


Hello! I'm New Around Here....
#1
Posted 02 April 2013 - 02:17 PM

#2
Posted 02 April 2013 - 02:27 PM

Well, if you want an assault mech with long-range capability, Stalkers and Atlases are pretty good bets if you can afford them with your cadet bonus. Stalker's probably the best PPC vehicle right now, although Atlas-RS is pretty solid on that front too. Atlas DDC is probably the strongest Atlas, although I personally wouldn't run PPCs on it.
#3
Posted 02 April 2013 - 02:32 PM

#4
Posted 02 April 2013 - 02:38 PM
Casmidu, on 02 April 2013 - 02:32 PM, said:

That's a good one, the other stalkers are either heavier on the energy or heavier on the missiles. I like the 5/5 combo though.
Just be aware that if you like SRMS, the streaks are sometimes ineffective (b/c of ECM) and the dumb fire SRMs are, to me, not very reliable. Good luck!
#5
Posted 02 April 2013 - 02:47 PM
Casmidu, on 02 April 2013 - 02:32 PM, said:

The best STK variant is 3F due to it having 85 degree torso twist (all others have 60 degree twist). STK-5S has 5 energy / 5 missile hardpoints (vs. 6 energy / 4 missile on 3F), but one of those missile ports is a NARC launcher, so it only has one launch tube (fires missiles one at a time instead of a salvo).
#6
Posted 02 April 2013 - 03:19 PM
(examples of what you'll find include Chassis versus Variant. What might some differences in variants be. Armlock/throttle decay, what they do and how to toggle them. Tips such as using your arm to block enemy fire. Lots of stuff. Check 'em out.)
I'm someone who owns a lot of Awesomes (all except the 9m), I can help you a bit on the Awesome thing.
Here's some shots of the ones I have, and included are a mechlab shot of the loadouts in each. I skipped the 8T because its still stock.

Team 'Merika! The 8Q is my Machine-gun PPC, delivering them in rapid fire.

While the 8R makes a good SRM brawler, I've been giving it a supporting role lately.

The 8V is by default and at its heart a support Awesome. While capable of holding 4 PPCs it is very poor with that build. Its awkward launcher makes SRMs less than viable.

Worst thing I ever tried to do with the PB was brawl. Works so much better as the support role it was meant for.
You can change the loadouts of any mech you get.
Edited by Koniving, 02 April 2013 - 03:24 PM.
#7
Posted 02 April 2013 - 03:52 PM
The STK-3F has 6 Energy/4 Missile Hardpoints, 85 degrees of torso twist. 2 Energy and 1 Missile (10) in each arm, and 1 Energy/Missile (6) in each side torso. AMS is in Right Torso.
The STK-5M has 5 Energy/5 Missile. 60 degrees of torso twist. 2 Energy and 1 Missile (10) in each arm, one Energy in the Center Torso, one Missile in the RT (6), and Two Missile in the LT (7).
The STK-5S has 6 Energy/4 Missile. 60 degrees of torso twist. Same distribution of Energy/Missile Hardpoints as the 3F, but also has two AMS slots, one in each Side Torso. The 3F and 5M have only 1 AMS hardpoint.
There are also the STK-4N and STK-3H. -4N has 6 Energy (same locations as 3F/5S), but only 3 Missile (Again same as 3F, but missing Left Arm missiles). The -3H has 4 Energy/ 4 Missile. Same locations as -3F, but missing Side Torso Energy hardpoints. However, the Arm Missile slots have 20 tubes instead of 10.
Personal favourite Stalker for me? STK-3F: 4LL (Arms), 2ERLL (Torsos), STD 280, 20 DHS, 14.5 tonnes of armour. :3
Edited by TarkaTarquol, 02 April 2013 - 04:02 PM.
#8
Posted 02 April 2013 - 04:01 PM
I was new in February, so I can relate.
It's hard to say what's best because all mechs have 'Roles' to play.
What do you like to do?
One way to earn Cbills is to get kills, and without having 'earned' the basic and
'elite' unlocks, lobbing LRM from the back line can get you some kills.. Just remember to keep 'line of sight' on your target or you lose your LRM lock after a few seconds, and the LRM just hit the ground...
Trebuchet or Stalker are good choices for LRM play..
But keep in mind, you will torn to pieces by good light mech pilots... that's just the way it goes for new players using LRM mechs.. The Trebuchet is faster than the Stalker, but can't hold nearly as many LRMs.
A good all around mech, the Hunchback is well liked by new players as it provides good Laser fire power and decent speed to get out of trouble.
Lastly... what ever mech you choose, be patient. This game does take many, many hundreds of rounds to get kinda good...
And lastly... no matter which mech you buy, save the 1,500,000c-bills and invest in Double Heat Sinks...they are mandatory.
Edited by Flak Kannon, 02 April 2013 - 04:08 PM.
#9
Posted 02 April 2013 - 04:03 PM
4 flamers, 4 SRM-6. 517 damage with a minute, and that's with about 20 seconds of travel time between two targets.
#10
Posted 02 April 2013 - 04:59 PM
I, like most new players, started my own mech garage with a Hunchback 4SP. This is a reliable mech, highly customizable, and relatively tough for its size. Being a medium mech will help concrete into your playstyle the necessity of team work, and teach you the keys of surviving long enough to deal damage.
#11
Posted 03 April 2013 - 12:22 AM
Also, I'd highly recommend hopping on the North American MWO server on Teamspeak ("na1.mech-connect.net", pass="WordofBlake"). Playing with a group makes the game a lot more fun and complex, and it's a great way to meet experienced players and get good advice.
Koniving, on 02 April 2013 - 04:03 PM, said:
Ummm ... that is NOT a build I would recommend. Ever. To anyone.

#13
Posted 03 April 2013 - 06:20 AM
Koniving, on 03 April 2013 - 12:32 AM, said:
True, but didn't you see it in action? Totally worth a try if we ever get more frequent small maps.
Yes, I watched the vid, and no, it really isn't. It's basically just two-thirds of a big, slow, ground-bound Splatcat (for those unfamiliar with the term, that's a player-given nickname for a CPLT-A1 with six SRM launchers), and while I suppose the flamers could keep a target from using its weapons, that only works if you can get within range of a lone target that's slower than you.
And if you're facing good players, that's rarely going to happen, even on the smallest maps.
#14
Posted 03 April 2013 - 07:46 AM
IrrelevantFish, on 03 April 2013 - 06:20 AM, said:
And if you're facing good players, that's rarely going to happen, even on the smallest maps.
While true, it's also a very heavily armored splat stalker. The flames are more to keep people from aiming. They seem to scare off lights pretty well too. Personally I made them as an anti-splat cat. I just happened to try it once and the splat cat shut down before he could even fire at me. Been hooked ever since. Every splat cat I come across powers down within a single shot if they even get it off. Been hooked ever since.
Its fantastic against Atlas, Stalker, Awesome, Cataphract, Every Splat Cat, AC-20 K2s and all K2 variants, SRM Jagermech (works great), AC-20 Jagermech (need to sneak up on, get within 100 meters before being seen), Triple AC-2 Jagermech [ninja stalker must stalk!], Raven 3-Ls and Commandos if caught between buildings (otherwise just SRM at range), Hunchbacks, Centurions (careful about A's), and so many more!
Not tested it on highlanders but considering how easy my highlander is to kill from close range it's a guaranteed slaughter so long as it doesn't jump.
My favorite thing of all, though, is it's My build. Not some cookie cutter cheese gimmick.
Though it is very true. It requires a lone target, or sneaking up on a small group. It is after all, the ninja flamer stalker. O_O
Of course. I'm also home to many flamer builds. They all work very well, even ones without SRMs.
Edited by Koniving, 03 April 2013 - 07:52 AM.
#15
Posted 03 April 2013 - 08:28 AM
Now, the most fun? That depends on what you like to do. I personally prefer heavy mechs to assault mechs. They're more maneuverable while carring massive weapon loadouts.
#16
Posted 03 April 2013 - 02:28 PM
focuspark, on 03 April 2013 - 08:28 AM, said:
Yeah, they fixed the hitbox issue, somewhat, but the combo of speed, ECM, and streaks still makes itmore powerful than it should be.
focuspark, on 03 April 2013 - 08:28 AM, said:
I second this. Unless/until you get into a clan and start doing 8-mans, worry less about getting "the best" and more on entertainment value. There are still a few rough edges to polish off of game balance, but most variants and play-styles are balanced enough that they're quite workable.
#17
Posted 03 April 2013 - 02:35 PM
Casmidu, on 02 April 2013 - 02:17 PM, said:

1) Do not get attached to the Trial mechs...they are not yours to keep, and are basically for getting your feet wet and earning cash to buy your "real" mech.
2) I would stick with medium or heavy mechs to start. Try to pick one with only one or two weapons systems (like large lasers and an SRM or something). More weapons choices = more confusion when you are a beginner.
3) Make sure your settings have "arm lock" enabled. This will make it so you only have one reticle to worry about.
4) Stick with your group and go where they go, and fire at what they fire at.
#18
Posted 03 April 2013 - 05:21 PM
maybe i've just been lucky.
go for the spider!!! jumpjets are fun!
#19
Posted 04 April 2013 - 02:00 AM
#20
Posted 04 April 2013 - 05:07 PM
I must say i had fun in test world checking out maps and shooting non moving objects.. I think another couple hours of learning to pilot and checking out maps and ill be ready for some action this weekend..
Looking forward to giving it a shot..
anyone have any tips on grouping as a novice? (I know the basics as far as targeting, and strats from what i have read.. following the leader, focus targetting ext) I am talking more about how getting the whole group together works.. are there any lobbies you can join to talk before you try to get a game going? though honestly any tip would be good

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users