Like many other medium mechs, the Centurion is a versatile workhorse, capable of filling numerous different roles. It can be equipped to engage in both short range and long range engagements, fighting on the front line or engaging in rapid skirmishes behind enemy lines. It pretty much lets you take any role you desire. On the other hand, the Centurion is not a specialist. In boxing, there is a saying that one should “box a brawler and brawl with a boxer”, and this is exactly the approach you need to take with the Centurion – take enemy mechs out of their element and take advantage of their weakness. Against light mechs, use your size and firepower to negate their speed. Against heavy mechs, use your speed to negate their size and firepower.
The Centurion chassis offers a lot of different possibilities and for this reason, it’s hard to offer a lot of general guidelines that apply to every build, regardless of weapons and engine sizes. As a rule of thumb, however, you should consider the following
- Never lead the charge. Whenever the two teams meat, the medium mechs have the speed to engage the enemy first, and it’s tempting to attack when several nice targets expose themselves. You have to remember, however, that it’s not your job to shield assault mechs from enemy fire, it’s the other way around.
- Never walk alone. The Centurion is a team player. While able to dance around many heavy and assault mechs, you’ll often be intercepted by packs of light and/or medium mechs if you cause too much trouble. Depending on what engine you have, there may even be heavy mechs out there with superior speed, armor and firepower. Whether you’re scouting or fighting, always keep your friends nearby.
- Learn how to block incoming shots. The one distinguishing feature of the Centurion is its durability and its left arm with a built-in shield for absorbing damage. When you’re not shooting, you should be blocking, by twisting your torso to keep your shield between you and your enemy.
Centurion CN9-A
The main advantage of the CN9-A is that it has 3 missile launchers with 10 missile tubes. In theory, you could have 3 missile launchers with 50 LRMs fired in two salvos. It is more common, however, to load the CN9-A with 3 SRM launchers, with the idea of giving it a hefty punch at close range.
With recent patches, the effectiveness of LRMs and SRMs have varied wildly, and it’s likely that they will keep doing so. At one point, a CN9-A with 3 SRM6’s had enough firepower to brawl with the biggest mechs in the game. Today, the SRM is so weak that few dedicated SRM boats still exist. Until PGI increases the effectiveness of the SRM, think twice about going toe to toe against other mechs in a CN9-A.
For those who enjoy a challenge or just like the idea of unleashing a swarm of missiles directly into the face of their enemy, here are three different options:
1) Striker - 11,3 million C-bills
The CN9-A Striker combines great firepower with great responsibility. I mean speed. It does 98 kph, carries a UAC5, 2 medium lasers and 3 x SRM4. While this is only marginally more firepower than the most heavily armed light mechs, the Striker is able to deliver large amounts of burst damage, which means that you only need to aim at your enemy momentarily to deal damage, and allows you to quickly twist your torso after each shot, to absorb counterattacks with your left arm. Use the double-tap to do maximum damage with your UAC5, and then try to block incoming fire while you wait for SRMs to reload and/or the UAC5 to unjam.
The high speed gives you great mobility. You can team up with a light mech to capture a base, or you can use your speed to run circles around heavier mechs in a brawl. Just keep in mind that the high speed comes at the cost of an XL engine, which will destroy your mech if you lose a side torso.
2) Demolisher - 6 million C-bills
This build is cheap, fun and versatile. It has 3 x 5 LRMs, which can launch a steady stream of missiles that will really mess with your target’s aiming ability. It also has an AC10, the second most powerful ballistic weapon in the game. And it has 2 medium lasers combined with a standard engine, which means you can go full zombie mode when all else fails.
The balanced weapon load-out of the Demolisher lets you engage the enemy at any range. At a distance, you have the LRMs and AC10. At close distance, you have medium lasers, and you can use the high burst damage of your AC10 to attack damaged body parts. The only weakness in this build is the lack of speed, but this is negated if you stay close to heavy mechs and assault mechs. You shouldn't go off on your own with this build anyway, because if you're swarmed by light mechs, your LRMs are useless and it's hard to use the AC10 to good effect.
3) Tank - 8,6 million C-bills
A cheap and durable build. This thing can take a lickin’ and keep on kickin’. It has close to maximum armour, a big standard engine, an anti-missile system (AMS), and its ammo is protected by CASE, to stop any ammo explosions from doing internal damage. It also have lots of ammo and enough speed to get it out of trouble most of the time.
The only weakness with this build is the lack of firepower, combined with heat problems. You have approximately the same firepower as the most heavily armed light mechs, so don’t expect to scare anyone off. In other words, you need to use your survivability to wear the enemy down, or count on your teammates to do the damage. The heat problem isn’t necessarily a problem at all. Any target more than 300 meters away will be out of range of your SRMs and medium lasers anyway, so you can keep peppering with your AC2 all day. At close range, stop using your AC2 and switch to medium lasers and SRMs, as they have far better damage to heat ratio.
This is a nice build when you’re relatively new to the game and don’t have the finesse to make tricky builds work.
Centurion CN9-AL
The CN9-AL is the only Centurion variant with arm-mounted energy hardpoints. It's probably the most popular Centurion variant at the moment, due to the fact that it's hard for Centurions to combine several ballistic weapons, and because SRMs are currently not very powerful.
In my opinion, the CN9-AL is the best beginner mech in the game, because it's so flexible while not having so much armour that you can just plod forward in a straight line. Heavier mechs, while having more firepower, are more often out-maneuvered and separated from their team.
With that said, let's look at some builds!
1) Executioner - 8,3 million C-bills
This is my current CN9-AL build and it rocks! If PGI ever buffs the large pulse lasers, it'll rock even harder. So it has 2 large pulse lasers in the right arm and 2 medium lasers in the torso. Big standard engine, STD260, giving it plenty of speed. The large pulse lasers haven't really been too popular, partly because of their weight and the huge amounts of heat. People like to compare the large pulse laser to the large laser, but that's missing the point entirely.
The point about large pulse lasers is that they fire rapid bursts of damage. And they do 10 damage each. Put two of them together, and it's close to having an AC20 with unlimited ammunition. You have to stay on target a little longer, but you also don't have to worry about projectile speed, so it's ultimately no better or worse in terms of aiming.
Whether you're attacking light mechs or assault mechs, this thing will chop of limbs with frightening speed. If you have a good aim, you can chop light mechs' legs of in mid-flight, or melt down an assault mech's rear armour as it's twisting its torso. You have great speed and you have no weapons in your left torso or left arm, so keep torso twisting to protect your right arm.
2) Crusader - 7,4 million C-bills
This was my first successful CN9-AL build and it's very versatile and cheap. Good at everything, but not great at anything. It's really a great Centurion mech for beginners and is very forgiving when you make a mistake. You can attack enemies at almost any range, though short to medium engagements is where you will do best, naturally.
Due to having large lasers instead of ballistic weapons, it's actually quite effective against pesky light mechs, even for new players. Unfortunately, you'll rarely be able to team up with light mechs and go flanking, because you really need more speed for that. Consider this mech more of a grunt, effective against virtually any opponent.
3) Tron - 8,6 million C-bills
Obviously quite similar to the Executioner above, but with ER PPC + PPC in the right arm, this thing is better suited for medium or long range engagements, while still moderately effective in a brawl. As long as no one gets within 90 meters of you, you'll still do full damage with all weapons. Whenever someone has a regular PPC, enemy players will try to get as close as possible to render it harmless, as it has a 90 meter minimum range. This mech is quite fast, however, so you can easily adjust and keep your distance when necessary.
Again, note the STD260 engine, letting you sacrifice half your body if necessary, without losing any firepower what so ever. As opposed to mechs with elevated weapon arms, like the Blackjack or Jagermech, your low slung weapons make you a slightly inferior hill sniper, because you have to expose more of your body. So when you do engage in long range battles, be sure to use buildings to hide behind corners or simply use the terrain to create vertical movement while using your full speed to maintain plenty of horizontal movement. Hitting someone moving in a straight line is easy, but hitting someone running up and down hills while turning is a lot harder!
Centurion CN9-D
The Centurion CN9-D is a freak class with its ability to carry a size 390 engine, which is a bigger engine capacity than any other mech variant in the game except the AWS-9M and Pretty Baby! Of course, in a 55 ton mech, it's actually impossible to use the STD390 engine, which weighs 53 tons. And while it is possible to use the XL390 engine, you only have 8 free tons to spend on weapons, if you combine it with max armour. That's an AC2 with 2 tons of ammo, in other words, less than most light mechs have. Furthermore, the XL390 engine costs 6,3 million C-bills, which is outrageous. So while it seems on paper that the CN9-D has a potentially huge advantage, it rarely ever gets used to good effect.
The CN9-D comes with the XL300 engine, which is one of the most versatile engines in the game. You won't regret buying this, it's equally useful on medium and heavy mechs. Personally, I don't really like using XL engines on the Centurion, but I've included a suggestion for a build if you want to try it out. You still have to keep twisting that torso to distribute damage, but instead of letting one side absorb most of the damage, you now have to distribute damage away from the center torso to both arms and side torsos, which can be a bit trickier.
1) Vanilla Ice - 12,8 million C-bills
A balanced Centurion build with no major weaknesses or strengths. This should work well for most new players. An UAC5 with plenty of ammo, which works both at short and medium range. 2 medium lasers in the center torso for zombie mode, and SRM4+SRM6 with 1 ton of ammo for close encounters. Use your SRMs sparingly, as you only have 18 shots.
The trick to using this build is to get maximum effect from the UAC5. Never hold the fire button down for more than a moment. For maximum damage per second, you want to fire it approximately once per second. For burst damage, you can try to double tap, although this increases the chance of jamming. The good thing about have 75 rounds of ammo is that you can afford to experiment and miss quite a bit.
2) Wee Lil Wang - 9,2 million C-bills
This is the cheapest of the CN9-D builds on this list. It doesn’t even have double heat sinks, which are a must on most mechs, but the double AC5s are cool enough that you don’t really need that upgrade. The AC5s’ high rate of fire and 60 shots per AC5 make them forgiving for new players without a Legolas-like aim, as opposed to the gauss rifle. Just keep blasting those things as long as you have a good shot, and use the medium lasers when you have some free heat capacity.
Notice that this build has a standard engine with no weapons or important components on the left side. Which means it’s basically like the Yen Lo Wang hero mech, letting you use half your body as a shield. This makes it particularly useful for new players who need to practice torso twisting.
3) Longbow - 15,3 million C-bills
With dual AC2s, dual LRM5s and a large laser, this Centurion is able to unleash a hail of fire across long distances. Both the AC2s and the LRM5s have a high rate of fire, but they also run quite hot, so you’ll need to take short breaks to cool down once in a while. This works out quite well, because this build is also very weak in close combat, so you’ll need to keep moving to stay at optimal range, which is no closer than 300 meters from the enemy. Stay away from their medium lasers, SRMs and AC20s.
This is basically a support mech when you want a break from brawling. To use it well, follow the assault mechs on your team. Your support will be useful because if you keep laying down support fire with AC2s and LRM5s, it’s very distracting for the enemy mech which is constantly rocked by projectiles rattling against his cockpit and throwing his aim off.
Normally, the best medium mech for long range fire support is the Blackjack, which has the advantage of elevated weapons, allowing it to snipe over hills. With your low slung ballistic weapons, you need to be more careful when popping up from cover. However, the Centurion is better suited to hide behind buildings, as you can sneak both AC2s out from cover without exposing your whole mech.
Centurion CN9-YLW Yen Lo Wang
This was my first Hero mech and it took a while before I learned to really appreciate it. I think it's the same for a lot of new players, because it's a highly specialised mech and it takes a while to get familiar with the game so you can make use of its advantages and avoid suffering from its disadvantages. On the other hand, when I really started learning how to use it, it influenced how I played my other Centurions, and you can see that some of the builds above have been inspired by the Yen Lo Wang, by neglecting missile launchers in favour of strong weapons in the right arm.
The Yen Lo Wang has 3 advantages. First, it can have an AC20 in the right arm. That used to be a big deal, but today it shares that ability with a few other mechs. Second, it's faster than the CN9-AL and CN9-A, although it's still slower than the CN9-D. Third, and most importantly in my eyes, it has a 120 degree torso twist, which is more than other Centurions, more than the Trebuchet and more than the Black Jack. It makes it a lot easier to keep firing when you're dodging shots and circling your opponent.
And of course it looks great, especially now that you can repaint it.
1) Trooper Wang - 7,2 million C-bills
A rather common build, and while it’s not my favourite, I would be remiss in neglecting it. At the cost of having an XL engine instead of the STD engine, you have room for 2 UAC5s in one arm, 5 tons of ammo, and close to max armour. You also have 2 medium lasers and 50% heat efficiency, which means you can pretty much keep firing until the cows come home.
Needless to say, the XL engine means that you can’t afford to lose a side torso, so be careful with taking too much damage on either side. You can still block shots with your left arm, but once it’s gone, it’s time to play a bit more cautiously.
Not much else to say about this mech.
2) Classic Wang - 3,5 million C-bills
The AC20 build. Some people will tell you to use an XL engine to get more ammo for the AC20, but let me tell you two things. First, the concentration of weapons on the right side of the mech makes the left side the ideal shield. Second, while 4 tons of ammo only gives you 28 shots, a high amount of damage combined with long reload time means that most of the enemies should be dead by the time you run out of ammo.
The trick to this build is to stay the hell away from light mechs. If you miss with your AC20, which you often will, you’re left with 2 medium lasers. Even the smallest light mechs have more firepower than that. The YLW has a very nice torso twist, however, which makes it quite easy to run circles around heavy and assault mechs, while firing. Against slow and cumbersome mechs, aim for the legs and rear armour. Against faster mechs, go for the torso.
3) Zorro Wang - 4,9 million C-bills
The Zorro Wang is all about finesse. It doesn’t really require a lot of experience to use, it just requires a good aim. So if you’re new to MW:O, but you have a lot of experience from other FPS games, try this one out for size. It has a gauss rifle and ER laser, both of which are great at any range from 0 to 800 meters or more. You have no chance of overheating, the only thing you need to worry about is your gauss ammo. Basically, this is a sniper build. You want to hit the same locations over and over again, so you really need to pick your shots. You don’t have enough ammo to take people’s arms off, just focus on their center torso or their legs.
This is not only one of my best mechs in terms of average score and kill/death ratio, it’s also the first build I scored 6 kills with in a single match. You really need to use your speed to the fullest, staying away from danger, dodging shots and taking out weak targets. Beyond that, it’s not very complicated.
You could arguably create the same build with another Centurion, but keep in mind that the Yen Lo Wang has an extended torso twist, which comes in handy when you’re constantly torso twisting to shield your right side, and also circling enemies at high speed. You’ll need to do both with the Zorro Wang.
PS: You can also swap the STD235 engine with an XL300 engine and 1 extra ton of ammo, for extra Zorroness.
The main advantage of the CN9-A is that it has 3 missile launchers with 10 missile tubes. In theory, you could have 3 missile launchers with 50 LRMs fired in two salvos. It is more common, however, to load the CN9-A with 3 SRM launchers, with the idea of giving it a hefty punch at close range.
With recent patches, the effectiveness of LRMs and SRMs have varied wildly, and it’s likely that they will keep doing so. At one point, a CN9-A with 3 SRM6’s had enough firepower to brawl with the biggest mechs in the game. Today, the SRM is so weak that few dedicated SRM boats still exist. Until PGI increases the effectiveness of the SRM, think twice about going toe to toe against other mechs in a CN9-A.
For those who enjoy a challenge or just like the idea of unleashing a swarm of missiles directly into the face of their enemy, here are three different options:
1) Striker - 11,3 million C-bills
The CN9-A Striker combines great firepower with great responsibility. I mean speed. It does 98 kph, carries a UAC5, 2 medium lasers and 3 x SRM4. While this is only marginally more firepower than the most heavily armed light mechs, the Striker is able to deliver large amounts of burst damage, which means that you only need to aim at your enemy momentarily to deal damage, and allows you to quickly twist your torso after each shot, to absorb counterattacks with your left arm. Use the double-tap to do maximum damage with your UAC5, and then try to block incoming fire while you wait for SRMs to reload and/or the UAC5 to unjam.
The high speed gives you great mobility. You can team up with a light mech to capture a base, or you can use your speed to run circles around heavier mechs in a brawl. Just keep in mind that the high speed comes at the cost of an XL engine, which will destroy your mech if you lose a side torso.
2) Demolisher - 6 million C-bills
This build is cheap, fun and versatile. It has 3 x 5 LRMs, which can launch a steady stream of missiles that will really mess with your target’s aiming ability. It also has an AC10, the second most powerful ballistic weapon in the game. And it has 2 medium lasers combined with a standard engine, which means you can go full zombie mode when all else fails.
The balanced weapon load-out of the Demolisher lets you engage the enemy at any range. At a distance, you have the LRMs and AC10. At close distance, you have medium lasers, and you can use the high burst damage of your AC10 to attack damaged body parts. The only weakness in this build is the lack of speed, but this is negated if you stay close to heavy mechs and assault mechs. You shouldn't go off on your own with this build anyway, because if you're swarmed by light mechs, your LRMs are useless and it's hard to use the AC10 to good effect.
3) Tank - 8,6 million C-bills
A cheap and durable build. This thing can take a lickin’ and keep on kickin’. It has close to maximum armour, a big standard engine, an anti-missile system (AMS), and its ammo is protected by CASE, to stop any ammo explosions from doing internal damage. It also have lots of ammo and enough speed to get it out of trouble most of the time.
The only weakness with this build is the lack of firepower, combined with heat problems. You have approximately the same firepower as the most heavily armed light mechs, so don’t expect to scare anyone off. In other words, you need to use your survivability to wear the enemy down, or count on your teammates to do the damage. The heat problem isn’t necessarily a problem at all. Any target more than 300 meters away will be out of range of your SRMs and medium lasers anyway, so you can keep peppering with your AC2 all day. At close range, stop using your AC2 and switch to medium lasers and SRMs, as they have far better damage to heat ratio.
This is a nice build when you’re relatively new to the game and don’t have the finesse to make tricky builds work.
Centurion CN9-AL
The CN9-AL is the only Centurion variant with arm-mounted energy hardpoints. It's probably the most popular Centurion variant at the moment, due to the fact that it's hard for Centurions to combine several ballistic weapons, and because SRMs are currently not very powerful.
In my opinion, the CN9-AL is the best beginner mech in the game, because it's so flexible while not having so much armour that you can just plod forward in a straight line. Heavier mechs, while having more firepower, are more often out-maneuvered and separated from their team.
With that said, let's look at some builds!
1) Executioner - 8,3 million C-bills
This is my current CN9-AL build and it rocks! If PGI ever buffs the large pulse lasers, it'll rock even harder. So it has 2 large pulse lasers in the right arm and 2 medium lasers in the torso. Big standard engine, STD260, giving it plenty of speed. The large pulse lasers haven't really been too popular, partly because of their weight and the huge amounts of heat. People like to compare the large pulse laser to the large laser, but that's missing the point entirely.
The point about large pulse lasers is that they fire rapid bursts of damage. And they do 10 damage each. Put two of them together, and it's close to having an AC20 with unlimited ammunition. You have to stay on target a little longer, but you also don't have to worry about projectile speed, so it's ultimately no better or worse in terms of aiming.
Whether you're attacking light mechs or assault mechs, this thing will chop of limbs with frightening speed. If you have a good aim, you can chop light mechs' legs of in mid-flight, or melt down an assault mech's rear armour as it's twisting its torso. You have great speed and you have no weapons in your left torso or left arm, so keep torso twisting to protect your right arm.
2) Crusader - 7,4 million C-bills
This was my first successful CN9-AL build and it's very versatile and cheap. Good at everything, but not great at anything. It's really a great Centurion mech for beginners and is very forgiving when you make a mistake. You can attack enemies at almost any range, though short to medium engagements is where you will do best, naturally.
Due to having large lasers instead of ballistic weapons, it's actually quite effective against pesky light mechs, even for new players. Unfortunately, you'll rarely be able to team up with light mechs and go flanking, because you really need more speed for that. Consider this mech more of a grunt, effective against virtually any opponent.
3) Tron - 8,6 million C-bills
Obviously quite similar to the Executioner above, but with ER PPC + PPC in the right arm, this thing is better suited for medium or long range engagements, while still moderately effective in a brawl. As long as no one gets within 90 meters of you, you'll still do full damage with all weapons. Whenever someone has a regular PPC, enemy players will try to get as close as possible to render it harmless, as it has a 90 meter minimum range. This mech is quite fast, however, so you can easily adjust and keep your distance when necessary.
Again, note the STD260 engine, letting you sacrifice half your body if necessary, without losing any firepower what so ever. As opposed to mechs with elevated weapon arms, like the Blackjack or Jagermech, your low slung weapons make you a slightly inferior hill sniper, because you have to expose more of your body. So when you do engage in long range battles, be sure to use buildings to hide behind corners or simply use the terrain to create vertical movement while using your full speed to maintain plenty of horizontal movement. Hitting someone moving in a straight line is easy, but hitting someone running up and down hills while turning is a lot harder!
Centurion CN9-D
The Centurion CN9-D is a freak class with its ability to carry a size 390 engine, which is a bigger engine capacity than any other mech variant in the game except the AWS-9M and Pretty Baby! Of course, in a 55 ton mech, it's actually impossible to use the STD390 engine, which weighs 53 tons. And while it is possible to use the XL390 engine, you only have 8 free tons to spend on weapons, if you combine it with max armour. That's an AC2 with 2 tons of ammo, in other words, less than most light mechs have. Furthermore, the XL390 engine costs 6,3 million C-bills, which is outrageous. So while it seems on paper that the CN9-D has a potentially huge advantage, it rarely ever gets used to good effect.
The CN9-D comes with the XL300 engine, which is one of the most versatile engines in the game. You won't regret buying this, it's equally useful on medium and heavy mechs. Personally, I don't really like using XL engines on the Centurion, but I've included a suggestion for a build if you want to try it out. You still have to keep twisting that torso to distribute damage, but instead of letting one side absorb most of the damage, you now have to distribute damage away from the center torso to both arms and side torsos, which can be a bit trickier.
1) Vanilla Ice - 12,8 million C-bills
A balanced Centurion build with no major weaknesses or strengths. This should work well for most new players. An UAC5 with plenty of ammo, which works both at short and medium range. 2 medium lasers in the center torso for zombie mode, and SRM4+SRM6 with 1 ton of ammo for close encounters. Use your SRMs sparingly, as you only have 18 shots.
The trick to using this build is to get maximum effect from the UAC5. Never hold the fire button down for more than a moment. For maximum damage per second, you want to fire it approximately once per second. For burst damage, you can try to double tap, although this increases the chance of jamming. The good thing about have 75 rounds of ammo is that you can afford to experiment and miss quite a bit.
2) Wee Lil Wang - 9,2 million C-bills
This is the cheapest of the CN9-D builds on this list. It doesn’t even have double heat sinks, which are a must on most mechs, but the double AC5s are cool enough that you don’t really need that upgrade. The AC5s’ high rate of fire and 60 shots per AC5 make them forgiving for new players without a Legolas-like aim, as opposed to the gauss rifle. Just keep blasting those things as long as you have a good shot, and use the medium lasers when you have some free heat capacity.
Notice that this build has a standard engine with no weapons or important components on the left side. Which means it’s basically like the Yen Lo Wang hero mech, letting you use half your body as a shield. This makes it particularly useful for new players who need to practice torso twisting.
3) Longbow - 15,3 million C-bills
With dual AC2s, dual LRM5s and a large laser, this Centurion is able to unleash a hail of fire across long distances. Both the AC2s and the LRM5s have a high rate of fire, but they also run quite hot, so you’ll need to take short breaks to cool down once in a while. This works out quite well, because this build is also very weak in close combat, so you’ll need to keep moving to stay at optimal range, which is no closer than 300 meters from the enemy. Stay away from their medium lasers, SRMs and AC20s.
This is basically a support mech when you want a break from brawling. To use it well, follow the assault mechs on your team. Your support will be useful because if you keep laying down support fire with AC2s and LRM5s, it’s very distracting for the enemy mech which is constantly rocked by projectiles rattling against his cockpit and throwing his aim off.
Normally, the best medium mech for long range fire support is the Blackjack, which has the advantage of elevated weapons, allowing it to snipe over hills. With your low slung ballistic weapons, you need to be more careful when popping up from cover. However, the Centurion is better suited to hide behind buildings, as you can sneak both AC2s out from cover without exposing your whole mech.
Centurion CN9-YLW Yen Lo Wang
This was my first Hero mech and it took a while before I learned to really appreciate it. I think it's the same for a lot of new players, because it's a highly specialised mech and it takes a while to get familiar with the game so you can make use of its advantages and avoid suffering from its disadvantages. On the other hand, when I really started learning how to use it, it influenced how I played my other Centurions, and you can see that some of the builds above have been inspired by the Yen Lo Wang, by neglecting missile launchers in favour of strong weapons in the right arm.
The Yen Lo Wang has 3 advantages. First, it can have an AC20 in the right arm. That used to be a big deal, but today it shares that ability with a few other mechs. Second, it's faster than the CN9-AL and CN9-A, although it's still slower than the CN9-D. Third, and most importantly in my eyes, it has a 120 degree torso twist, which is more than other Centurions, more than the Trebuchet and more than the Black Jack. It makes it a lot easier to keep firing when you're dodging shots and circling your opponent.
And of course it looks great, especially now that you can repaint it.
1) Trooper Wang - 7,2 million C-bills
A rather common build, and while it’s not my favourite, I would be remiss in neglecting it. At the cost of having an XL engine instead of the STD engine, you have room for 2 UAC5s in one arm, 5 tons of ammo, and close to max armour. You also have 2 medium lasers and 50% heat efficiency, which means you can pretty much keep firing until the cows come home.
Needless to say, the XL engine means that you can’t afford to lose a side torso, so be careful with taking too much damage on either side. You can still block shots with your left arm, but once it’s gone, it’s time to play a bit more cautiously.
Not much else to say about this mech.
2) Classic Wang - 3,5 million C-bills
The AC20 build. Some people will tell you to use an XL engine to get more ammo for the AC20, but let me tell you two things. First, the concentration of weapons on the right side of the mech makes the left side the ideal shield. Second, while 4 tons of ammo only gives you 28 shots, a high amount of damage combined with long reload time means that most of the enemies should be dead by the time you run out of ammo.
The trick to this build is to stay the hell away from light mechs. If you miss with your AC20, which you often will, you’re left with 2 medium lasers. Even the smallest light mechs have more firepower than that. The YLW has a very nice torso twist, however, which makes it quite easy to run circles around heavy and assault mechs, while firing. Against slow and cumbersome mechs, aim for the legs and rear armour. Against faster mechs, go for the torso.
3) Zorro Wang - 4,9 million C-bills
The Zorro Wang is all about finesse. It doesn’t really require a lot of experience to use, it just requires a good aim. So if you’re new to MW:O, but you have a lot of experience from other FPS games, try this one out for size. It has a gauss rifle and ER laser, both of which are great at any range from 0 to 800 meters or more. You have no chance of overheating, the only thing you need to worry about is your gauss ammo. Basically, this is a sniper build. You want to hit the same locations over and over again, so you really need to pick your shots. You don’t have enough ammo to take people’s arms off, just focus on their center torso or their legs.
This is not only one of my best mechs in terms of average score and kill/death ratio, it’s also the first build I scored 6 kills with in a single match. You really need to use your speed to the fullest, staying away from danger, dodging shots and taking out weak targets. Beyond that, it’s not very complicated.
You could arguably create the same build with another Centurion, but keep in mind that the Yen Lo Wang has an extended torso twist, which comes in handy when you’re constantly torso twisting to shield your right side, and also circling enemies at high speed. You’ll need to do both with the Zorro Wang.
PS: You can also swap the STD235 engine with an XL300 engine and 1 extra ton of ammo, for extra Zorroness.