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How Fast Do You Typically Build Your Mechs?


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#41 Slashmckill

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Posted 19 June 2013 - 07:30 PM

i mainly play it by ear, though i follow a few set rules.

If it was possible to do well in a slower light mech i would lower the engine a bit for more firepower, however slow lights are dead lights so i max the hell out of them.

I tend to run max engines in mediums unless the engine cap is outrageous, like the Cent-D or the trenchbucket with the max 390. (too much weight for too little a speed increase, plus the lack of firepower is rather unsettling for me)

Heavy mechs i tend to run around their default engine speed unless it happens to be too slow for it's weightclass/my tastes. (also wtf pgi, you took 5 kph off the default top speed of the QD and the dragon, did you really think that extra 5kph was that OP? , whatever, it was probably to compensate for something like speed tweak or orbital wobble or something else just as stupid)

Assaults are kinda random for me, depends on the individual strengths and weaknesses of each chassis at that point. (i might run an atlas with a max engine because i have the tonnage, but i'd reduce the engine on a highlander because i deem the extra speed not as useful as more weapons/cooling/defensive tech.

TL;DR
I pretty much try to run the max engine on every mech unless the max engine rating cuts too far into firepower/defensive quality or if the gain in speed from a higher engine is negligible in contrast to the possible gain in armament.

Edited by Slashmckill, 19 June 2013 - 07:32 PM.


#42 One Medic Army

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Posted 19 June 2013 - 07:33 PM

View PostSlashmckill, on 19 June 2013 - 07:30 PM, said:

Heavy mechs i tend to run around their default engine speed unless it happens to be too slow for it's weightclass/my tastes. (also wtf pgi, you took 5 kph off the default top speed of the QD and the dragon, did you really think that extra 5kph was that OP? , whatever, it was probably to compensate for something like speed tweak or orbital wobble or something else just as stupid)

It's because in TT a 5/7.5 mech got rounded up to 5/8.
PGI doesn't round to whole hex run values because this isn't a hex based game.

#43 Slashmckill

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Posted 19 June 2013 - 07:37 PM

View PostOne Medic Army, on 19 June 2013 - 07:33 PM, said:

It's because in TT a 5/7.5 mech got rounded up to 5/8.
PGI doesn't round to whole hex run values because this isn't a hex based game.


While that sounds pretty reasonable, i still feel like those 2 mechs got shafted. (mainly just still sour that they gave the only 2 heavy mechs that i like in this game really wonky proportions. And yes, i'am one of those rare individuals who dislike the catapult.)

Edited by Slashmckill, 19 June 2013 - 07:48 PM.


#44 James Warren

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Posted 19 June 2013 - 07:47 PM

In a fast mech (ie 130kph+) I will run ahead and grab nodes, scout, etc - but cautiously, keeping in cover when possible and hightailing it back to my team at the first sign of an unfair fight (or even a fair fight, keep it on your own terms where possible).

I do often find myself at the front in a medium. Most of the time it is because:

1) People spend about 3 minutes idle after the round begins.

2) People spend the next 2 minutes walking around in circles deciding which way they want to go.

3) Nobody wants to be the first guy to crest a ridge and get PPC'ed.

I realise that people in Jagermechs and Catapults have the right to act as fire support and stay back a bit. People in mediums should probably let someone else go first too. I do get a bit peeved when you've got a brawler Atlas sitting in the back who just refuses to move in, even when the rest of the team makes a push.

If you see a teammate getting hammered, its often your job to get in there and divert some attention (at least that's how I feel) if you can do so reasonably without getting completely annihilated yourself. Better to have the damage distributed evenly, take one for the team. When your armor is cooking a bit, that's your cue to fall back behind someone else who is fresh. This way you can still contribute your guns to the fight and it makes the team laster longer overall.

I like having a fast mech, mainly because its the playstyle I enjoy. Its great being able to actively respond to threats in different parts of the map.

Edited by James Warren, 19 June 2013 - 07:49 PM.


#45 TehSBGX

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Posted 19 June 2013 - 08:40 PM

I'm a dedicated Medium, and even though I usually have a top speed of 80 or more, I never lead the charge mediums are just too squishy. I stay right behind a meatsheild until things heat up, then I move at max speed.

#46 Vassago Rain

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Posted 19 June 2013 - 08:50 PM

I run 360 and 350 standards in my atlases.

No joke.

#47 627

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Posted 20 June 2013 - 02:23 AM

Speed is Life.

#48 Fiona Marshe

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Posted 20 June 2013 - 06:55 AM

Atlas/Stalker: 54 kph (stock 300)
Heavies: 70-85 kph (depends on weight/firepower optimisation decisions)
Mediums: 85-110kph (varies by loadout)
Lights: 110-135kph (except my SDR-7K, which does 54kph...)

#49 EyeOne

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Posted 20 June 2013 - 07:04 AM

As fast as I can within reason. I don't like to sacrifice too much though.

Awesome 8Q: 60.2kph
Misery: 61.3kph
Hunchback-4P: 92kph
Hunchback-4G: 80.2kph
Hunchback-4H: 85.5kph
Death's Knell: 149.7kph
Blackjack-1X: 116.8kph
Quickdraw-4h/5K: 81kph
Cataphract-1X: 81.4kph
YenLoWang: 106.9kph

Others I don't remember. I think the only thing I run at stock speed are the Quickdraws and the Atlas-DF. And everthing listed above is done with an Standard engine except the Quickdraws, TDK and Yen Lo.

Edited by EyeOne, 20 June 2013 - 07:05 AM.


#50 DONTOR

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Posted 20 June 2013 - 07:11 AM

Sephlock you should add me your play style is condusive to my own, full speed ahead bother!

#51 Mercules

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Posted 20 June 2013 - 07:42 AM

View PostMeiSooHaityu, on 14 June 2013 - 09:52 AM, said:


I have 1 medium that is the exception to the above rule. I have my Founder's Hunch running a Tripple AC2 setup with 3 MLasers. The mech tops out at a blistering 64kph. It is a quirky build, but is suprisingly fun. I think it helps that most don't see it as a priority target (until the trip AC2s come crashing down on them :( ).


My friend runs one of these from time to time with the AC2s all firing together not chained. So he does, "6-6-6-6-6-6-6-6-6-6-6-6-6-6-6" damage about as fast as you can say "six". It doesn't seem like a whole lot but it works fairly well. Typically he finds a friendly Assault like an Atlas and becomes it's wingman. He then focuses on the same targets and will drill through the CT fairly quickly.


Me? It depends. I've found I have a bunch of 200, 280, 300 XL engines. Those seem to be the break points for me.

200 XLs for my Commandos which is not top speed, but is fast enough to allow me a solid amount of weapons and armor.

280 XL weighs as much as a 275 XL so why not take the slight KPH increase. Both have the same amount of internal DHS.

300 XL seems to be the right break point for many other mechs.

In general:

Lights 128+ the higher the better
Mediums 91+ but 105 does not hurt.
Heavies at least 71 KPH
Assault... I've got a single Awesome. I hate slow mechs and so avoid the Assaults as most are too slow for me.

I find myself at the forefront when we head into battle. That often changes as I pause to start to snipe the opposition or move laterally to flank them. I tend to like to get my eyes on the enemy and so that means moving quickly to a vantage point so I can see where they are and direct the team from there. Nothing stops a cap like determining where ALL the enemy is and intercepting them as they move.





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