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Some Questions


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Poll: Please answer and give reasons why :D (10 member(s) have cast votes)

Which Cataphract variant is suitable for a new player?

  1. Cataphract CTF-3D (4 votes [40.00%] - View)

    Percentage of vote: 40.00%

  2. Cataphract CTF-1X (2 votes [20.00%] - View)

    Percentage of vote: 20.00%

  3. Cataphract CTF-2X (4 votes [40.00%] - View)

    Percentage of vote: 40.00%

  4. Cataphract CTF-4X (0 votes [0.00%])

    Percentage of vote: 0.00%

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#21 ZeProme

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Posted 24 March 2013 - 05:19 PM

avoid the HBK 4G (for a first build I recommend the 4SP, followed by a 4P)
HBK 4SP (HBKs versus Centurions; lots of them)

I don't understand why I should avoid the HBK 4G but instead go with the HBK 4SP and the 4P instead.

The HBK 4G looks like it has a very nice balance between ballastic and energy guns. Although missiles is none apparent (I believe I just can't pilot a mech with no missiles since LRM is IMO so important for assisting far away engagements. Sometimes I'm just too slow or when I'm guarding I can lend some extra firepower at range. Thus the reason why I love the Centurion :P)

I can probably understand why the HBK-4SP is recommended since I won't lose my "Hunchback" that easily. It seems pretty decent but without ballastic seems to turn me down. I'm not very efficient with energy guns as they hard to concentrate fire upon a target (say mid-range and long-range). I think PPC acts somewhat similar to the ballastic weapons with also a bonus to EMC.

Also, the Hunchback HBK-4P, has HOLY OMG BBQ? It has 9 ENERGY SLOTS? WAT. Forgoes all other elements of weaponry except for energies... Interesting.

I really appreciate your help and assistance since you have been a great helper thus far. Your videos are also interesting and great for new players to understand various tactics, teamwork and mech play style.

Edited by ZeProme, 24 March 2013 - 05:19 PM.


#22 Just wanna play

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Posted 24 March 2013 - 05:43 PM

the srm6s on the 4sp pack a pretty good punch, although that last patch has weakened them compared to when i last played it

#23 ZeProme

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Posted 24 March 2013 - 05:57 PM

http://www.youtube.c...d&v=C1d24NSgfsM

So I watched this video and understood the potential and role of the Cataphract. It seems that it's role is very narrow supportive and not versatile. Its either you or your friend who mention cataphracts "works well in choke battles but out in the open it's useless."

The 4x seems to be really slow. Not ideal for open maps. I'm also intrigued to know that you favor ballastics and energy weapons more than missiles since the 4x is capable of using all 3 types of weapons. For a slow mech like that, I think having a LRM 5 or LRM 10 (if possible) would be nice since it's rather hard for the mech to get around quickly.

Also, a Hunchback with a AC/20? I thought that's way to big!

Also, why does your ultra ACs jam? I also realize that most of your builds are oriented towards DPM and brawling. I don't think I ever seen you use ballastics or even missiles in mid to long range combat.

How do you keep your pace and type at the same time? I don't know how to "set" the speed.

Also your troll-buchet. Flamers and machine guns and SRMs? Wow. I was quite amused and entertained by your brawling skills. How do you weave in and out of all those mechs? I expected you to go down very fast.

I heard Machine guns and flamers have the worse DPM in-game. It makes some sense to have flamers but machine guns are pretty weak. I like to understand why you have them on some builds.

Edited by ZeProme, 24 March 2013 - 06:01 PM.


#24 Hauser

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Posted 25 March 2013 - 01:29 AM

View PostZeProme, on 24 March 2013 - 05:57 PM, said:

How do you keep your pace and type at the same time? I don't know how to "set" the speed.


Go into the options menu. Look for a checkbox that says throttle decay and turn it off. Now when you release the forward button the throttle will stay at the level you last set it too. Alternatively you can also use the numpad numbers to set a throttle level.

While you're at it you might also unlock your arms.

#25 Koniving

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Posted 25 March 2013 - 08:53 AM

View PostZeProme, on 24 March 2013 - 05:19 PM, said:

avoid the HBK 4G (for a first build I recommend the 4SP, followed by a 4P)
HBK 4SP (HBKs versus Centurions; lots of them)
I don't understand why I should avoid the HBK 4G but instead go with the HBK 4SP and the 4P instead.
The HBK 4G looks like it has a very nice balance between ballastic and energy guns. Although missiles is none apparent (I believe I just can't pilot a mech with no missiles since LRM is IMO so important for assisting far away engagements. Sometimes I'm just too slow or when I'm guarding I can lend some extra firepower at range. Thus the reason why I love the Centurion ;))



Well. I permanently own the HBK 4G due to being a founder. Comes with a cbill bonus and sometimes it is fun. But once people figured out that taking off its "hunch" removes 80% or more of its fire power (shoulder and arm come off at same time), it wasn't fun anymore. It is hard to protect that shoulder. Very hard. All you have left is two energy slots; one of them in your head (so limited to one slot). As you can imagine this is not very useful.

If you do use it, the AC-20 helps. Some use the triple AC-2 build but there's better mechs for it. Personally I favor a big engine, twin Large Pulse Lasers or PPC, a medium on the side just in case, and triple machine guns. Don't make a troll build out of it, without missiles there's no umph to make it work. Though a UAC-5 might make up for it.

View PostZeProme, on 24 March 2013 - 05:19 PM, said:

I can probably understand why the HBK-4SP is recommended since I won't lose my "Hunchback" that easily. It seems pretty decent but without ballastic seems to turn me down. I'm not very efficient with energy guns as they hard to concentrate fire upon a target (say mid-range and long-range). I think PPC acts somewhat similar to the ballastic weapons with also a bonus to EMC.


"PPCs" can be the energy-based ballistic you need. Remember that standard are lower heat, but they have a 90 meter minimum range and a 500 something max effective (they can hurt things at double that range but the damage is reduced). ER PPCs go out to 800 something, have no minimum, but holy crap on the heat! They travel as fast as Gauss Rifles, so take that into account. They're fast.

In general if focusing the lasers is hard, try Pulse Lasers. They pump faster, recycle faster, and take less time to do slightly more damage in exchange for more weight and heat.

View PostZeProme, on 24 March 2013 - 05:19 PM, said:

Also, the Hunchback HBK-4P, has HOLY OMG BBQ? It has 9 ENERGY SLOTS? WAT. Forgoes all other elements of weaponry except for energies... Interesting.

The 4P is my favorite hunchback. Could lore nut you about it but that's coming in a video series too. (Info here) The first mech I completely mastered, and like many of my favorites I still own it. My favorite configuration is a STD 260 engine with 7 Small Pulse, all torso mounted, and two Medium Lasers, all arm mounted. I keep my arm and torso controls independant as you may have noticed in my videos, allowing me to use my arms to shoot at things off to the sides of my screen while my main firepower is concentrated on the center. I chainfire my small pulse lasers into their own easy to hit group and fire them like machine guns. I keep a separate group with the same small pulse to fire all at once for a crippling AC-20-like blow at 21 damage, which I can do twice in succession from no heat for 42 damage. The DPM is higher than a splat cat. The medium lasers I keep on the right mouse to pot-shot things at 270 instead of 90, and to hit things running by me. It is a devastating mech, but requires careful heat management.

A PPC nut could fit 5 PPCs into it. And self destruct if he fired them all at once. Keep it down to 3 and standard not ER. Or one ER and lots of lasers to make up for not having an AC-10.

View PostZeProme, on 24 March 2013 - 05:19 PM, said:

I really appreciate your help and assistance since you have been a great helper thus far. Your videos are also interesting and great for new players to understand various tactics, teamwork and mech play style.


You're welcome. If you visit the channel I recommend the 4 man matches and the 8 man premade (fully orchestrated teams with voice) versus premade matches.

View PostZeProme, on 24 March 2013 - 05:57 PM, said:

http://www.youtube.c...d&v=C1d24NSgfsM
So I watched this video and understood the potential and role of the Cataphract. It seems that it's role is very narrow supportive and not versatile. Its either you or your friend who mention cataphracts "works well in choke battles but out in the open it's useless."

The 4x seems to be really slow. Not ideal for open maps. I'm also intrigued to know that you favor ballastics and energy weapons more than missiles since the 4x is capable of using all 3 types of weapons. For a slow mech like that, I think having a LRM 5 or LRM 10 (if possible) would be nice since it's rather hard for the mech to get around quickly.


You can, and sometimes I do have an LRM-5 on the Cataphract 4x. However the missile launcher is mounted in the head, limited to one slot. LRM-5 is easy to shoot down with anti-missile systems (AMS). I prefer an SRM-4. SRMs have a very limited range. 270 meters. Beyond that they are useless as they explode in the air. It is ideal to be between buildings to reduce how many enemies can shoot at me at once. If I were in the open the missiles would **** me.

4X is limited to a 255 engine max. This is why it is slow. This happens to be the mech I used to use to tear any Atlas apart in rapid succession with Twin UAC-5 and twin AC-2s. The heat is terrifying though.

In an open field, the Cataphract is best on high ground, with an easy to use downward angle towards enemies. Its low hung weapons make it useless against enemies on the same height when it comes to using cover. Any mech that is slow is useless out in the open unless it can take a beating. The combined armor of both side torsos on the Cataphract is equal to that of one arm on the Atlas. Faster cataphracts fair much better.

Actually, the Hunchback is not designed to fight out in the open either. Quite specifically it is mentioned on Sarna.net (the most reliable source for anything battletech/mechwarrior, to include any mechs not yet released) that it is ideal for fighting in urban environments as it was designed. The exceptions are those that trade for the biggest engines possible, but even then you wouldn't want a 4G in the open. That right shoulder is too dangerous, and people will shoot you before they shoot a bigger target.

View PostZeProme, on 24 March 2013 - 05:57 PM, said:

Also, a Hunchback with a AC/20? I thought that's way to big!


Here's the thing about AC-20s. They take a lot of slots. They can fit in shoulders just fine as long as you don't use an XL engine (I think I explained STD and XL engines before). They can fit in arms, too, but under certain conditions. General rules: If it the arm has a hand, you can't fit an AC-20 for rule number 2. Rule 2: If the arm has a lower arm actuator, it cannot fit an AC-20. The LAA allows you to pivot your arm left and right independant of your body. For clarification, the Upper Arm Actuator -- which is allowed for an AC-20 -- allows you to pivot the arm up and down. Yen Lo Wang is a Centurion that can carry an AC-20, but you lose missiles.

View PostZeProme, on 24 March 2013 - 05:57 PM, said:

Also, why does your ultra ACs jam? I also realize that most of your builds are oriented towards DPM and brawling. I don't think I ever seen you use ballastics or even missiles in mid to long range combat.

Its a balancing and lore-factor. They used to be manual unjamming. Basically it's a true auto cannon that fires like a machine gun when fired without chainfire to restrict it. Each shot does the full damage of a medium laser, but you can pump out up to 7 shots in the time it takes a medium laser to fire from just one cannon. The jamming keeps you from spamming it otherwise no one would use any other weapon.

Most of the builds I shared are geared towards brawling. People get bored watching LRMs at the back of the match as indicated by the dislikes often placed on the videos. :lol: But here. Long range just for you. See my post after this one.

View PostZeProme, on 24 March 2013 - 05:57 PM, said:

How do you keep your pace and type at the same time? I don't know how to "set" the speed.


The latest patch added some controls to make Hawken players more at home. These are on by default. In the options, turn off "Throttle Decay." This sets the original cruise control function, allowing you to control exactly how fast you move. Use X to stop.

Also there's a separate one called ArmLock. I keep that off too, and use shift whenever I want my arms and torso firing at the same place. I frequently shoot at two things at the same time in my Atlas. Your torso is the + crosshair. Your arms are the O crosshair. You can control it separately using left CTRL.

View PostZeProme, on 24 March 2013 - 05:57 PM, said:

Also your troll-buchet. Flamers and machine guns and SRMs? Wow. I was quite amused and entertained by your brawling skills. How do you weave in and out of all those mechs? I expected you to go down very fast.

I heard Machine guns and flamers have the worse DPM in-game. It makes some sense to have flamers but machine guns are pretty weak. I like to understand why you have them on some builds.


Machine guns have a damage per shot of 0.04. Flamers are something like 0.114 or so, which is greatly reduced because my flamers despite their appearance are NOT constantly on. I have them grouped and chainfired to give that illusion. If they fired continuously I'd shut down in less than 10 seconds and not be able to fight. I trade actually doing damage for the ability to keep them running. I weave with a HUGE 315 XL engine (making me easier to kill if they COULD hit me) and follow a basic rule: If it has missiles, don't stand in front of it. Due to a long standing glitch SRMs used to do up to 7 times their supposed damage on skinny mechs. The trollbuchet is a skinny mech (Its a Trebuchet 7k, the cheapest one).

To be honest I couldn't fit the guns I wanted but keep the speed. So I went with the weapons I had. My first match I chased down and butchered the ever so hard to kill Raven 3-L and since then I was hooked.

Why do I play it? Because it's fun! Is it practical? No. It is usually a bad idea. What made it work so well is the right arm which comes default with an SRM-2 rack. Pay attention to default weapons. If it comes with an LRM-15 rack, you'll have 15 holes to work with no matter what. If it comes with an SRM-6, you have 6 holes. LRM-5? 5 holes. SRM-2? 2 holes. Your launcher will fire as many missiles at once as you have holes. Trick is if you have two hard points but one set of holes, you can fire double that amount until PGI fixes it. So your CTF 2x's 4 hole launcher? Twin SRM-4s would fire 8 at once. Twin SRM-6's would fire 8, then 4. Food for thought.

That's not my first troll, however.


Centuratroll. Skip to 1:30 First match, I'm using them normally. Second I have them reconfigured for chain fire in separate groups. Solo at least two centurions on here. Atlas near the end.


#26 Koniving

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Posted 25 March 2013 - 09:25 AM

And as promised in the previous post, not-so-brawling builds with LRMs.

Awesome and Stalker LRM team


Old video of an LRM Jenner support/recon.


(Super old, no longer practical) LRM Commando (video is pretty long.)


Catapult A1 pure LRM boat.


LRMs that require skill (Due to having NO HUD! O_O! Yellow screen glitch!)


My most shared LRM use. Big lore-friendly story in its description. Versus HeadHunters.


Another LRM match. Lots of ECM. Versus the cunning Blazing Aces.


Versus Skye Rangers 10th regiment


Awesome support; a team of Awesomes come in with the intent of being LRMs, but wind up giving support and brawling.


PPCs. Note, huge fight 16 players from Zhizhu against each other in strategy practice. First 5 minutes is how we picked teams while I dig through my mechs to show off my Raven builds. Due to the severe damage I take early on I spend some time hiding so that they stop looking for me. My escape shows how to keep people from killing you even in a wimpy mech by using sacrificial limbs such as the shield arm for the Raven 2x. When I rejoin the fight I show how dangerous a twin PPC sniper can be even in the light category.


The melancholy of the LRM boat. (No one helps. Had this guy in my face for 6 minutes.)


And finally for fun. (If you don't know how to group weapons, the visual demonstration is provided several times; although most of this is screwing around after the Atlas thing). Lots of catapults trolling people. Enjoy!


#27 Koniving

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Posted 25 March 2013 - 10:13 AM

View PostZeProme, on 24 March 2013 - 05:57 PM, said:

I heard Machine guns and flamers have the worse DPM in-game. It makes some sense to have flamers but machine guns are pretty weak. I like to understand why you have them on some builds.


Sat back down and realized I misread a question. Machine guns, like flamers and the LB-10X, do extra "critical" damage to individual components within the enemy mech once you get through the armor. An MG does 0.04 damage per bullet, requiring 50 bullets to do "2" damage. It "Could" do up to 0.12 damage per bullet on random chance, to internal components. 50 bullets would then do up to 6 damage. Each ton gives you 2,000 bullets.

Destroying weapons and heat sinks is the most common purpose for MGs. But once criticals can be done on engines, the MG will be the most powerful weapon in the game. Imagine killing a player without having to destroy the torso? Engines I can't remember the health they have, but its far less than 20 if I'm not mistaken. Somewhere between 3 and 10. Think about it. Same goes for cockpit criticals, once they are implemented. Eventually they might allow critical hits on actuators, limiting mech movement, and gyros, weakening balance (making knock downs easier).


24 minutes of closed beta, when the knock-downs were in. (They were removed due to bugs, but will be fixed once community warfare - the actual game - is available to the open beta. Personally I can't wait for actually taking over planets.) Before and during XL engines, AMS, etc.

In case if that one's too long, this very short one gives an idea of how streaks used to work and knock downs in less than 2 minutes. But mostly with lighter mechs.

Edited by Koniving, 25 March 2013 - 10:32 AM.


#28 Koniving

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Posted 25 March 2013 - 10:45 AM

Gonna poof for a bit but before I do.

This video is by 7 Nation Army, who ranked 4th place for mediums overall in the first contest PGI had and who is part of our group. The footage is of me, him, Verrick and (depending on the map) PenneyWise using purely trial builds of the Centurion 9-D which everyone said to avoid, and kicking butt. On the scenes from Caustic, I'm in the Centurion in the lead.

I am also the Cicada dancing at the end.

That caustic match was so much fun. We started sneaking off to get behind the enemy line, but we had an enemy at our base. So we told the group to split (since everyone was following me for some weird reason). Had them keep heading for the enemy base or enemy while we went back to save the base. Then we got a distress call by a Stalker caught by his lonesome because he was slow; so the four of us rushed to save him. We were too late, but we showed up right as he died and wiped out his killers.

This sucks. I don't have my side of the footage anymore; never released it due to not having my voice recorded (leading the party, it would be kind of important to hear me otherwise it's just "Roger that." "I'm on it." "Flanking now." "He's coming your way." Etc.) Ah well. Will be back later tonight.

#29 Just wanna play

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Posted 25 March 2013 - 12:18 PM

in the video titled LRMs that require skill (Due to having NO HUD! O_O! Yellow screen glitch!), how did you survive that ctfs auto cannons for so long???

#30 Koniving

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Posted 25 March 2013 - 12:39 PM

View PostJust wanna play, on 25 March 2013 - 12:18 PM, said:

in the video titled LRMs that require skill (Due to having NO HUD! O_O! Yellow screen glitch!), how did you survive that ctfs auto cannons for so long???


2 armor on back. 99% armor on the front. It works.

#31 ZeProme

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Posted 25 March 2013 - 01:28 PM

Hello again. I got several more questions while brainstorming. I think a lot of them are really dumb, but I figured I ask anyways.

In most videos I have seen with SRM, you tend to use SRM more than streaks. SRM has a bigger dispersion and not as accurate. Your reasoning behind this and which one tends to be better?

I'm wondering if I should make my catapult A-1 a streak cat and LRM hybrid. Or would SRM and LRM be better?

I'm also considering getting my first mech hero in the near future should I want to invest more time and money into this game. Both the Centurion YLW and Cataphract hero comes to mind and with the 6,500 MWO credits which costs $29.95 I can only afford either the Cataphract or the Centurion hero mech. Due to lack of mech bay space, the leftovers of the purchase will be used to fund my mech bay space. Which one would you recommend? Would there be even better choices than those two?

Earlier you have mentioned that AMS(s) are quite useful and thinking about it, would it be better to increase the amount of rockets per launch to minimize rocket destruction?

Can SRM missiles be shot down by AMS(s)?

What do you think of the current trebuchet and stalker trial mech? I have a lot of fun with both.

Trebuchet seems to be appealing for its 5 JJ mobility and its ability to reposition for better LRM engagements. And it's good loadout of LRM and lasers. The NARC gun seems to really help teams pinpoint targets for LRM mechs. Just curious though, but with the NARC gun and great mobility, would it have similar roles compared to light mechs? I mean, I think the trebuchet can scout and with NARC, it would be a perfect replacement for LRM squads.

The Stalker has a lot of hard points and whats unique IMO is the fact that with so many available arsenal on it, it can be a great jack of all trade weaponry in energy and missiles. But the torse twist is rather small and it's mobility leaves it vulnerable to flanking manuevers. I think this mech only shines in choke maps where the enemies don't have avenues to flank.

It seems as though I always lose out to light mechs. Special mentions to Jenner and Raven as they have the most weapon hardpoints for their class. I think I want to try one but I don't know which one to get. Pros and cons please? :3

Where should I aim and shoot when I encounter enemy mechs? Which part(s) of the mechs is/are most important?

Endo steel or no?

Would having a XL engine on med mechs be a good idea? I want to free up some more weight for other equipments.

Earlier you mentioned the yellow screen glitch. Though I have never encountered it before, I did, in one game, had no ability to identify targets. There was no red counter box to indicate type of mech nor has the missiles circle reticle. It looked like a "no target overlay" glitch which was annoying cause I didn't know which target I was aimed at and their specifications.

Map display didn't work one time as it displayed varies colours similar to colour bar displayed on old TVs when there is no signal or input.

I get disconnected at times (not often though) because of overloading ping or when my router "mysteriously" gives out it's wireless connection. I assume there is no way to enter back to the battle (I tried to find a button somewhere that says "reconnect" or something like that), so would this feature be implemented soon?

So far though I have set my eyes and goals upon the hunchback(2 hunchs variant), trebuchet and the stalker. I know you have the hunchback but I'm curious to know of the trebuchet and stalker, that is any tips you can give me.

Many thanks! I know that answering all these boatloads of questions are tiring and I really appreciate your help and assistance. Please bare with me if I asked repeated or dumb questions as I'm still trying to grasp this game. >_<

Edited by ZeProme, 25 March 2013 - 01:30 PM.


#32 Just wanna play

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Posted 25 March 2013 - 03:01 PM

View PostKoniving, on 25 March 2013 - 12:39 PM, said:


2 armor on back. 99% armor on the front. It works.

even when he shot you in the back? oh wait, was he using mgs??? ruined his ctf

also, i don't think ams can shoot down srms, mainly because it wouldn't be told they are coming at you, they don't lock on

and streaks are probably 2 fast, i could be wrong

View PostZeProme, on 25 March 2013 - 01:28 PM, said:

Many thanks! I know that answering all these boatloads of questions are tiring and I really appreciate your help and assistance. Please bare with me if I asked repeated or dumb questions as I'm still trying to grasp this game. >_<


i ask plenty of questions 2, don't worry, people are glad 2 help.

#33 Koniving

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Posted 25 March 2013 - 03:10 PM

ZeProme
"Hello again. I got several more questions while brainstorming. I think a lot of them are really dumb, but I figured I ask anyways.

In most videos I have seen with SRM, you tend to use SRM more than streaks. SRM has a bigger dispersion and not as accurate. Your reasoning behind this and which one tends to be better?

I'm wondering if I should make my catapult A-1 a streak cat and LRM hybrid. Or would SRM and LRM be better?"

Streaks can't hit ECM users. That's reason number 1. Beyond that, 6 Streak SRM2s deal 30 damage total. 6 SRM-6s deal 90 damage. Prefer 30 at a guaranteed hit, or 90 in total annihilation? Another reason is that there is more skill involved with SRMs. You have to lead your target just like ballistics, you have to learn how your SRMs spread and how to exploit them to their maximum potential.

As an example, Awesomes are terrible for brawling. Like Cataphracts their wide torsos make them difficult to candidates for XL engines and any kind of speed. The Awesome designed for LRMs becomes a great brawler when switched to SRMs. Commandos? Single blow, dead. The notoriously difficult to kill Raven 3-L? Got swarmed by 3. Woosh! Dead! Woosh, woosh! Dead. Last one stops, turns, and runs crying hacker and asking how I had so many streaks. I didn't have any streaks, I had skill with aiming and leading my targets. I can only mount 4 launchers. I mounted 4 SRM-4's (for tighter accuracy). 16 missiles. That's twice as many missiles compared to the Streaks. And twice as much firepower. Most Streak users give up firepower for guaranteed accuracy.

Remember my Stalker that did 517 damage in less than 1 minute? It wasn't the flamers. It was the 4 SRM-6's. It shredded the opposing stalker in less than 30 seconds, although someone else got the kill.

Will edit this and answer everything else in more detail and when I get back home; gonna pick up a temporary junk computer so I can at least work on my projects instead of this library crap or the girlfriend's computer. Don't spend your MCs just yet, or for that matter get any. You get a lot more out of the 50 dollar deal, and it will pay to wait until you can afford that. Will explain why shortly.

Said computer sucks. :D Windows 2000.

ZeProme
I'm wondering if I should make my catapult A-1 a streak cat and LRM hybrid. Or would SRM and LRM be better?


You could. On non-ECM mechs this will work great. Against ECM mechs you're going to be defenseless. Streaks cannot fire without a lock.

ZeProme
I'm also considering getting my first mech hero in the near future should I want to invest more time and money into this game. Both the Centurion YLW and Cataphract hero comes to mind and with the 6,500 MWO credits which costs $29.95 I can only afford either the Cataphract or the Centurion hero mech. Due to lack of mech bay space, the leftovers of the purchase will be used to fund my mech bay space. Which one would you recommend? Would there be even better choices than those two?

My favorite is the Pretty Baby. It isn't cheap though. But I would wait. On the 5th there will be a new hero mech, and I'll give you my opinion on that, since I already own all the ones that currently exist. Then I'll answer this question.

Hopefully you save your money in the mean time, you seriously will get nearly twice as much MC with the 49.95 deal for 10 bucks less as actually buying that 6,500 deal twice. I try to avoid buying at anything less because I want the most for my dollar.



I like the Wang. It is far from my favorite, but it was good enough for me to buy twice. Once in closed beta, then on the reset and with a refund, I bought it again. But seriously. Wait on buying them.

ZeProme
Earlier you have mentioned that AMS(s) are quite useful and thinking about it, would it be better to increase the amount of rockets per launch to minimize rocket destruction?

Can SRM missiles be shot down by AMS(s)?

It is. (The Original LRM-20 Raven; first one during closed beta.)


Single tube launcher, LRM-20. Notice how they fire one at a time? A single AMS will shoot down every single missile with no problem. The more clustered, the harder they are to take down.

Streaks can be shot down by AMS if shot from the furthest range. Damage dealt to streaks by AMS is believed but not proven to reduce the damage they can deal to you. SRMs do not trigger a missile incoming warning, and last I knew do not trigger AMS. Back when AMS was manual fire, it was possible but very unlikely to happen. Like UAC-5s, no one liked doing things on their own.

ZeProme
What do you think of the current trebuchet and stalker trial mech? I have a lot of fun with both.

Trebuchet seems to be appealing for its 5 JJ mobility and its ability to reposition for better LRM engagements. And it's good loadout of LRM and lasers. The NARC gun seems to really help teams pinpoint targets for LRM mechs. Just curious though, but with the NARC gun and great mobility, would it have similar roles compared to light mechs? I mean, I think the trebuchet can scout and with NARC, it would be a perfect replacement for LRM squads.

The Stalker 4N last I knew? Think the mech is great. The trial build I thought was terrible. My config is 6 medium lasers, 2 SRM-6, and one LRM-15 (since there's only 3 launchers). Artemis optional.

That Trebuchet I have not played with yet, but when I do use its default rig for the series about introducing the chassis with lore, etc., I'll let you know or you'll see it as told by the chick I'm getting to read that stuff out for me. B)

NARC is a missile beacon, designed to broadcast the enemy position for up to 30 seconds or up to 30 damage depending on which comes first. Just passing by ECM, yours or theirs, will destroy it though.

ZeProme
"The Stalker has a lot of hard points and whats unique IMO is the fact that with so many available arsenal on it, it can be a great jack of all trade weaponry in energy and missiles. But the torse twist is rather small and it's mobility leaves it vulnerable to flanking manuevers. I think this mech only shines in choke maps where the enemies don't have avenues to flank."

Agreed. Moving backwards when turning can help, and don't get trapped in a circle. If the light zooms to your left, turn right and you'll find them. Cut off their circles. Even better if you can ask a light or medium to escort you. Recall the video where I'm escorting a Catapult A1? Or the other where I'm escorting a Gaussapult?

ZeProme
It seems as though I always lose out to light mechs. Special mentions to Jenner and Raven as they have the most weapon hardpoints for their class. I think I want to try one but I don't know which one to get. Pros and cons please? :3

Difficult. This isn't complete, but it should be more than enough.
Comparison:
  • All Jenner variants are faster than the Ravens, except the Raven 3-L which goes the same speed (I think; been a while).
  • They have equal armor.
  • Jenners have a wide frontal area, making them easy to hit when they rush you. BUT, Ravens have a wide side area, making them easier to hit when they circle you or run beside you.
  • All Jenners can carry jump jets. Only the Raven 4x can jump.
  • Raven 4X can carry ballistics. Nothing else can.
  • There isn't much difference between the Jenners. There is a HUGE difference between the Ravens.
  • Jenners have easier to use SRM launchers that are center-mounted. Ravens have them mounted in the right torso, and the 3-L has a second possible one in the left arm that fires 1 at a time.
  • Jenners have giant, easy to hit cockpits. You can't risk standing still for any reason. Ravens have small cockpits that are harder but still easy to hit if not moving.
  • Ravens can get away with being slower with standard engines due to how tiny their center torso is considered to be. Jenners that move slow are walking coffins.
  • Jenners that lose their arms are pretty helpless without missiles. Ravens that lose their arms can still fight effectively. Especially the 2X.
  • Both have cockpits that like to rock and jerk just while moving; which seems to be normal for any fast mech without lower arm actuators. PGI doesn't seem to know why.
ZeProme
Where should I aim and shoot when I encounter enemy mechs? Which part(s) of the mechs is/are most important?

Most mechs are crippled by destroying their side torsos. Only time you don't want to favor this is a missile launching catapult, in which case it's easier to destroy the arms. Beyond that, probe those legs.

View PostZeProme, on 25 March 2013 - 01:28 PM, said:

Endo steel or no?


Depends. Almost always a yes, but sometimes you're better off without it. Particularly high heat builds need that space.

View PostZeProme, on 25 March 2013 - 01:28 PM, said:

Would having a XL engine on med mechs be a good idea? I want to free up some more weight for other equipments.


Generally? No. But if it's a big engine and you don't take unnecessary risks (at least until you know what you're doing, then you can do a Trollbuchet of your own), there's no reason it would be an idea not worth trying. Don't stand still and protect those side torsos. It's more important to keep them than your arms.

View PostZeProme, on 25 March 2013 - 01:28 PM, said:

Earlier you mentioned the yellow screen glitch. Though I have never encountered it before, I did, in one game, had no ability to identify targets. There was no red counter box to indicate type of mech nor has the missiles circle reticle. It looked like a "no target overlay" glitch which was annoying cause I didn't know which target I was aimed at and their specifications.

Map display didn't work one time as it displayed varies colours similar to colour bar displayed on old TVs when there is no signal or input.


This isn't frequent but it does happen. Usually this is a warning of a memory leak. Restarting the game completely (closing it, reopening it) every 5 or so matches is a good idea.

View PostZeProme, on 25 March 2013 - 01:28 PM, said:

I get disconnected at times (not often though) because of overloading ping or when my router "mysteriously" gives out it's wireless connection. I assume there is no way to enter back to the battle (I tried to find a button somewhere that says "reconnect" or something like that), so would this feature be implemented soon?


PGI says they're considering it but at the moment it is not a possible thing due to how matches are set up.

View PostZeProme, on 25 March 2013 - 01:28 PM, said:

So far though I have set my eyes and goals upon the hunchback(2 hunchs variant), trebuchet and the stalker. I know you have the hunchback but I'm curious to know of the trebuchet and stalker, that is any tips you can give me.


Trebuchets? I have 4 of them but I haven't seriously used them yet. Most have turned them into SRM-totting brawlers. Not what they were intended for.

The Stalker I can give you plenty of tips on. The 3H was my first one. For a long while she was my only one. Eventually I got a 4N, and now I have a 5S. I still have to get the others but time will tell when I have them.

The Stalker is a versatile weapons platform. Treat it like an older, slower Catapult. Always use a STD engine. They make great support mechs, great brawlers, and I love stepping on smaller mechs. If knock-downs were around, you'd see Stalkers used as battering rams against Atlas and Awesome.

3F has the best torso twist. Every other stalker has its own perks. When it comes to PPCs its better to have fewer instead of more. 6 PPC build? Lots of fun. But 4 PPCs and more heat sinks means bigger engine, more speed, and able to pump out one and a half times more shots before shutting down. (Say you can fire 6 twice. 12 shots. You can pump out at least 16 with 4 of them).

Posted Image

You can see how many I have at the bottom right. That Stalker, btw, is my favorite of them all.

You're welcome. And answering them like this is so much work!

Edited by Koniving, 25 March 2013 - 05:18 PM.


#34 ZeProme

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Posted 25 March 2013 - 03:33 PM

View PostKoniving, on 25 March 2013 - 03:10 PM, said:

Streaks can't hit ECM users. That's reason number 1. Beyond that, 6 Streak SRM2s deal 30 damage total. 6 SRM-6s deal 90 damage. Prefer 30 at a guaranteed hit, or 90 in total annihilation?

Will edit this and answer everything else in more detail and when I get back home; gonna pick up a temporary junk computer so I can at least work on my projects instead of this library crap or the girlfriend's computer. Don't spend your MCs just yet, or for that matter get any. You get a lot more out of the 50 dollar deal, and it will pay to wait until you can afford that. Will explain why shortly.


Alright so, bit of a confusion here. When you mean, you can't hit ECM, do you mean that Streak SRMs require lock on ONLY in order to fire? Or can they just fire without locking onto targets?

Cause with the LRM 10 on the Centurion CN9-A, I can still fire and hit enemy targets that don't move. Obviously having lock-on would be better, but at times I find it ridiculous that I get free LRM shots on untargeted (with missile circle reticle) enemies.

Alright I eagerly await then.

Uhh with the SRM-6 and SRM-2 difference I guess that really has to be adjusted accordingly with the weight and slot criteria.

So far with my Centurion CN9-A build, I upgraded it to Endo-Steel and uses double heat sinks. I have currently 2.5 tons left to use.

I'm thinking of this.

Swap the LRM 10 for 2 LRM 5s. LRM 5s weigh a lot less than LRM 10 (LRM 5 = 2 tons, LRM 10 = 5 tones).

I will save 1 ton and can fit probably some more SRMs. I like your opinion about my build thus far :D

Edited by ZeProme, 25 March 2013 - 03:37 PM.


#35 Koniving

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Posted 25 March 2013 - 05:39 PM

View PostJust wanna play, on 25 March 2013 - 03:01 PM, said:

even when he shot you in the back? oh wait, was he using mgs??? ruined his ctf
also, i don't think ams can shoot down srms, mainly because it wouldn't be told they are coming at you, they don't lock on
and streaks are probably 2 fast, i could be wrong
i ask plenty of questions 2, don't worry, people are glad 2 help.


Exaggeration. I actually keep between 6 and 12 points of armor on all rear points. Rest is forward. Keep moving your body parts whenever possible. Remember you could not see my damage display, I'm quite certain he ripped through the armor like nothing and was working on the internals.

Answered the other one. But that's about right.

View PostZeProme, on 25 March 2013 - 03:33 PM, said:

Cause with the LRM 10 on the Centurion CN9-A, I can still fire and hit enemy targets that don't move. Obviously having lock-on would be better, but at times I find it ridiculous that I get free LRM shots on untargeted (with missile circle reticle) enemies.

Alright I eagerly await then.

Uhh with the SRM-6 and SRM-2 difference I guess that really has to be adjusted accordingly with the weight and slot criteria.

So far with my Centurion CN9-A build, I upgraded it to Endo-Steel and uses double heat sinks. I have currently 2.5 tons left to use.

I'm thinking of this.

Swap the LRM 10 for 2 LRM 5s. LRM 5s weigh a lot less than LRM 10 (LRM 5 = 2 tons, LRM 10 = 5 tones).

I will save 1 ton and can fit probably some more SRMs. I like your opinion about my build thus far :)


In order... LRMs can dumb fire to your reticle. It was not a feature that existed until after ECM was brought in, as part of a balancing concern.

SRMs have weight, slot, and heat criteria differences, and no homing.

Differences between LRM 10 and two LRM 5's.
LRM 10
  • 5 tons
  • 4.00 total heat generated
  • 1.07 Heat per second
  • 3.75 recycle rate.
  • 1 missile hard point.
LRM 5 * 2
  • 4 tons
  • 4.00 total heat generated.
  • 0.62*2 (1.24 heat per second)
  • 3.25 recycle rate.
  • 2 missile hardpoints.
You'd trade 2 missile hard points, to fire a little faster, weigh a little less, but generate more heat per second.

An XL might not be bad. But performance will decide. Definitely better to have LRMs with an XL, as you'll keep moving and won't be staying that close to enemies.

#36 Just wanna play

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Posted 25 March 2013 - 05:44 PM

didn't he have mgs?? or was it just me
lol still, 12 points of rear armor isn't much to me, and i make some insane brawling mechs, maybe i should start putting more armor on the front

#37 ZeProme

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Posted 25 March 2013 - 05:59 PM

Interesting, interesting.

I tried out the Streak SRM 2 on my centurion. It's alright and especially useful against non-EMC light mechs but that is rather rare. But like you mentioned though, with aiming, you can still damage mechs.

I'm considering changing the Streak SRM 2 for the SRM 2 standard instead to get the AMS installed. A bit of weight problems and I'm debating whether I should have streak SRM 2 (1.5 ton) or SRM 2 with AMS. (1 ton and 1/2 ton respectively)

So far so good. I'm enjoying my centurion.

Hopefully in due time the Hunchback 2SP will be purchased and tweaked to my preference :)

#38 Koniving

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Posted 25 March 2013 - 06:19 PM

View PostJust wanna play, on 25 March 2013 - 05:44 PM, said:

didn't he have mgs?? or was it just me
lol still, 12 points of rear armor isn't much to me, and i make some insane brawling mechs, maybe i should start putting more armor on the front


Watched again. He had a Cataphract 4x. Twin Mgs, twin LB-10X (recognize the weapon sounds from the game files), 2 medium lasers. Do not think he had any missiles.

Don't let anything get behind you.

View PostZeProme, on 25 March 2013 - 05:59 PM, said:

Interesting, interesting.

I tried out the Streak SRM 2 on my centurion. It's alright and especially useful against non-EMC light mechs but that is rather rare. But like you mentioned though, with aiming, you can still damage mechs.

I'm considering changing the Streak SRM 2 for the SRM 2 standard instead to get the AMS installed. A bit of weight problems and I'm debating whether I should have streak SRM 2 (1.5 ton) or SRM 2 with AMS. (1 ton and 1/2 ton respectively)

So far so good. I'm enjoying my centurion.

Hopefully in due time the Hunchback 2SP will be purchased and tweaked to my preference :)


Of all the SRM combos, I prefer SRM-4. Tightest firing, best firepower, best weight/slot balance in my opinion.

4SP is a great beginning mech. Many would suggest it before the Centurion.
-------------------------
I should note that damage wise, the Streaks and SRMs do a lot less compared to what they used to. Apparently they did more than remove splash damage; they got an epic nerf according to Smurfy. I'd be very unhappy right now.
---------------------------

In the mean time... It seems that Zhizhu has been active without me. These are recent screens posted by our LordRed.
Assaultfox (Awesome), Shaggydog (Hunchback 4G? 4H? Hard to tell), and Shards the Broken (Catapult K2 with twin Gauss), and camera man, Lordred (Commando).

Posted Image

Posted Image

My favorite Awesome (aside from my Pretty Baby) is below.

Posted Image

This is a Gauss Rifle firing in a frozen frame or two. See the particles? That's the coating of the shell being removed as it is launched.
Posted Image

Lots of coating splatter! O_O!
Posted Image

Edited by Koniving, 25 March 2013 - 06:21 PM.


#39 ZeProme

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Posted 25 March 2013 - 06:38 PM

Of all the SRM combos, I prefer SRM-4. Tightest firing, best firepower, best weight/slot balance in my opinion.

Cool. Yet another POV. Tightest firing as in less chance of losing rockets due to terrain?

4SP is a great beginning mech. Many would suggest it before the Centurion.

If only I knew earlier, but what inspired me to purchase the Centurion CN9-A first was this MWO video about it and how its a good beginner mech. I read on wiki about all the different variants and narrowed it down to CN9-A because the descriptions says it's all rounded and versatile, something I want because I'm unsure what type of specific role I want.

This is the video:



The narrator said "If you are unsure of what mech best suits you, this is an excellent choice."
-------------------------
I should note that damage wise, the Streaks and SRMs do a lot less compared to what they used to. Apparently they did more than remove splash damage; they got an epic nerf according to Smurfy. I'd be very unhappy right now.

So... streaks and SRMs are UP ATM? Well, looks like I bought the wrong catapult mech variant, should have went with the K2 instead I think.
---------------------------

In the mean time... It seems that Zhizhu has been active without me. These are recent screens posted by our LordRed.
Assaultfox (Awesome), Shaggydog (Hunchback 4G? 4H? Hard to tell), and Shards the Broken (Catapult K2 with twin Gauss), and camera man, Lordred (Commando).

Wow, very nice high resolution pictures.

I like those kinds of pictures especially the first and second ones. Both of them have this theme of "comradeship" and "teamwork".

The third and fourth picture, nice pose. The Catapult looks awesome. A K2 variant... interesting.

Your favorite AWESOME? Sounds... AWESOME! (Get the pun? XD)

If I recall correctly, the AWESOME is just another missile boat, something similar to the catapult. I assume it's not as tough compared to the Stalker and Atlas.

Hmm about the Catapults, it seems the most widely used variant is the K2 for it's notrious ability to carry 2 Gauss Rifles. Terrifying. X_X

Edited by ZeProme, 25 March 2013 - 06:48 PM.


#40 ZeProme

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Posted 25 March 2013 - 07:19 PM

http://www.youtube.c...d&v=vZpdMU5mfxE

Also for this video, chain firing your missiles? I thought you can only do it in a group weapon.





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