JC Daxion, on 08 April 2013 - 11:36 AM, said:
Why are some mechs considered not good for beginners or another theme i noticed, "pick up bad habits" Perhaps a little info on why people are saying this, or what not to do..
IMO, good beginner mechs should:
- Have good handling (The catapault is one of these IMO). Not all Mechs handle equally well...some have greater degrees of motion in the torso for example.
- Not overwhelm new players...I would say stick with 1 or 2 weapons systems max, and keep arm-lock enabled.
- Have a good balance of mobility and weapons and armor (this usually means Heavy or maybe medium mechs IMO)
A lot of the trial mechs I tried had a huge mix of weapons. In theory, this is to familiarize new players with different types of weapons. In practice, it just overloads them with too much crap to keep track of. I would get a heavy or medium mech to start and feel out your play style...if you like speed and maneuverability buy a light next. If you like brawling or long range sniping, go heavy or assault.
JC Daxion, on 08 April 2013 - 11:36 AM, said:
another thing i'm having issues with is the whole missle lock thing. Do you need to turn the reticual red to have lock?
Yes. Without the reticle the missiles are no longer tracking. LRM players constantly complain about it (and I am not saying they are wrong...I avoid missiles for this reason). You can get around it by equipping TAG, but that requires Line of Sight to the target.
JC Daxion, on 08 April 2013 - 11:36 AM, said:
I noticed there is also something known as "spotting" Does this mean you are some how using someone elses radar for your lock?
Kind of. If you have a spotter, you can maintain a "lock" even without line of sight. Spotting is passive...as long as a teammate has your target also targeted themselves, that is all you will need. You do not need to press any extra buttons or ask them to do anything else. If they lose the target or switch targets, you will also losing their spotting ability.
The game encourages players to do this. You get a spotting bonus if another player uses your targeting to kill something. For this reason it is always good to target an enemy...any enemy...all the time. You never know who might be using it.
JC Daxion, on 08 April 2013 - 11:36 AM, said:
I tired LRM's a couple times and couldn't hit squat..
I would never recommend starting with missiles...I would say start with lasers, then ballistics, then missiles. Missiles are an intermediate/advanced thing because they have more variables.
You do not need to be combat oriented either...you can load up a mech with beagle active probe/ECM/AMS/ect and simply provide support for other players. You will still make money and XP. You will get bonuses if they benefit from your stuff. You can even equip TAG if you have no missiles at all...friendly missiles will still home on it and you will get assist bonuses.
IMO, this would be boring, but it is a good way to get your feet wet if you are really bad at direct combat. You could also add some lasers and just snipe from the sidelines. I did that when I first started. Let the veterans get all the aggro and just snipe as opportunity arises.
JC Daxion, on 08 April 2013 - 11:36 AM, said:
I bought a mech, haven't used it yet... hunchback HBK-4sp What is the point of that single small lazer? Just seams like such an odd addition to 4 medium lazers and 2 SRM 6's. Seams like something else should be added to this mech..
Thats a good starter mech IMO. I used to have one.
The point of small lasers like that is a backup. Typically, you put those in the core of your mech (Head or Center torso) as a last resort weapon. And trust me, running out of weapons because they have been destroyed is annoying as hell. This game engine does not allow physical attacks, so
if you run out of weapons, you become a spectator and a target and nothing more.
EDIT - I guess you still have some value as a scout and/or to cap or to spot or whatever even without weapons. but you can't actually kill anything.
Edited by Sadistic Savior, 08 April 2013 - 12:52 PM.