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An Extremely New Player Needs Help


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#1 rocketgamecorner

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Posted 11 August 2013 - 01:40 PM

I just stared this game yesterday, even though its wayy to hard to get in to for new players. I haven't played a single mechwarrior game, so i came to this game without any knowledge of the mechanics. My question is: how can i get better at this game? I played with the starting mechs for a while, but purchased the centurion CN9-AL mech, so i could get used to building my own mechs as soon as possible.The problem is: my mech is doing minimal damage and can't take damage at all. I currently have a med pulse laser, PPC, SRM 6 and SRM4 with 10 heat sinks and an STD engine 200. Even with the PPC (wich is quite a good weapon, or so i have been told) i can't dish enough damage and usually get killed 3 minutes in to the game and only deal about 60-140 DMG. Even a single kill is a huge achievement. I've been thinking about purchasing a mech with some ballista hard points to get a gauss rifle (Heard its a damn good weapon) Or should i just concentrate on honing my skill with this mech? Any tips about the build i'm using? Any help is appreciated!

#2 BookWyrm

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Posted 11 August 2013 - 01:49 PM

Remove Arm Lock in options. Stick to 2-3 different types of weapons max to make things easier to manage. Increase speed and consider XL engine, 200 is likely a bit slow with the centurion, others may disagree. Do a forum or google search for good CN9-AL builds. Practice, practice, practice. If dying too fast you may be rushing into battles when you should not be. Fights are more about patience currently, hit and fade away, or stick with bigger lancemates that make more appealing targets. Forum member Koniving does a lot of build advice and help for newer players, look up his threads or toss him a message, there are probably many others that are willing to help too. Try the faction forums for a helpful group.

Edited by BookWyrm, 11 August 2013 - 01:51 PM.


#3 Koniving

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Posted 11 August 2013 - 01:52 PM

Alright, there are a few guides at the top of the new player thingy, but here's a few ways of helping yourself in the mean time.

The first step will be a safe place to get to experiment with the controls.
Posted Image
Next to Launch, shown in the upper right, is a button that looks like an award sticker (big flashy * with a robot in it). Click on that after selecting a mech. Then, click on "Testing Grounds." You can then choose any map. This is a safe place to experiment on. There are stationary mechs (enemies that don't fight back) so that you can see play with the weapons to see how they work. Try shooting arms and legs to grasp the concept that enemies have sectional health.

Remember to use the R key to target things and get information. You can only target things that you can see, unless it has ECM, then you can't until they are close enough.

Someone will be by with helpful teamspeak links, it's easiest to learn this game through the real time assistance of a real player.

In the mean time, your mech has various weapons fired by the left, right mouse buttons as well as the numbers 3, 4, 5, and 6. You can change these at any time in the options menu and I recommend that you do.

When you feel you are ready to play again, use the same method you did to find the Testing Grounds and choose Conquest. There your personal performance will not have as much of an effect on the outcome of the match. Experiment with light mechs by using them to run from point to point to capture them. Try to follow other players of similar sizes and speeds, that way you will be in a pack and live longer.

The current heavy, a Catapult, is a good way to practice using missiles and targeting. Again it is R to target your enemy. Then bring your crosshair on them and once you have a lock, use LRMs for long range (180 meters minimum) and Streaks for anything less than 270 meters. You can tell how far something is by the number next to your crosshair.

The assault can be a modest way to practice using multiple weapons.

After 25 matches you can get your own mech. You will want to use the C-bills (CB, ) you earned to make the purchase as MC () is real money.
Posted Image
"Buy MC" and "Buy CB" are really "Buy with MC" or "Buy with CB."

Good luck. If I didn't have assignments to do, I would be happy to help you in actual gameplay.

#4 LauLiao

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Posted 11 August 2013 - 01:54 PM

Oh boy, where to start with such a true newbie? There is definitely a pretty severe learning curve to this game, and it can take a long time just to get down the basics, and then weeks more to actually get "good".

Wait until you've finished all your "Cadet bonus" matches before you buy yourself a mech. They are expensive to start, and you can pretty easily pay double or triple the initial cost just to get it customized to an effective layout that you like, so you'll want every cent of that cadet bonus. This will also give you time to try out different trial mechs.

Since you say you've already got yourself a Cent, I'll address that. There are people who swear that Cents are the be-all and end-all of mediums and a fantastic starter mech. I would tend to disagree. I would suggest that you try something a little heavier that can sport more armor. This will allow you to survive on the battlefield longer, and give you more chance to learn to pilot better.

Don't let the pressure to do damage/make kills get to you. A common rookie mistake is to run out in front of the pack, thinking that if you get to the enemy first, it will give you more opportunity to do damage. This will get you killed. Your best tactic, especially as a Medium mech/new player, is to attach yourself to a heavier mech. Stay close to a heavy or assault mech (but make sure you give him plenty of room to maneuver and don't get in his way) and double up on his target. A lot of enemy pilots will focus fire down the bigger mech, giving you more of a chance to survive.

Honestly, in a medium, putting up damage numbers is more about survival than big guns. Stay in cover as much as possible. Your little pot-shots may not be doing a ton of damage at a time, and you may not be getting a lot of kills, but you'll find that if you can survive the whole/most of the match, your damage numbers will increase dramatically.

I would also suggest trying to find a group of players who are willing to take a true noob under their wing and teach them the ropes. Getting real time feedback from experienced players will help you figure out what you're doing right and wrong much quicker than just getting yourself blown up over and over.

#5 LauLiao

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Posted 11 August 2013 - 01:57 PM

Koniving had great advice about the training grounds too. I forget they're there, but it's a great way to familiarize yourself with the maps. Detailed knowledge of the maps really makes a difference.

#6 Koniving

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Posted 11 August 2013 - 02:05 PM

"Testing Grounds," remember there will be a difference as early as next month, as the beginning of the tutorials are supposed to roll out soon.

But yes actually that's right. MWO does have a temporary collection of help videos found also called the Training Grounds.
http://mwomercs.com/...raining-grounds There are a number of videos on most things. They are short, concise, but demonstrate what they talk about. Watch everything but the mechbay video (it's out of date and by the time you need it I'll have finished my own ;) ). Should not take more than 8 minutes, and will help you alot more than all the posts in the world can (because 'seeing' teaches better than reading).

---------
The following videos are provided as recent examples of handling 'stock' mechs with their insanely hard to manage heat.

On this video I'm using a stock (default) BlackJack-1 (these are fragile mechs even when custom built, very difficult to use though quite fun for those of us who like the challenge). During it we're discussing the plans of the upcoming in-game tutorial and what will eventually happen to trial mechs, as well as my own hopes for a "stock only" match maker. :(

(Minor adult language note).

Another stock mech (an assault this time) with an escort of 2 mediums, and great classic mechwarrior music. My mech is a Victor. My escorts are 1 Hunchback 4G and 1 Centurion CN9-A.

Edited by Koniving, 11 August 2013 - 02:16 PM.


#7 Lennex

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Posted 11 August 2013 - 02:08 PM

View Postrocketgamecorner, on 11 August 2013 - 01:40 PM, said:

I just stared this game yesterday, even though its wayy to hard to get in to for new players. I haven't played a single mechwarrior game, so i came to this game without any knowledge of the mechanics. My question is: how can i get better at this game? I played with the starting mechs for a while, but purchased the centurion CN9-AL mech, so i could get used to building my own mechs as soon as possible.The problem is: my mech is doing minimal damage and can't take damage at all. I currently have a med pulse laser, PPC, SRM 6 and SRM4 with 10 heat sinks and an STD engine 200. Even with the PPC (wich is quite a good weapon, or so i have been told) i can't dish enough damage and usually get killed 3 minutes in to the game and only deal about 60-140 DMG. Even a single kill is a huge achievement. I've been thinking about purchasing a mech with some ballista hard points to get a gauss rifle (Heard its a damn good weapon) Or should i just concentrate on honing my skill with this mech? Any tips about the build i'm using? Any help is appreciated!



good advice so far.

Also looking at your build, it's kind of a mish-mash. Not bad, but not ideal. The Mpulse laser is kind of a waste of space/money right now in my opinion. Regular Medium lasers would be a better investment. PPC's are wicked, but have a minimum range of 90 meters, unless you go with the ER PPC variant (longer range too), but it produces a lot more heat. SRM4/6 isn't bad, but I would go with a pair of SRM6 or SRM4 just so the reload times are the same. If you can afford a bigger engine, get one, 200 is slow for a Cent. Also, the first upgrade you should do is Double Heat Sinks. They will help with heat disputation with that PPC.

The PPC is a fantastic mech that can be used by newbies to advanced players, there is a lot of room to grow on that chassis. I used one a lot when I first started, but have since moved on to Trebuchets and Victors as my mechs of choice. Another great chassis for starting out is the Dragon. if your not opposed to spending some real world money, the Champion variant of the Dragon is pretty fantastic.


As for field tactics, to be more specific, I usually look for an Atlas, especially if it's mounting ECM (shown by an ECM tag above the Atlas's head), then I stay glued to it until the close range battle begins. Close is 200 meters. You don't want to end up in his line of fire, and vice versa. Use cover to get from position to position. Right now there are tons of LRM's flying through the air, and you want to try and make sure you don't get rained on. Hiding alongside an ECM mech or high cliffs/buildings will help with that tremendously.

If you are getting rained on by missiles, or just getting bombarded, try to block the damage with your left arm by twisting so that its getting the brunt of the attack. It carries no weapons, so use it as a shield to help you survive longer.

Don't chance the squirrels. (light mechs) you are just to slow with only a std 200 engine in a Centurion. Light mech pilots often do hit and fade tactics, they try to get your attention while your focused on a larger target. They will stay on you until they start being fired upon. I usually will launch a PPC blast at a Jenner to scare him off. But don't chase them. If you've stuck with your team, they just lost a gun. And now your chasing a mech you cannot hope to catch up to, and he will probably lead you into a trap.

This game is crazy complex. It will take time. If you can find a group, go for it. But there is nothing wrong with solo play, as long as you stick with the group and don't try to be a hero.

#8 Davoke

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Posted 11 August 2013 - 02:15 PM

Basically everything already said, the build itself isn't bad, but as you get better at the game, you'll notice improvement. Watch your tactical situation as well, if your main weapon is a PPC, you should be staying behind an Atlas or other Assault so he can absorb fire while you give him support. In general, just focus on getting better at piloting/gunnery.

#9 Royalewithcheese

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Posted 11 August 2013 - 02:16 PM

View Postrocketgamecorner, on 11 August 2013 - 01:40 PM, said:

usually get killed 3 minutes in to the game and only deal about 60-140 DMG. Even a single kill is a huge achievement.


This is great for your second day playing this game. Don't be discouraged - MWO is a legitimately hard FPS to learn and everyone goes through the learning experience ;)

You've also picked a great mech - the Centurion is easily the strongest thing in the Medium weight class (IMHO). It's very hard to kill if you use your torso-twist take incoming damage on your arms and side torsos.

Here's an old build for the AL that should still play well: http://mwo.smurfy-ne...69eb81caa56d0e4 Regardless of how you build your mechs, Double Heatsinks are a huge upgrade to basically anything in the game.

Also, if you have any questions, don't hesitate to post them here or on Guides & Strategies. This community is full of friendly people who love talking shop about builds and tactics.

EDIT: Also, do what Koniving says.

Edited by Royalewithcheese, 11 August 2013 - 02:22 PM.


#10 Rusty Shackleferd

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Posted 11 August 2013 - 02:17 PM

You should definitely memorize and absorb all the information that Koniving has been giving you. Choosing the Centurion class mechs isn't that bad of an idea. However, because of the current meta, it is recommended to upgrade your engine so you can be more nimble. Here is the build that I am currently using CN9-AL. It can definitely go faster, but it is a good start. As a Centurion pilot, you need to utilize your shield arm as well as you can. This means if you ever get in the situation where you find a massive amount of mechs around the corner, turn your torso so the shield is facing them and run. JUST RUN! As a new player, you are better off surviving and jumping in to battles than making your one person final stand at that 2 minute mark. Just be patience and stick with your heavies. These mech run at the similar speed as you can you will be perfect support.

Edited by Rusty Shackleferd, 11 August 2013 - 02:18 PM.


#11 Dan Baxter

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Posted 11 August 2013 - 02:21 PM

If you want to try making experimental builds and determine the exact cost without actually building the 'mech in-game, this website may also be a good idea.

As a medium pilot, your best advantage is that your battlemech is usually more of a Jack of all trades. Staying close to heavies and assaults is a good way to lessen the damage you may receive while firing at the same enemy 'mechs will increase your chances for kills or kill assists.

Edited by Dan Baxter, 11 August 2013 - 02:26 PM.


#12 IceSerpent

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Posted 11 August 2013 - 02:24 PM

View Postrocketgamecorner, on 11 August 2013 - 01:40 PM, said:

I played with the starting mechs for a while, but purchased the centurion CN9-AL mech, so i could get used to building my own mechs as soon as possible.The problem is: my mech is doing minimal damage and can't take damage at all. I currently have a med pulse laser, PPC, SRM 6 and SRM4 with 10 heat sinks and an STD engine 200. Even with the PPC (wich is quite a good weapon, or so i have been told) i can't dish enough damage and usually get killed 3 minutes in to the game and only deal about 60-140 DMG. Even a single kill is a huge achievement.


It's not a good build - 200 engine is way too small for a Centurion. Your survivability depends on you spreading damage via torso twisting and (to a lesser extent) on your speed. Both benefit from larger engine, so having STD 275 is very helpful. Loadout-wise, I would drop PPC and pack 2 SRM6 (possibly with Artemis - up to you really) and either medium lasers or medium pulse lasers. Probably regular mediums, as you are new and MPLs are a bit trickier to use effectively. Oh, and get double heatsinks upgrade as soon as you can.

#13 Koniving

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Posted 11 August 2013 - 02:30 PM

And now that I've woken up a bit, I came to realize that Rocket said he already did his 25 matches and got his CN9-AL rather than "I'm thinking of getting it." Also explains why the first response was so eager to tell him how to build a Centurion and it's like "if this guy's extremely new then I don't think he's ready for that." Oops. I need to read beyond the fourth line! My bad.





Alright, advice that'd better apply then. Again, I thought I saw you were thinking of getting the Centurion rather than you already got it, so I didn't know you were already this far along. Very good, some players usually take a week to get that far. Great job!

This should be a very sufficient build for a starting player. The concept of this is a ranged fighter. You will want to stay behind the front lines, following an assault mech that isn't in a hurry to get into the fight. Hang around that player like the two medium mechs stuck around me in the videos above.
http://mwo.smurfy-ne...34e633a84f42413
  • The build is cheap, a standard engine is kind of pricey but it is worth it. You will go much faster.
  • The build is 'cold', it cools very quickly and those 3 Small Pulse Lasers can be used forever without much concern about heating up. The Extended Range Particle Projection Cannon you may want a little trigger control with.
  • The build is very simple to use. Big energy cannon for button 1, and lasers for button 2. All weapons are point and click.
  • Use one weapon or the other. You can fire those 3 SPLs almost forever, so while the other guy shuts down you can keep shooting. But if you use both the PPC and the SPLs, you'll shut down in no time.
  • Use the PPC (big gun) for long range or emergencies.
  • Tiny lasers of doom for close range against anything, but especially against light mechs. It's devastating to them.
  • If the light mech's legs are chicken-legs, go for the legs. If they are human legs, go for the body.
  • Remember your left arm is a sacrificial bullet sponge. Turn your body to the right to shove your left side in the enemy's way and have it soak damage as you back out of sight.
  • This build has some protection against missiles (but it stacks up with an ally's AMS, so the closer you are to other mechs the better).
  • You have an ER PPC which will allow you to comfortably snipe at range.
  • Then there are 3 small pulse lasers. These are not 'amazing' weapons, but they are literally the most effective anti-light weapon you can have in a medium mech. Nothing hurts them faster and can be spammed as rapidly. The engine is affordable, and the armor allocation ensures you will survive longer against enemies at range.
  • Giant robots are a moving source of cover. Make use of them. But please don't shoot them accidentally.
  • Your enemies are also a source of cover, you can hide behind one enemy to keep another enemy from shooting you. It's funny if they start trying to kill each other.
  • Remember do not let enemies get behind you if you can help it.
  • Never charge directly at an enemy, run diagonally. Even better, zig zag. I do this a lot.
The videos in the spoiler should help as well. One is Centurion advice from 4th place medium place champion of the very first tournament (where all scores counted, not just the ten best). The other is a very basic Centurion AL design that I really loved and some gameplay in it.
Spoiler


Good luck, and sorry if the original advice doesn't help. Using 3DS max to make roman furniture with college is frying my brain.. How does anyone use this interface? Sheesh, learning mechwarrior is easy compared to it.

Edited by Koniving, 11 August 2013 - 03:12 PM.


#14 Bront

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Posted 11 August 2013 - 02:37 PM

Building a mech is an art, not a science. What works for you may not work for others.

The big thing you need to worry about is heat. with 10 Heat Sinks (I'm assuming standard), you're honestly just screwed with a PPC. Upgrade to double heat sinks ASAP (1,5 million, single best upgrade available, pretty much required).

Once you've got that settled, you can worry about your armor. Make sure you fill it out a bit. It doesn't have to be max, but it should be at least 80-90% of max, and particularly you should have your torsi armor maxed, decent leg armor (though how much is debatable, don't too much), and any arms with weapons should be pretty well armored, and at least 10 points on the head for safety. More armor generally means more staying power in the fight, but how much exactly you need vs what you can spare for other gear is a personal decision.

You want weapons that complement each other. Medium lasers and SRMs flow well together due to a similar range, and are good brawling weapons. Large lasers give you longer range and more punch, but are heavier,. They brawl well but let you reach out and touch someone. Small lasers are light, but have a really short range, and honestly are better served on lights or fast mechs who can close quickly.

PPCs do significant pinpoint damage but are not point and fire weapons and generate a ton of heat. LRMs are long range but require a lock to fire, take a while to get there, and are useless under 180m. Balistic weapons offer good damage for less heat, but trade off damage for ROT and range (AC20 has a short range, AC2 has a long range).

Feel free to play in the training ground a bit to get an idea of your heat profile. Check your heat efficincy, and aim for something at least 1.2 (1.4 is easier to manage as a newb). Then try it out in a cold map (Alpine or Frozen city), a normal map (River City or Canyon Network) or a hot map (Terra Therma or Caustic) and see how it reacts to you firing different combinations of weapons.

Learn how to group weapons (there's a vid on it somewhere, but basically the arrow keys and right CNTL let you select/unselect weapon groups) and fire them as needed. Similar weapon ranges group well togeather, and better yet, if you can, group only weapons of the same type (All SRMs on group 3, all MLs on group 1, the AC5 on group 2 for example), and then practice on when and where to fire them.

Ultimately, it's practice, practice, practice. It took me a while to get good, and I still consider myself as learning (My Kill/Death ratio is nothing exciting), and use your games to learn. Stick with the group, don't be a hero, and try to use your best judgement, which should improve with experience.

#15 Royalewithcheese

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Posted 11 August 2013 - 02:42 PM

Oh, and as long as we're posting Cent videos, here's some Cent play from a very good competitive team. It's a good example of Cent piloting and teamwork.


Edited by Royalewithcheese, 11 August 2013 - 02:43 PM.


#16 Redshift2k5

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Posted 11 August 2013 - 02:49 PM

A 200 standard means you're too slow. You'll want to save your for double Heatsinks, Endo-steel, and a much larger engine.

Tactics-wise, you absolutely must stay with your team. don't be the first mech over a hill, don't be the last mech to follow the group. Take strength in numbers- Fire at what your teammates are shooting at and stay behind bigger allies so you don't become an easy target.

A slightly more advanced technique to improve survivability is 'defensive torso twisting'. After you fire your guns, don't just keep facing your enemy to let him shoot your CT. Twist your torso, try to make him shoot your left arm, then twist back, shoot, and repeat.

NEVER stand still. Move from cover to cover, move around allies, don't stop to 'line up your shot' because someone with bigger guns will be lining up a shot on you.

#17 AntharPrime

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Posted 11 August 2013 - 02:51 PM

Here is a slight modification to your Centurion. This should allow you to be more competetive, the ER PPC gives you more range and you don't suffer the handicap of reduced damage in the first 90m. The Dual SRM6s will allow you to hit really hard when the heavies get in range, keep your standard engine as the xl engine makes the Centurion an easy target to destroy but with the standard you can keep fighting with your arms and side torso blown off with your center torso medium lasers.

Note that as a medium mech, you are best used as support for heavy and assault mechs. Stick close to them and cover their six. Your ER PPC will allow you to put damage on your buddy's target's while the medium lasers and SRM6s will allow you to aid them in taking down other heavy and assault mechs.

Use the right CTRL and arrow keys to create 3 weapon groups. 1= medium lasers, 2= ERPPC and 3= SRMs. Use your SRMs on slow and stationary targets until you get the feel for them as you will just be waisting ammo on fast lights and mediums.

#18 Koniving

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Posted 11 August 2013 - 02:53 PM

Oh -- one more thing real quick for your Centurion before I go back to ripping my hair out with 3ds max.

While on the main screen or looking at your mech, please click "Pilot Lab." It looks like this.
Posted Image
Immediately click on Cool Run and Heat Containment and upgrade these first.
Cool Run allows you to cool 7.5% faster. Heat Containment gives you 10% extra capacity, allowing you to spam more shots down range. The two combined are overpowered. Thus get them Naow!!

Got 'em? Good. Please remember to only use your MXP and not your GXP. This is important. Your GXP is needed for much cooler things and it's a long, hard grind to get them.

(Pick up a British accent now.) Steadily work to unlock the others. I recommend Kinetic Burst and Hard Brake as soon as possible, as these will help with maneuvering and dodging the occasional flying rubber phallus or hurdled cheese wedge.

Edited by Koniving, 11 August 2013 - 02:55 PM.


#19 Ertur

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Posted 11 August 2013 - 11:27 PM

Quote

I usually will launch a PPC blast at a Jenner to scare him off. But don't chase them. If you've stuck with your team, they just lost a gun. And now your chasing a mech you cannot hope to catch up to, and he will probably lead you into a trap.


Don't listen to these guys, the Jenner is your friend. Follow him and there is ... uhmmmm ... candy! Yeah, that's right, candy. And beer. And persons of whichever gender you prefer who are both hot and desperate. So follow the Jenner, just follow. Without shooting.

Some trivia that is good for new pilots to know:
You don't get credit for shooting at Jenners.
Jenners are only armed with Rainbows and Fairy Dust, so don't worry when one comes up behind you.
Every time a Jenner blows up, a kitten dies.

I hope this helps.
Sincerely,
A Jenner pilot.

#20 scJazz

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Posted 12 August 2013 - 07:04 AM

Welcome to MWO Rocketgamecorner! This game takes some getting used to so do not be saddened by your lack of progress. You are actually doing very well! You started 3 days ago and you posted asking for help in this Forum. Honestly, that means you are well ahead of the curve! Listen closely to Koniving and Redshift2k5, they are our resident Veterans.

You will see us refer constantly to http://mwo.smurfy-net.de/ it is an amazing tool and no doubt the most used tool we have. Learn to use it!

Read Wadde's Guide found here http://mwomercs.com/...s-guide-to-mwo/. It is a 50+ page PDF but much of that is pictures. Since you have no Mechwarrior experience it will give you a great base of knowledge. At the very end of the guide is a list of TeamSpeak servers. You will no doubt want to set them up and join one.

Keep in mind that Kills or your Kill/Death Ratio are not the measure of how good you are here. Since this is a team game PGI is using Wins or Win/Loss Ratio to track your "score". If you can consistently deal 150+ damage you are on the right track. 150 damage is what the game thinks of as a "kill".

Many of the posts above also give advice on how you should set one up. The suggestions are ideal configs and will cost every bit of what you have in your wallet right now!

This is the Centurion CN9-AL setup as you described in your post. For the record it CN9-AL is the least popular Centurion.
CN9-AL Original
I don't think it is actually correct as you describe having far too few heat sinks but I'll go with what you described.

The following is a cheap but usable Centurion it isn't optimized for anything but being as inexpensive as possible. That way you still have some CBills left in your wallet!
CN9-AL Cheap
You will need to buy a Standard 250 engine for 1.5m CBills. But you will get 600k CBills back for selling the Standard 200 engine. It is worth noting at this point that you only get 50% selling items like the engine. The general advice is do not sell anything once you have bought it. You will want it for some other mech! In this case though the Standard 200 engine is one of the more useless items so it is safe to sell right now since you are just starting. This setup uses 4 Medium Lasers and 2 SRM4s and doesn't include a "Big Gun". Maximum range for the lasers is listed as 540m but at that range you do nothing more that scratch paint and startle the unwary pilot. At 405m you will do half damage and under 270m full damage, try to use them under 400m whenever possible. The SRM4s have a Max range of 270m, at 271m you do no damage at all. With this design and really with all Medium mechs your main job is to support the attack of heavier mechs. Look at what they are shooting and shoot that target. If you are in front of your main line you have screwed up. If you can see lots of Friendlies in front of you then you are doing it correctly.

Items like Double Strength Heat Sinks, Endo-Steel, Artemis, and Ferro-Fibrous are chassis upgrades. Once purchased the you can never get any CBills back for them worse yet once you buy them you have to pay to remove them again if you find you didn't want them. Since upgrading these items will literally cost as much as your Original Stock CN9-AL you must consider carefully whether to purchase them at all right now.

Double Strength Heat Sinks costs 1.5m CBills for the upgrade and are required for all mechs. There are a few designs that don't need them but it is easier just to think of them as required. So every mech you buy just add 1.5m CBills to the price to get a feel for real cost.

Endo-Steel Structure costs 10000 CBills per ton of the mech. It is the 2nd most "required" item. Heavier mechs like Stalker Assault mechs frequently do not use this upgrade since it takes up a lot of space.

Artemis costs 750k to install and is useful on missile oriented mechs. They add 1 ton and 1 slot to each missile weapon but increase the weapons lethality by making the missile spreads tighter and allowing LRMs and Streaks to track targets better.

Ferro-Fibrous costs roughly 7500 CBills per ton of the mech. It is the least used upgrade and only can be considered required for Light mechs like the Jenner. It is worth noting that Centurions end up using it quite a bit. The general rule though is that this is the most carefully considered purchase! When in doubt, don't buy it!

XL Engines are lighter than Standard Engines and take up more space. They are hideously expensive and should only be purchased and used with care. Only certain Chassis like the Catapult, all Light Mechs, and some others work well with XL Engines. Putting one on a Centurion is possibly the worst idea ever! Do not buy them (for now)!

There is more but I'll just post this part for now.

If you post again please tell us what you have on your Centurion again. Taking special note of Engine, Double Strength Heat Sinks, Endo-Steel, Ferro-Fibrous, and Artemis!





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