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The Handy Medium Survival Guide


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#1 TheFlyingScotsman

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Posted 18 June 2013 - 10:43 AM

Hello all. Despite my obsession with the SDR and JR7, Mediums are my favorite chassis size. The reason for this is that while they are considerably more fragile than larger or smaller mechs, and are not particularly good at any one role, they are a jack of all trades.

I'm going to point out a few particular bits I found important in my quest to learn how to not be a smouldering pile of slag with 90 damage and a sense of shame. While mediums are unquestionably the least forgiving to piloting errors, (at least until knockback is reinstated and Lights become... interesting.) they also have great potential to fill any role necessary in a team and provide ample support.

This build also largely works for the Cicada and Dragon, also mechs I love, though I pilot JJ'd Mechs exclusively thesedays.

1: Speed is not how fast your groundspeed is, speed is how quickly you get from point A to point B. In this regard, JJs are glorious, though you only need 80kmh+. When running, faster targets almost always duck and weave between building or around terrain in an attempt to stay in cover. Circumvent this behavior by running in a straightish line towards where you think they are most likely to go. This is often much quicker to reach than simply chasing their exact path, and can often result in you catching mechs with much higher groundspeeds than your own.

2: Stay with your team. Mediums are not solo chassi. 80kmh is more than enough speed to outrun or stay with your heavy and assault compatriots, and use them for cover. You can also allow enemies to engage these much more threatening targets, and then easily and patiently core them or hit them in the diaper as your friends take all the damage. (They're fat, they can deal with it.)

3: YOU ARE NOT A FATTY. So stop trying to boat. Using light-weight weaponry effectively is far more empowering than simply having a lot of long-range weaponry or weapons perceived to be "larger". Having 30FP and being heat stable and fast is far more important than any perceived FP number. That weight is needed for backup equipment, ammo and Engine Size. While some might argue that this is a matter of personal preference, I feel that all mediums should take max size engines, STD or XL depending on shoulder vulnerability, and whether the mech has JJs. I know medium players like to brawl sometimes, but the chassis is simply far more effective in the role of a support mech or indirect brawl assistant than a brawler. Come on, guys, the things only weigh 50 tons. :)

Play cautiously, learn from your mistakes, and enjoy!

#2 Red Line Pilot

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Posted 19 June 2013 - 11:36 PM

mmm, i find 80 kph for a medium too slow. You can barely keep up with the heavies :S Bigger engine also means faster torso twist, easier aim, more survivability etc. So i am all for (close to) max engines in mediums.

I pilot all mediums, apart from the blackjack (haven't got around to it yet) all move at 90kph or more.

HBK 250 or 260 engines 89 / 92 kph
Centurion 260 - 275 engine 92 / 98 kph (and the trololo 9D can go up to warp-speed)
Cicada 300 - 350 133 engine / 152 kph
Trebuchet 275 - 325 engine 98 / 115kph (ok, you can make this one slow with the sniper builds)

Teaming up with other mediums on your team really helps, if you can get 3 hunchbacks/centurions moving as pack...

Also, it is OK to die! If you sacrifice yourself to make the enemy team turn sideways your assault lance can get a couple of free shots on them. That initial strike is worth about as much as your entire mech.

#3 Shalune

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Posted 21 June 2013 - 04:24 PM

Good advice. Nice to see some folks here aren't jumping on the bandwagon of thinking mediums are bad right now.

#4 TheFlyingScotsman

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Posted 21 June 2013 - 04:36 PM

View PostShalune, on 21 June 2013 - 04:24 PM, said:

Good advice. Nice to see some folks here aren't jumping on the bandwagon of thinking mediums are bad right now.


Oh, they're bad. That's part of the reason a like them. (Other than size and weight.) I'm kind of a *********, when it comes to games like this, my goal is to take the least viable builds and perform well with them.

As for speed, I do use an XL235 in my BJ for elite speed of 93kmh, but most of my centurions have been around the 85 mark. All I'm trying to point out is that for mediums in a team role isntead of a brawling role, you really only need to move faster than your teammates and let them absorb the damage.

#5 Qrbaza

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Posted 24 June 2013 - 02:53 PM

I have no problems with elite HBK-4P(C). Having maxed FF armor, ES structure, 13DHS, 5xML, 1xERPPC, AMS i find it all around mech wich can survive in most situations. It can brawl, distract, lure, suport and guard. It is true that you cant go after fresh enemy mech but must wait till enemies are distracted or damaged.Never endup alone have atleast one heavy or assault by your side. I often play as easy pray trying to lure one or two mechs to seperate the group. They die if they follow. Flanking enemies can be fruitfull too but never popup in the same place twice or trice but rather change positions. Mech can go 84.2 + 10% that is quite fast for medium and can outrun hot situations. Rotating torso to protect damaged parts is lifesaver. I rather endup with no arm than with no engine or weapons (hunch in my case).The only pain in the *** can be cicda (wich is more dangerous to me then heavy or assault) and 2 or more lights. Those are medium killers if you will.

#6 Colby Boucher

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Posted 29 June 2013 - 05:47 AM

I love mediums. I have found myself feeling as though they have much more survivability than most people give them credit for. The problem is that most don't understand how important damage placed on a single point is. That is what mediums excel at more than anything else, and so giving yourself huge weapons is not necessarily the best idea. Don't forget the usefulness of small lasers. Not much damage at once, but if you have lots of hardpoints... 4 small lasers = 12 damage per shot for only 2 tons. While 2 Medium lasers can put out the same damage at a longer range, you simply can't help but distribute that damage all over the enemy (making it completely ineffective).

#7 jper4

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Posted 29 June 2013 - 06:18 AM

patience is the key for me- which i often lack which leads to the "die first- less than 150 damage" matches. on the other hand if i can force myself to wait then the 3 kills/4 assist 300+ dmg matches appear. you can;t be the first in- especially if you're brawler range like most of my mechs are. you have to wait til the enemy is damaged and already fighting someone else on your side. then you make your move. the add is usually ignored as they focus on the mech that has been damaging them so far. then you can take off weakened components and be most effective against the heavy/assault brigades that make up so much of the PUG matches. trying to take them fresh will usually end up badly.

have to have the vulture's/jackal's mentality- wait for the weakened part of the herd to get whittled down or dropped behind then finish them off. by then hopefully there's another injured mech in need of finishing off. it's a bit tougher of course when multiple enemy mechs are around to support the mech you're after. but if you're lucky they;re busy focus firing on whatever their teammate is fighting and you can get a few shots off before you get noticed.

it's kinda like what i decide if i'm helping someone fight an assault while some light is busy trying to chew me up from behind. yes i can turn and try and fend off the light- but that leaves my back to the assault which can probably finish me in one shot. if i stick with the assault the light will probably kill me in the end but hopefully by then the assault is either dead too or weakened enough so my teammate can finish it. if i die after (or just before) i'll take the medium for an assault tradeoff anytime to help the team out.





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