
Spoiler

(To mention it... 7-11 was my Birthday. Score of 711 damage. Though as seen in the date of the video it's fairly old).

Actually having looked that, I saw Lordred put up a vid with a pure stock Orion. Standard heatsinks and all. You may notice the gameplay style required is extremely different. Chain fired weapons, pauses between firing.


Posted Image
My other 3 Thunderbolts are invalid because their engines have been removed.

Also, don't let people make you think that you need a large number of weapons to do a lot of damage.
Posted Image
Trebuchets are 50 ton missile mechs with the same height as Orions. They're walking stick figures that are very easy to kill. This build was an eternally cold (heat neutral) rig with a single large pulse laser as its mainstay for damage. MGs are not generally considered good for getting damage, and streaks are imprecise.

#26 Koniving

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Posted 15 July 2014 - 07:42 PM

View PostMrGunner2You, on 15 July 2014 - 06:14 PM, said:

Where are my mechs? Just dropped $160.00 and nothing is updated in my hanger or anything. I have the receipt with same user name and all but no premium and no deal? WTF? Caution to all who are looking to buy stuff in this company, the grounds are shakey.

As Praetor responded.
Anything bought within the game is delivered instantly (though there is a recent bug that'll give an error. Relogging and checking back in 10 or so minutes usually fixes it). Since the money used in game (called MC) is already paid for and simply a credit, it's instant.
Anything bought from the website itself is run on a different system that does scheduled deliveries, I believe part of it is because it allows for payment to process.

Also be aware that if your first purchase is a large sum, you may need to contact support@mwomercs.com and request to be 'whitelisted,' as it appears a little weird to immediately throw more than 50 dollars at a game you just started playing.

#27 Hobgoblin I

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Posted 15 July 2014 - 08:04 PM

Hunchbacks....there are energy, missle, and ballistic versions to cut your teeth on. They are durable and don't need (or want) an XL engine so they are cheap. Great torso twist, smaller size to be harder to hit...perfect 2nd line mechs. Also mediums will get through the queue quicker...

#28 masterstranger

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Posted 15 July 2014 - 09:47 PM

View PostKoniving, on 15 July 2014 - 07:37 PM, said:

Either-or. The Orions are more versatile across all variants. The Thunderbolts have niche ideals. They are both solid mechs. Both admittedly under-loved by the community.

In some ways Thunderbolts and Orions are similar. But it's a 10 ton difference which is reflected in both max armor limits as well as maximum tonnage that can be spent in weapons, engine, ammo, etc.

Since you're leaning toward Thunderbolts.. The 9 series (9S and 9SE) are more advanced in the sense that they come with heatsink upgrades already. Both appear to come with standard engines, double heatsinks.

The 9S comes with at least one of each kind of hardpoint. It's got a medium-sized launcher pod so don't expect a whole lot of LRM power to come out of it.

The 9SE is significantly more limited in hardpoints but it favors fewer yet larger weapons. You can pack two launchers in, but both are medium-sized (10 tubes each; if you pack in LRM 20s they will speed-volley two sets of 10 instead of all at once). It's redeeming feature are the jumpjets, however.

The other two while also solid units require you to pay for the heatsink upgrade after getting it, which is much more expensive (1.5 million). Given PGI's pricing quirks the 9-series of Thunderbolts are much cheaper than they 'should' be versus Battletech and tabletop.

Truth be told at stock the Thunderbolts run almost the same armor that on their front STs as my Hunchback's Hunch does.

A chase cam from Lordred's perspective as he follows my Hunchback on the first time I ran the build.
Score from that one.
Spoiler

(To mention it... 7-11 was my Birthday. Score of 711 damage. Though as seen in the date of the video it's fairly old).

Actually having looked that, I saw Lordred put up a vid with a pure stock Orion. Standard heatsinks and all. You may notice the gameplay style required is extremely different. Chain fired weapons, pauses between firing.


Posted Image
My other 3 Thunderbolts are invalid because their engines have been removed.

Also, don't let people make you think that you need a large number of weapons to do a lot of damage.
Posted Image
Trebuchets are 50 ton missile mechs with the same height as Orions. They're walking stick figures that are very easy to kill. This build was an eternally cold (heat neutral) rig with a single large pulse laser as its mainstay for damage. MGs are not generally considered good for getting damage, and streaks are imprecise.



Thank you for all the help guys! I hate to flip flop but i went and spoke to some of the guys on the "education centre" teamspeak, as well as quite a few during Sidestrafes stream today. Nearly everyone said go with an Orion over the Thunderbolt, not that the Thunderbolt was bad, but that it probably required a little more skill to pilot. They also said (generally) that the Thunderbolt was unfairly underrated, so i already have plans to make it my second chasis haha. one day, i just need to grind in my new Orion - K variant.

ON1-K

This is the load out i came up with, haven't tried it in game yet. So far im not overly happy with the med lasers (didn't have the money for large though) and i know i should be using 2 10s instead of a 15 lrm (again, short on funds) but i have a feeling i'll have some fun with it.

Thank you all for the help! Very much appreciated. I will be back with further questions no doubt. So refreshing to have a pvp game not entirely filled with the scum of the universe and trash haha, its like a little oasis out in the big bad interwebs.

Thank you again guys!

#29 The Great Unwashed

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Posted 15 July 2014 - 11:27 PM

You'r probably strapped for cash so the Radar Deprivation module is out of the question at the moment.

You carry a lot of ammo in your sides; though you do not have an XL engine, an ammo explosion will transfer all damage that exceeds the total health of your side torso to your center torso. If you use CASE, this will not happen. Alternatively, you can try to move some ammo to your legs. Yes, you can suffer an ammo explosion there as well but you have max armor and you will survive the ammo explosion.

Note that the 300 engine has "free space" for two heat sinks. Not that you really need it, but you will keep the heat sink when you lose your right arm.

The LRM15 could be useful, but you need locks and cannot penetrate an ECM field on your own without TAG (which you do not carry). You could consider SRM6s? They have a great close-range punch so you can do some more brawling.

I moved some parts around, slightly, and went to 10 points of rear armor favoring front armor:
ON1-K
I'm not an AMS user that might save you 1.5 tons plus 0.5 tons by ditching CASE:
ON1-K
There's still some ammo in vital areas that is usually expended quickly. Conversely, if you are taking critical hits and you haven't spent even 1 ton of ammo, it wasn't going to be a good game anyway :P You can move the right-torso ammo to the legs too and see how often you get legged. If you suffer heat problems and enjoy close-range fighting, you can opt for the LBX10 and take one more ton of ammo. The LBX10 is cooler and lighter, but do not think it is better than the AC10. The LBX10 does more damage to criticals but spreads the damage over all criticals in an exposed section: the AC10 does 10 full points of damage and will take out any critical in an exposed area with one shot if the dice rolls in your favor (up to 3 criticals in 3% of the cases).

Edited by The Great Unwashed, 15 July 2014 - 11:36 PM.


#30 masterstranger

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Posted 15 July 2014 - 11:50 PM

View PostThe Great Unwashed, on 15 July 2014 - 11:27 PM, said:

You'r probably strapped for cash so the Radar Deprivation module is out of the question at the moment.

You carry a lot of ammo in your sides; though you do not have an XL engine, an ammo explosion will transfer all damage that exceeds the total health of your side torso to your center torso. If you use CASE, this will not happen. Alternatively, you can try to move some ammo to your legs. Yes, you can suffer an ammo explosion there as well but you have max armor and you will survive the ammo explosion.

Note that the 300 engine has "free space" for two heat sinks. Not that you really need it, but you will keep the heat sink when you lose your right arm.

The LRM15 could be useful, but you need locks and cannot penetrate an ECM field on your own without TAG (which you do not carry). You could consider SRM6s? They have a great close-range punch so you can do some more brawling.

I moved some parts around, slightly, and went to 10 points of rear armor favoring front armor:
ON1-K
I'm not an AMS user that might save you 1.5 tons plus 0.5 tons by ditching CASE:
ON1-K
There's still some ammo in vital areas that is usually expended quickly. Conversely, if you are taking critical hits and you haven't spent even 1 ton of ammo, it wasn't going to be a good game anyway :P You can move the right-torso ammo to the legs too and see how often you get legged. If you suffer heat problems and enjoy close-range fighting, you can opt for the LBX10 and take one more ton of ammo. The LBX10 is cooler and lighter, but do not think it is better than the AC10. The LBX10 does more damage to criticals but spreads the damage over all criticals in an exposed section: the AC10 does 10 full points of damage and will take out any critical in an exposed area with one shot if the dice rolls in your favor (up to 3 criticals in 3% of the cases).



Thanks! I'll save those couple of loadouts to play around, and yeah i will move the heatsinks into the engine. I wanted LRMS to have something to do while i wait in the mid lines for the push (either way) to happen. (In all the matches i've played, both teams seem to poke and prod each other, till i certain point, when everyone starts pushing hard on one side, thats when i plan to go into "brawl mode" haha) Thats why i have the LRMS over the SRMS or SSRMS. It gives me something to do in those opening phases, as i try not to draw any undue attention to myself.

I will have a tinker around with it soon, i'm flat broke so i might have to have a few matches before i change anything "drastic"

#31 John80sk

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Posted 15 July 2014 - 11:56 PM

I don't know how newbie friendly the Orion is... Big torso with little arms makes it far less tanky than lighter mechs with better hitboxes. It can be effective if the player understands the limitations of the chassis, but so can any mech.

The Jaegermech is probably in my eyes the most newbie friendly heavy. High mounted weapons, fairly simple loadouts, useful with an XL or a standard. Can't take a lot of punishment, but seems to fit the fire support role this guy has a preference for. Also easier for new players to get a handle on the dual reticle system without lateral motion I think. On top of that the Jaeger can take all three weapon types. Only thing it doesn't have is jump jets.

EDIT: whoops, guess you already picked the Onion.

I would recommend you move some ammo to the legs and head, which people are less likely to target. You can also skimp on arm and leg armor a bit with the orion, both are rarely targeted.

Some optimization of your build:
http://mwo.smurfy-ne...fc5117086f420d5

The smaller LRM's will have a tighter spread and faster reload. The stripped armor you're unlikely to miss (if you do miss it you can drop a heatsink). The ammo location is kindof a taste thing.

Further on down the line you'll probably want more specialization, but as a new player you'll probably be fine with a mixed loadout.

Edited by John80sk, 16 July 2014 - 12:06 AM.


#32 The Great Unwashed

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Posted 16 July 2014 - 12:25 AM

He bought one indeed. The builds of John80SK have the heat sinks in the side torso, commonly known as crit padding; when the armor is gone then the critical component damage is randomly assigned to a (filled) critical slot: having a heatsink at that location reduces the changes of loosing a weapon or destroying ammo by selecting the heat sink as a target. Note that at this point, loosing the heat sink isn't so bad compared to loosing the weapon. (You should do this for the builds I suggested too because you have the space to do so)

#33 Blood Rose

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Posted 16 July 2014 - 12:28 AM

Misery.
Its the best hero Mech available, mounting a good mix of energy, Missile and a single Ballistic. As its a Stalker it can facetank like no tomorrow and it makes an amazing support Mech.
The only downside is that it can only be bought for MC.

Alternatively the Thunderbolt TDR-9S is an amazing choice and well priced.

#34 Kmieciu

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Posted 16 July 2014 - 12:57 AM

It's better to put ammo in arm rather than side torso. AC10 ammo explodes for 150 points of damage. 75 gets transferred to the center torso. If you put it in the arm, the center torso would sustain only 32.5 damage. And people rarely target Orion's arms, since the side torsos are so huge.

Edited by Kmieciu, 16 July 2014 - 12:58 AM.


#35 Koniving

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Posted 16 July 2014 - 04:23 AM

Simpler solution to what Kmieciu mentioned is to either slap in "C.A.S.E." which is Cellular Ammunition Storage Equipment -- prevents damage from spreading to the center torso, or to pad it down enough so that it's impossible for the ammo to explode.

I went with padding. Your Orion K padded like this, you will lose the side torsos before the ammo can even think of detonating. The only thing that could possibly cause it to detonate sooner is either a mech with lots of machine guns (don't get close to them) or mechs carrying LB-X autocannons (they're shotguns). Since the first wont' do much til it gets through your armor and the second is very rare, you'll be just fine. Also it will run much colder, too.

The ammo in the head is safe, you'll die before it can explode.
The ammo in the center torso is protected by the engine and until the engine can be destroyed (with it mattering), it'll super-protect your AC/10 ammo. Center torso ammo is also the first to drain, so it'll be gone in 15 shots. You'll have plenty of time to get rid of it. The side torso ammo is now padded by lots of heatsinks. The more slots something has, the more likely it will be destroyed first.

Since ammo has only one slot, but heatsinks have three, the heatsinks will almost always be destroyed before anything else. Even then the ammo has a 10% chance of exploding when destroyed which is basically nil.

#36 Koniving

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Posted 16 July 2014 - 04:30 AM


You will notice in this video's beginning, the mech is built without any 'padding'. Everything is '1 slot', and as such when it's hit the ammo is almost guaranteed to explode. During the first match what had happened was multiple things of ammo were destroyed in a few quick shots, triggering one to explode. In sequence, all the remaining ones exploded as well. Later, I redesign Ghoulsby's Swift Dakka Dragon and made it much safer. Never detonated again.

(Before anyone asks, that would be the old UI).

#37 Gasoline

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Posted 16 July 2014 - 05:05 AM

View Postmasterstranger, on 15 July 2014 - 09:47 PM, said:

Thank you for all the help guys! I hate to flip flop but i went and spoke to some of the guys on the "education centre" teamspeak, as well as quite a few during Sidestrafes stream today. Nearly everyone said go with an Orion over the Thunderbolt, not that the Thunderbolt was bad, but that it probably required a little more skill to pilot. They also said (generally) that the Thunderbolt was unfairly underrated, so i already have plans to make it my second chasis haha. one day, i just need to grind in my new Orion - K variant.

That was what I would've said as well. Regrettable there're not many "forgiving" mechs in MWO due to heavy focus damage. For newcomers (or returners after a very long break in your case) I would recommend anything with a standard engine and proper hitboxes.

View Postmasterstranger, on 15 July 2014 - 09:47 PM, said:

ON1-K

This is the load out i came up with, haven't tried it in game yet. So far im not overly happy with the med lasers (didn't have the money for large though) and i know i should be using 2 10s instead of a 15 lrm (again, short on funds) but i have a feeling i'll have some fun with it.

That's actually a decent layout for little space bucks and can deal with every range. I love mixed layouts, it can get a little tricky in the current long range meta. Nevertheless, all the "pricy" upgrades (Endo Steel and Double Heat Sinks) are needed anyway. So nothing wrong to take a few spins in and see if you can get it to work.

Do not get anxious if have a hard time getting this thing to work. It will change as soon as you unlock basic efficiencies and even more so when you master the elites (which nets you also double basic efficiencies).

If you're interested in my experiences on different chassis, head along, otherwise feel free to ignore them. :ph34r:

Spoiler


#38 Denolven

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Posted 16 July 2014 - 07:29 AM

View Postmasterstranger, on 15 July 2014 - 04:58 PM, said:

They all seem like such awesome mechs! :ph34r: its a shame you can't buy them all!

Actually, some people do buy them all ;)

Quote

The thread with most common mech suggestions didn't contain the ones i'm leaning towards, is that unusual?

No, that's not unusual, because the thread lists the most common ones. The Thunderbolt is not seen often on the battlefield, for certain reasons. That doesn't mean it's useless, it just means it's uncommon.

The Thunderbolt does well at the allrounder part, but has difficulties with specialization. That's why Shadowhawk and Victor are never wrong - they can compete with some of the specialists when built accordingly. That means in the long run they will always be usefull, no matter how you develop personally. Doesn't make them always right, but certainly never wrong.

That's why I didn't call them allrounders. I called them "never wrong mechs". Because if you don't know what to get, those are never a bad choice. However, you seem to know what you want, so it's no big deal.

#39 masterstranger

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Posted 16 July 2014 - 06:28 PM

Thanks guys! I'll get to padding my Mech ASAP :). I am so impressed with my "rough newbie build" I went from around 100 damage a game to 400-500 plus i got my first ever kill! Im happy, so once again i just wanted to thank everyone for all their wonderful input!

Btw, thanks for posting anything remotely related. Knowledge is truly the greatest weapon of all, and Gasolines "impressions" are really useful for a newb, something i can slot away in the back of my mind for later reference, even if its just a rough guide on "how to take this mech on"

Thank you :P I now have to work on getting 2 kills in a match, :ph34r: could be a challange, but i'll get there in the trusty Orion one day.

#40 Tarriss Halcyon

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Posted 16 July 2014 - 07:38 PM

I like your choices in mechs. I've been piloting Dragons and Hunchbacks since Open Beta started, and recently I set to work with Thunderbolts, after receiving one for free, and even with my Clan mechs, I can't fault it. I've also been training a few novices, and like you, they seemed to gravitate to the Orion and Cataphract, although the player in question is still deciding what mech he will buy upon finishing his Cadet Bonus time. Perhaps I'll direct him here.

The good thing about choosing obscure mechs or builds, for a novice pilot at least, is that they are unpredictable in pugs for the more experienced players to face. Orion isn't exactly 'obscure' in the same realm as Dragon, for example, but aside for the trial variant, you don't see too many around. Or, at least, I don't. Thunderbolts, though, I do see reasonably often, and those things can tank like crazy. My Thunderbolts, for example, even with Standard Engines and my usually lazy method of mech building (i.e. SHS and no weight-saving materials because I couldn't be bothered fitting them), can tank only slightly less damage than my Stalkers, and dish out death.

Orions are a little more risky than Thunderbolts in the armor, but if you can make them work, then master the mech. I don't mean just in the case of EXP, either. Play with your build constantly until you find a good balance that you like. Learn your mech's limits and your natural playstyle, and from there, the harder to play mechs become easier. As a Dragon pilot, I know this only too well. If you have the cash available for it, buy the hero as well - it makes grinding a lot faster, looks nicer than the stock-standard green mechs (until you can get paints & patterns, at least), and it can be quite dangerous.

Welcome to MWO, I hope to see you on the battlefield at some stage.





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