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New Player--General Advice Needed


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#1 Warp Sniper

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Posted 18 April 2013 - 12:50 PM

Hi MechWarrior community. I just registered and now downloading the game. I have only played a few mech type games in my past. The most I played was Chromehounds for the xbox 360 which I played from release to server shut down. With that being said I was a heavy gunner running artillery all the time so I would like some general advice on the game and what a good mech set up for my play style is. Also I would like to know how the community is for this game. I know with Chromehounds the community started to get very small especially around the end of the game's life span. --Thanks to anyone who replies. Have fun on the battlefield!

#2 ICEFANG13

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Posted 18 April 2013 - 12:56 PM

Currently game balance is pretty lacking. Long Range Missiles (LRMs, similar to artillery) are pretty weak, but I've seen them work a little bit.

Can you explain a bit what weapons you use and what your mechs speed and armor was like and I can suggest something perhaps, although in the current game, it may not be very effective, it may be effective when the game is in a better state.

#3 Sadistic Savior

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Posted 18 April 2013 - 12:59 PM

View PostBrandon Ramos, on 18 April 2013 - 12:50 PM, said:

Hi MechWarrior community. I just registered and now downloading the game. I have only played a few mech type games in my past. The most I played was Chromehounds for the xbox 360 which I played from release to server shut down. With that being said I was a heavy gunner running artillery all the time so I would like some general advice on the game and what a good mech set up for my play style is. Also I would like to know how the community is for this game. I know with Chromehounds the community started to get very small especially around the end of the game's life span. --Thanks to anyone who replies. Have fun on the battlefield!

You would need to elaborate on your play style.

Examples:
- Scouting/hit and run
- Sniping
- Brawling
- Support (missiles)/spotting

Artillery does not tell us much. There is no direct artillery in this game. And ballistic weapons cover several playstyles.

Edited by Sadistic Savior, 18 April 2013 - 01:00 PM.


#4 Warp Sniper

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Posted 18 April 2013 - 01:20 PM

For the most part I play the support role. In chromehounds I ran the big, slow mechs that would find the high ground and rain destruction on enemies that my forward observers would report back. In armored core v I ran with a quad leg sniper and like before would hang back and cause as much dmg to an enemy mech that my forward observers called in.

-So basically I am support role.
-Speed is no concern of mine since I usually play the semi stationary heavy gun platform.

#5 ICEFANG13

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Posted 18 April 2013 - 01:34 PM

You can do heavy weapon loadouts with Atlas and Stalkers pretty well. Use this to make it, show it, and we will give you more advice.

http://mwo.smurfy-net.de/

#6 Sadistic Savior

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Posted 18 April 2013 - 01:35 PM

View PostBrandon Ramos, on 18 April 2013 - 01:20 PM, said:

For the most part I play the support role. In chromehounds I ran the big, slow mechs that would find the high ground and rain destruction on enemies that my forward observers would report back.


That is what we would call an LRM missile boat. And I have some bad news for you.

LRMs are in need of some fixing in this game. They are do-able, but you will need to learn to position yourself well to use them. And while people do spot for you on PUGS (Pick Up Games), they are chaotic and unreliable because PUGs usually turn into every-man-for-himself. The game does give incentive to spot (people who contribute to kills by spotting get CBill and XP bonuses for the kill). But a lot of new players are not in the habit of targeting yet, and many (most?) spotting assists on PUGs are more by accident than design.

For LRMs you will want to buy an Artimis FCS - http://mwowiki.org/wiki/Artemis_IV_FCS - it's an add-on you can mount on your mech. Missile ammo must be Artimis specific. It takes up 2 tons and 2 slots, but for a missile-specific build this is essential IMO. It will improve lock time and retention as well as missile grouping.

You should consider TAG as well - http://mwowiki.org/w...tion_Gear_(TAG) - This is a laser that your missile can home in on...it will let you hit mechs protected by ECM. But it is line of sight and has a limited range.

LRMs have a minimum range. You can launch them at any range, but they will do no damage closer than the minimum. LRM use is more about strategy than tactics. You need to position yourself so your target cannot run away behind cover once the LRMs are in flight. But the nice thing about them is that they can go over obsticals...they can hit stuff that is not line of sight or that moves out of line of sight. The key is to maintain a lock so they continue to home. For that you need spotters.

Missile locks require either line of sight or someone spotting for you. Otherwise you will lose the lock after a few seconds. Missiles will stop homing if you lose lock while they are in flight (though they might still hit anyway if the target does not move).

I would equip at least some rudimentary short range weapons. LRMs are useless at short range, and you will be a sitting duck for light head hunters. I would advise 2 medium lasers at a bare minimum.

LRM boats are not terribly viable on PUGs because there is not a lot of teamwork. As a specialist, you will need people to defend you or spot for you.

Edited by Sadistic Savior, 18 April 2013 - 01:39 PM.


#7 Hobietime

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Posted 18 April 2013 - 03:07 PM

Stalkers can also be configured for a sniping role. I run a std 300 engine, 4 PPCs, one medium laser with the double heatsink and endo steel upgrades.

It dominates the meta at the moment due to HSR for ballistics in this last patch. It is also fast enough for flanking maneuvers and to keep up with mediums. A 300 engine for this build will give you the maximum amount of heatsinks since it allows 3 to be kept inside the engine without taking crit spaces.

Use a stalker 3H for your missile boat role, it has less torso twist, but more missile tubes. missile tubes don't limit the size of your missile rack, but they do spread your missiles out and do less DPS since they only recycle after they're done firing.

I use one LRM 20 in each arm, one LRM 10 in each torso. my backup weapons are 3 medium lasers and I have one TAG (like a laser designator) to cut through ECM.

Although it is tempting to just sit back and fire from behind cover, you'll want to instead equip the artemis upgrade and maintain line of sight on your targets. You can tell if artemis guidance is active if the missiles come out in a spiral formation.

Hit me up anytime you want build advice or want to drop with someone who knows the ropes.

Hobie

#8 Deathlike

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Posted 18 April 2013 - 03:10 PM

I plan to write a basic guide on the newbie experience today.. hopefully it won't suck.

#9 Koniving

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Posted 19 April 2013 - 08:06 AM

View PostWarp Sniper, on 18 April 2013 - 12:50 PM, said:

--Thanks to anyone who replies. Have fun on the battlefield!


Community here is pretty large. Dedicated. Perhaps a little overly critical over the game development.

As I'm sure you've found out, the Awesome 8Q is the trial mech of choice for your current preferences. That or the Dragon 5N Champion trial.

For lots of general advice to specific advice, I recommend looking at the info collected here. Plenty of examples, vids of gameplay in certain roles, etc. that will help you.
http://mwomercs.com/...some-questions/

There's a number of groups making tutorials, manuals, etc. This manual is perhaps especially useful and very up to date.
http://mwomercs.com/...e-field-manual/
However, unlike what it says there's actually a couple more than nine ways to destroy a mech (4 of which are currently not possible until knockdowns and key component critical hits [engine, actuators, gyros] become enabled), and one of the ways listed on that manual (destroy all of its weapons) is only a way to disable it not kill it.

In the threads given within posts on the Some Questions tidbit, however I list all of the ways to kill a mech.

I confess reading isn't always fun. By July or August we'll have an in-game training mode. Until then, these official video tutorials may help if reading is not your thing. http://mwomercs.com/...raining-grounds My only issue with them is that they cover the basic information, but don't really get into depth.

Edited by Koniving, 19 April 2013 - 08:07 AM.


#10 Aym

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Posted 19 April 2013 - 09:18 AM

Best snipers in the game right now are Highlanders, Stalkers, and Cataphracts using PPC's and gauss rifles.

#11 Warp Sniper

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Posted 19 April 2013 - 01:36 PM

Hey guys I just wanted to reply back and say thanks for all the great information. So far I have done about 12 matches and almost have enough for my first mech. The first matches were a little disappointing since I was destroyed almost every match with little to no assist and no kills. I am now getting used to the controls and maps and I can tell a huge difference now. I actually was able to score 2 kills before I died with the awesome trial mech.

Thanks for all the information guys. I am enjoying this game. I finally found a mech game to fill the void in my heart that Chromehounds left. ;)

Have fun on the battlefield guys.

#12 Koreanese

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Posted 20 April 2013 - 09:14 AM

check out these videos for tips

#13 Aym

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Posted 20 April 2013 - 11:17 AM

Oh, have you been using Team Speak to set up groups? There are a couple of public servers for Mechwarrior in this forum and almost an unlimited supply from private groups like the FWLM where I play. If you have a house you enjoy the story for consider checking out their forum here, they ALL have team speak servers you can use easily and at no cost to you. Once you get into the server talk to people they'll be happy to set up a group with you and help you play, it makes a world of difference.





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