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If I Were To Purchase One Mech For Cw, What Would It Be?


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#1 DavidStarr

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Posted 16 February 2016 - 01:52 PM

I've just got C-bills for one more mech. I was going to get CPLT-K2 and start working on those elite skills, but then I thought maybe I should use this chance to get something specifically with CW in mind - because K2 is hardly suited, and A1 / A4 already are as good as they're gonna get.

So what heavy / assault would you recommend? But please, no Thunderbolt!

#2 Fancymarine

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Posted 16 February 2016 - 02:06 PM

i love the jägermech jm-6s to be precise (run it with 4x ac5) and get regular 1000damage matches :)

#3 SirSoggyDog

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Posted 16 February 2016 - 02:07 PM

Almost all IS drop decks have one or more assaults nowadays, and if you don't have one already, I would strongly recommend either the Stalker or Battlemaster, with the STK being more newbie friendly. 85 tons is an easily workable weight for most decks.

If you already have a few big mechs, try out the energy blackjacks, there some of the best CW mechs in game for their tonnage.

Regarding your catapults: Try to refrain from bring them into CW, they're very subpar mechs with poor hitboxes, poor hardpoinst, and no particularly valuable abilities. The general conclusion is to stay away from any IS heavies bar the T-bolt and Quickdraw.


As a personal note, I run STK-3F/H, STK-5M, BJ-3x, BJ-3. It works reasonably well, and makes for quick mech eliting. In all honesty though, I'm probably going to switch the STKs out for Battlemasters.

#4 Wildstreak

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Posted 16 February 2016 - 02:08 PM

Inner Sphere or Clan?
I am guessing Inner Sphere.
What do you have already?

View PostSirSoggyDog, on 16 February 2016 - 02:07 PM, said:

Regarding your catapults: Try to refrain from bring them into CW, they're very subpar mechs with poor hitboxes, poor hardpoinst, and no particularly valuable abilities. The general conclusion is to stay away from any IS heavies bar the T-bolt and Quickdraw.

Quickdraw may get downgraded with the Energy quirk nerf.

Edited by Wildstreak, 16 February 2016 - 02:08 PM.


#5 Mogney

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Posted 16 February 2016 - 02:10 PM

Unless todays patch changes things dramatically the most effective way to play cw currently is long range laser vomit. For assaults i would say stalkers, the 4n for large, the 4h for erlarges. For heavies i wont mention the top choice a you know it. GrasshopperS are a hood second option.

goOd luck

@sirdoggydog

the jester is decent, but otherwisE yeah, cayapults are unimpressive.

#6 DavidStarr

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Posted 16 February 2016 - 02:17 PM

View PostSirSoggyDog, on 16 February 2016 - 02:07 PM, said:

Almost all IS drop decks have one or more assaults nowadays, and if you don't have one already, I would strongly recommend either the Stalker or Battlemaster,

I have no big mechs yet. Stalker is one I was going to get anyway, so I might just bump it up the shopping list!

View PostWildstreak, on 16 February 2016 - 02:08 PM, said:

Inner Sphere or Clan?
I am guessing Inner Sphere.

Yep, this is FRR section, after all.

View PostWildstreak, on 16 February 2016 - 02:08 PM, said:

What do you have already?

Only CPLT-A1 and C4 are worth mentioning. They're definitely my top damage dealers (LRMs, you know? Doesn't matter what your hitboxes are if you're dealing damage without being hit). I also have Hunchback 4G and 4P, but can't even make them work in quickplay.

Edited by DavidStarr, 16 February 2016 - 02:19 PM.


#7 Mogney

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Posted 16 February 2016 - 02:25 PM

If you are running cats in cw, get your k2. All mechs are much much better when elited.

#8 Wildstreak

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Posted 16 February 2016 - 02:33 PM

Well at a future point, you can get a Hunchback-4SP, it can be done as LRM or SRM and has better quirks for the lasers while being near equal to the 4J in Missile.

#9 Jarl Dane

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Posted 16 February 2016 - 02:42 PM

Go Quickdraws.
5K if you like Large Lasers or 4G if you like Large Pulse Lasers.

#10 Jaberwocky

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Posted 16 February 2016 - 02:49 PM

Now I do not play a lot of CW (bar large events), and I have indeed noticed the continual laser vomit from everywhere. I do however love my K-2, It was one of my first mechs and situationally it is a very fun mech! Pre-quirks, I instituted it as my go-to dual-gauss. For fun I took it out in CW on the weekend for the event, and had a lot of success with it as a 2nd or 3rd mech. When the enemy has all been smashed up, a dual-guass still wrecks things quickly. I ended up playing defend/counter most of the time so that helped. The above mentioned mechs are definitely more suitable/meta, but you can have a lot of fun in any mech that fits a play-style that you are good at and enjoy. I prefer not to have the same attempted laser boat build on all my mechs. Srm 6 with Artemis all day though :) K-2's also looks awesome with torso gauss rifles :)

#11 SP3CTREnyc

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Posted 16 February 2016 - 02:54 PM

TDR-9S or STK-4N.

How is this even a discussion?

#12 Kara Ben Nemsi

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Posted 16 February 2016 - 03:08 PM

TDR-9SE

TDR-5SS

CDA-3M

#13 nehebkau

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Posted 16 February 2016 - 03:17 PM

If a Thunderbolt is out, then I would go for the jag. With the uac5s you can run effectively on any cw map.

#14 Grendel408

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Posted 16 February 2016 - 03:51 PM

View PostDavidStarr, on 16 February 2016 - 01:52 PM, said:

I've just got C-bills for one more mech. I was going to get CPLT-K2 and start working on those elite skills, but then I thought maybe I should use this chance to get something specifically with CW in mind - because K2 is hardly suited, and A1 / A4 already are as good as they're gonna get.

So what heavy / assault would you recommend? But please, no Thunderbolt!

Thunderbolts FTW, excellent for energy builds... ignore the Missile and Ballistic hardpoints... go energy. I sport 4 in my CW drop deck for good reason. Decent speed, well balanced loadouts for using a Standard 300 Engine (because XLs are bad in CW) and working with the assigned quirks is ideal for the TDR's.

#15 Fractis Zero

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Posted 16 February 2016 - 04:55 PM

Marauders are beastly. Nice high ballistic hardpoints and some decent energy quirks. With the structure quirks they are very tanky as well.

#16 Sky Hawk

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Posted 16 February 2016 - 05:47 PM

There were some "minor" changes yersterday:

View PostInnerSphereNews, on 12 February 2016 - 12:22 PM, said:

Quirks

• All Inner Sphere Energy Range Quirks are now set at 10% (if present).
• This 10% standardization applies specifically to 'Energy Range' Quirks. Weapon-specific Range Quirks are not effected by this change.

• All Blackjack variants now posses the following Structure Quirks (reduced from original values):
• Additional Structure CT +14 (down from +28).
• Additional Structure L/R Torso +11 (down from +22).
• Additional Structure L/R Arm +12 (down from +24).
• Additional Structure L/R Leg +11 (down from +22).

• Blackjack BJ-1: AC/2 Cooldown Quirk increased to +20% (from 10%).
• BJ-1DC: Accel/Decel Quirks both increased to +60% (from 25% and 35% respectively)
• BJ-1DC: Torso Yaw Speed Quirk increased to +45% (from 25%).
• BJ-3: PPC Velocity Quirk increased to +50% (from 40%).
• BJ-A: Now has a +20% Machine Gun Rate of Fire Quirk.
• Highlander HGN-732B: Ballistic Velocity Quirk increased to +15% (from 10%).
• HGN-732B: Now has a +10% Energy Cooldown Quirk.
• HGN-733P: Ballistic and Gauss Cooldown Quirks have been removed.
• HGN-HM: Ballistic Velocity Quirk increased to +20% (from 10%).
• Jenner JR7-O: Accel/Decel Quirks have been increased to +35% (from 10%).
• JR7-O: Turn Rate Quirk has been increased to +25% (from 10%).
• Quickdraw QKD-4G: Energy Range and Laser Duration Quirks have been removed
• QKD-4G: Missile Cooldown Quirk increased to +15% (from 10%).
• QKD-4G: Energy Cooldown Quirk increased to +20% (from 15%).
• QKD-4G: Accel/Decel Quirks increased to +30% (from 15%).
• QKD-4G: Turn Rate Quirk increased to +25% (from 10%).
• QKD-4H: Laser Duration Quirk decreased to -10% (from -20%).
• QKD-4H: Missile Cooldown Quirk decreased to +5% (from 20%).
• QKD-4H: Missile Velocity Quirk increased to +15% (from 10%).
• QKD-4H: Missile Heat Gen Quirk increased to -10% (from -5%).
• Locust LCT-1V, LCT-3V, and LCT-PB: Now have +20% Machine Gun Rate of Fire Quirks.
• Panther PNT-10K: ERPPC Quirk has been changed to a PPC Quirk, so the benefit now applies to both ERPPCs and standard PPCs.
• PNT-10K: PPC Velocity Quirk has been increased to +50% (from the original 40% ERPPC Quirk).
• Spider SDR-5K: Now has a +20% Machine Gun Rate of Fire Quirk.

Edited by Sky Hawk, 16 February 2016 - 05:51 PM.


#17 Valdherre Tor

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Posted 16 February 2016 - 11:08 PM

View PostMech The Dane, on 16 February 2016 - 02:42 PM, said:

Go Quickdraws.
5K if you like Large Lasers or 4G if you like Large Pulse Lasers.


Posted Image

#18 Jarl Dane

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Posted 16 February 2016 - 11:09 PM

View PostValdherre Tor, on 16 February 2016 - 11:08 PM, said:


Posted Image


I am injured.

#19 Valdherre Tor

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Posted 16 February 2016 - 11:12 PM

IMO Blackknights are the best option at the moment and Grasshoppers are a second runner up.

View PostMech The Dane, on 16 February 2016 - 11:09 PM, said:


I am injured.


Well it did get hit with the nerf bat......

#20 Jarl Dane

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Posted 16 February 2016 - 11:18 PM

View PostValdherre Tor, on 16 February 2016 - 11:12 PM, said:

IMO Blackknights are the best option at the moment and Grasshoppers are a second runner up.



Well it did get hit with the nerf bat......


Not that hard, though. The 4G is actually a little more maneuverable than before. Probably can't bring 4H as a poor man's 4G anymore though.





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