Stealthrider, on 22 August 2016 - 08:32 PM, said:
And finally my newest, my
Shadow Hawk. I saw the AC/2s build in a vid a friend showed me, knew I had to try it myself. It's *hilarious*. The SRM 2 is mostly 'cause I found I wasn't needing more AC/2 ammo, but was lacking in up-close power, so I figured why not.
http://mwo.smurfy-ne...453612dfe7f9a7d
Did someone say
Shadowhawks?! I love my Shadowhawk, but you'll need to play it a certain way - find a Heavy or Assault that's not trying to hang back at long range, and back them up. Take up position off their left or right shoulder (the side away from cover,) and hit things when they engage; if you time it right, you can peek around the corner (don't get in their way backing up!) and smack whoever just shot at your Big before their weapons cycle. Smash anyone trying to get around your Big, and just generally support whatever they do. Feel free to switch Bigs if you need to, and try not to be the best target the enemy can see - plaster people with that high-mounted AC over the top of cover and other 'mechs. I call this the "Hunchbuddy tactic," after the 'mech I started using it with.
As for your builds in general - well, nothing is going to perform optimally until you have all the Elite chassis skills bought for it, which means you need three variants of your 'mech chassis to start out. Getting all the Elite skills on any 'mech doubles the effects of the Basic skills, and is a huge benefit to your 'mech's handling, which affects
everything the 'mech can do.
Otherwise, making builds to start out, you want to do two things: focus, and iterate:
Some people will tell you to deliberately set out to make general-purpose builds; to set up your 'mech so that you "always have something to do" by mixing weapon types between all ranges. These people fail at math. MechWarrior is at its core a game of skilled attrition. Sure, you can position yourself, and maneuver, and skill matters a lot - but at the end of the day BattleMech combat is the process of trading damage to your 'mech for damage to theirs, and using your skills to shift the exchange rate in your favor. This means that making a 'mech that is capable at all ranges
ensures that someone else has a big 'mechanical advantage in that exchange. I've seen Atlases mix their builds (possibly the worst chassis in the game for doing this) so that they are projecting the firepower of a Medium Battlemech at any given range - guaranteeing that any focused enemy will beat them one on one. It's ok to splash in some backup weapons (all of my LRM builds, when I play them, have backup lasers,) or to focus on weapons that have a wide range; AC/5s and Inner Sphere Large Lasers come to mind. But make sure you have picked one combat focus for that 'mech and stuck within those parameters. I've had people come to drops I was hosting with two ERPPCs instead of the AC/20s they were told to bring, because the ERPPCs were "more versatile."
Don't be that guy.
Second, and most importantly; iterate your 'mech builds. What I mean by this is to pay attention to how your build is performing, and make adjustments to fine tune a working build or fix a broken one. Armor balance, for example: where you place your rear armor depends on your performance with it. Most players will place very low numbers on the rear torsos, just enough to ensure that commonly-encountered alpha strikes will not finish off the internal structure. But the actual values needed vary by play style and individual. When I was playing it in an 8-man team (before Faction Play existed,) I would put a large amount of armor on my Atlas' rear torsos. I did this because we were using our Assaults to break up enemy formations, which meant moving
through the enemy lines: having a surprising (though not huge) amount of rear torso armor confused enemies who were looking at the damaged internals behind my
front armor, making me harder to kill. But I don't do that any more; the introduction of Clan weaponry and the increase to 12-man teams means there's a lot more firepower on the field now - I need all the front armor I can get to survive, and I'm much slower than I used to be relative to the average speed on the field.
So I iterated; if I get killed more from behind than the front, consistently over more than a few matches, I'll swap a couple of points back and see how it feels - or see if I can increase my engine speed to maneuver more and turn faster. You should constantly be doing this with all aspects of your 'mech design: ammo loads, weapon composition, armor, jump jets and speed. Literally everything. You're doing that to at least some degree already, so keep it up, and make sure you're applying it to everything you do - piloting skills can also benefit. Are you shooting too quickly; do you need to work on hitting with a certain weapon type; is your overheating on this build a mechanical issue, or do you need better heat control? Better focus on damage components? Better positioning? Keep asking those kinds of questions periodically, and your builds will continue to improve - as will the skills to use them.
Edited by Void Angel, 23 August 2016 - 07:25 PM.