Make no bones, these hints are engineered with having you get to be very good at the game in it's current condition (hence the editing part), and I won't be steering anyone towards popular PUG strategies here. If you like to call good builds cheesy, this is not the thread for you.
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Settings
The first thing you do when getting into the game is go to your settings and Disable both Arm Lock and Throttle Decay. Both will handicap you overall, and were added to make the game "simpler" for newbies. It does not. What it does, is tie your hands behind your back (or I guess, to your chest in this case) - esp. Arm Lock. These features are virtual training wheels and will teach you bad habits in the end.
If you want to re-lock your arms in-game press and hold SHIFT, giving you the ability to converge weapons while leaving your arms free the majority of the time. You should put your infighting weapons on the arms if possible, to give you the greatest flexibility.
Trial 'Mechs
These things are death traps. Grind up to a regular 'mech as fast as possible, and in the mean time, stick with any © 'mechs. While still sub-optimal they are vastly superior to the non-community designs and are the only way you'll have a remote chance on the battlefield.
Modules
Make sure you get a Capture Accelerator. No matter what game type you play or what 'mech you're in, this is vital. Pick one up and move it between 'mechs before drops at the very least. It should be your very first GXP purchase.
Coolant 9 by 9 is very, very useful - esp. if with Cool Boost. Once you get the GXP to afford it, definitely buy the Coolant 9 by 9. This gives you Cbill coolant that is on par with the MC coolant, and can save you - or the team - at critical moments.
Mechs
Currently the only 'mechs you should consider are:
Raven 3L, Cataphract 3D, Highlander 732, Highlander Heavy Metal, Awesome 9M, Awesome Pretty Baby, Trebuchet 5J, Trebuchet 5M, Centurion 9-AL, Centurion 9D, Atlas AS7-D-DC, Atlas AS7-RS, Dragon Flame, Cicada X-5, Cicada 3M, Stalkers or Jaggermechs.
I do not drive enough Stalkers or Jaggers to offer a proper variant recommendation. All other 'mechs should be taken only to help improve the mastery level of the list above. I'd also recommend the Ilya for cash farming, even if it's inferior in capability to the 3D - it's still potent enough to be excellent for PUG'ing.
Weapons
Right now, stick to: PPC, ER PPC, Gauss, Large Laser, Medium Laser, Small Laser, Ultra/5 and Streaks. Missiles are presently nerf'ed badly, so I would advise steering entirely clear of LRMs; SRMs are still viable but sub-optimal. Use them only if you have the slot and tonnage.
EDIT: I would also recommend the AC/20, but there are a lack of delivery platforms for it. The AC/20 Jagger, while deadly and popular, could end up entirely useless on the wrong map as it's a Glass Cannon (it pops in seconds if caught in the open). If a heavier dual AC/20 platform shows up or we get information on the map ahead of time, I would find these easier to recommend.
Internals
Of the 'mech upgrades you can get:
EndoSteel: You should always attempt to buy this for your 'mechs.
Double Heat Sinks: This as well. While the double heat sinks only offer 40% bonus and take tripple the space, the big issue is that the engine heatsinks are also doubled, both core and added, so it's unquestionably worthwhile.
Ferro Fiberous: This does NOT offer more protection. It simply makes armor slightly lighter. It takes tons of crits and is far worse than Endo, but there are a handful of designs that can benefit from it, like the Flame or some scouts.
Artemis IV: This is a very good LOS only weapon system that's made useless by the current state of missiles. If you are taking regular SRMs it may be worthwhile but try to avoid SRMs entirely anyway (it does not impact Streaks.)
Equipment
AMS: Not worthwhile because of the state of missiles.
BAP: Same as above.
ECM: If your 'mech can mount ECM, you should be mounting ECM. A guide to ECM would be a whole other thread, but if you're running a 'mech that can use it and you don't, you're hurting your whole team.
Jump Jets: These are incredibly useful. Try to mount them on anything that has the ability. Aside from "pop tarting" (launching from behind cover, firing, and returning to cover) they're also exceptional for "gliding" where you can go slightly into the air and rapidly tap the jets, allowing you to move one direction while turning your body in another.
XL Engines: When you have an XL engine, your 'mech will be destroyed if it loses a side torso. With a standard engine the 'mech will continue on as normal. XLs should be used on fast 'mechs almost exclusively, and on heavier 'mechs should be kept to designs with smaller side torsos if possible.
Try to take note of target weapon systems and speed as well. If they are carrying a lot of guns and moving fast, you can assume they are XL and kill them from side torso hits opposed to trying for a CT/Leg/Head kill.
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Useful advice:
Learn the hit boxes. There's a number of guides out there, but try to figure out what part of each 'mech counts as which section of it's armor. The results might surprise you.
Once you are comfortable with heat management, rebind it to a key you can press and hold when you need it.
The SHIFT key as mentioned above will, when arms are unlocked, relock them only while it's being held. This is very useful if you have arm & torso weapons.
Don't knee-jerk reaction to builds that kill you - they all have weaknesses. The 6 PPC Stalker, for example, can do almost no damage inside of 70m. If isolated even a Commando could trash one unhindered. Instead of assuming something deadly is OP, look for it's hard counter.
Remember, the larger the engine you have, the more heatsinks it can store internally. Given doubles are 3 slots each, that's a lot of free saved internal slots! Check this for a guide: http://mwowiki.org/wiki/Engine
Learn to manage your heat. Those high-alpha damage builds you can make are sometimes great, but if they overheat rapidly, they will ruin your staying power. Try to make sure you've got enough heat capacity to keep the damage up, more than just deliver one good shot.
If you enjoy the game, as soon as possible join a unit. There's lots of units that are friendly to new people out there (several House and Mercenary recruitment sub-forums on this site, even!) and the game will literally be night & day for you depending if you're playing solo or with a group of like minded friends. MW:O is a game designed for team play.
When you lock a target, a unique "Call Letter" - A - H right now - will appear in the reticule. This is the same for everyone on your team. If you're playing with a friend or friends, priming targets (focusing your guns on a single 'mech) is a very big tactic to MW:O. By using these call letters, you don't have to look up player names and such - i.e. "Target Bravo" if the target show B.
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I'm sure I probably omitted some things I'll edit in later, but I hope this helps some new players looking to really get into the game and are looking to get really good. Again this is for the 4/29 meta, someone reading this a month from now is likely to have a different perspective.
Edited by Victor Morson, 01 May 2013 - 11:52 AM.