Mechlab Do's and Don'ts
#1
Posted 12 June 2012 - 05:57 AM
Have more than one BFG. You always want to have at least one thing that the enemy won't want to get hit by. Large lasers, PPCs, Gauss Rifles, AC10/20, etc. You don't want to be left without such a weapon if your arm gets blown off. Try to squeeze in 2, in different locations. If you can't have 2 BFGs, have 1 BFG and a number of smaller weapons that will equate to similar damage. No one fears a small laser, but they might think twice about 10.
Spread out your weapons. If you have 3 med lasers for example, put one on each arm and one in the center. You don't want the enemy to focus fire your weapons away.
If your main weapons HAVE to be centralized, like in a Hunchback, armor the crap out of that area.
Bring a knife to a gun-fight. Yes, your LRM boat WILL get jumped. If building a long range mech, make sure to include direct fire weapons. Large Lasers, PPCs, and Gauss Rifles can be used up close. LRMs can not. Also, include multiple direct fire weapons. While you're waiting for your 1 PPC to recharge, you can be pecked to death. Having 2 in chain fire means you can keep up the pressure. This sounds kind of "duh" but you'd be surprised how many people don't take this into account.
Any other tips?
#2
Posted 12 June 2012 - 06:03 AM
Also, pay attention to the heat firing your weapons will generate and install sinks accordingly. All of your fancy energy weapons are completely useless if you can't fire them without overheating.
#3
Posted 12 June 2012 - 06:12 AM
2 Groups of Main Guns
3-4 Supporting Guns
For an exact demonstration of this I present my planned Cataphract CTF- 2X
Main Guns:
-ER PPC
-LB-10X AC (4 tons Ammo)
Support Guns:
-4 Medium Lasers
-Streak SRM 2
PPC and AC are most of my punch. But the Mediums and SRMs allow me to still do ok dmg.
#4
Posted 12 June 2012 - 06:24 AM
the banshee 5S perfects it. gauss rifle, 2 ERppcs, 4 med lasers 2 smalls and a srm6. if it survives to get past the gauss and ppcs, the lasers and srm will finish it. i would drop one of the Mlasers or more likely, both the smalls for more gauss ammo though.
edited to correct mech model errors.
Edited by Dalfsson, 12 June 2012 - 06:29 AM.
#5
Posted 12 June 2012 - 06:26 AM
#6
Posted 12 June 2012 - 06:38 AM
Gotta love these guessing games as none of us will know until we actually start playing.... lol
#7
Posted 12 June 2012 - 06:46 AM
#8
Posted 12 June 2012 - 06:47 AM
It's bad enough if you have an ammunition explosion that leaves not only your mech damaged but also free of ammunition for one weapon.
If you were to lose another weapon too in the process it would be bad.
Sidest3p's mech had an almost exactly the same weapons loadout i used in my summoner in MW3. No Streak SRM2 though.
I chain fired the Mlas's to create a machinegun effect. Great for managing heat. Won't work well in MW:O since lasers are DoT weapons now.
Nairdowell, on 12 June 2012 - 06:38 AM, said:
Gotta love these guessing games as none of us will know until we actually start playing.... lol
Sorry but it was answered in one of the recent ask the dev's threads. Only variants with jump jets from the start can mount them.
#9
Posted 12 June 2012 - 07:02 AM
#10
Posted 12 June 2012 - 07:15 AM
#11
Posted 12 June 2012 - 07:19 AM
Anyway, i dont know much about mech warrior, but what i do know from my min/maxing carrier in video games is that despite all the pretty balanced loadouts you see officially, the best practice is to load up on things which are all the same general range and play well enough to stay within that range.
#12
Posted 13 June 2012 - 03:16 AM
InMidnightClad, on 12 June 2012 - 06:46 AM, said:
#13
Posted 13 June 2012 - 03:18 AM
#14
Posted 13 June 2012 - 03:25 AM
Nairdowell, on 12 June 2012 - 06:38 AM, said:
Gotta love these guessing games as none of us will know until we actually start playing.... lol
no, we are using table top rules according to devs, so jumpjets are on jumping mechs only. no flying atlas no rocket powered stalkers no death leaping awesome.
Dalfsson, on 13 June 2012 - 03:16 AM, said:
the problem with small lasers in mwo, is they use the same hardpoint as med and large, and you have limited hard points. med lasers are gonna be our work horse weapons at release for energy slots. with large lasers and ppcs taking the points when we have the weight heat and crits to fit them.
#15
Posted 13 June 2012 - 03:29 AM
#16
Posted 13 June 2012 - 03:30 AM
#17
Posted 13 June 2012 - 03:31 AM
For example, in a scout mech, place it in the leg. If someone has shredded the outer armor to the leg, chances are things are over anyway.
In that vein, I place ammunition in my cockpit since headshots are so deadly anyway. Otherwise, go for the center torso's 2 slots.
#18
Posted 13 June 2012 - 03:50 AM
#19
Posted 13 June 2012 - 03:56 AM
Armor up until it takes two shots to kill you from whatever happens to become the general level of firepower... only put more armor on if you can survive a third hit reliably because of said armor.
Never underestimate the usefulness of having an Alpha Strike so hot it shuts you down straight-off. It means that, usually, you can keep up a withering fusillade of death, and absolutely maul someone in a pinch.
Stripping locations of armor for bigger weapons or special equipment elsewhere can be an extremely effective design strategy, just so long as you know what you're getting into (also called: "You stripped your legs for guns, don't ***** at me because I've legged you five games running tonight).
If you're a 100 ton assault 'mech, don't go crazy with engine and armor. Yes, you need both (armor more than engine), but you have teamates to clean up anything you don't outright kill. It's your job to smash anything that enters your gunsights, so make sure you can!
Gauss Rifles and ER PPC's are a match made in heaven. Both have long range, both do great damage, both have no minimum range, both are not affected adversely by high heat levels, and both will have you harangued as a cheat and a coward if you hang back and headshot/leg with 'em. Oh, Gauss Rifles in the arms. If you need a snapshot, better to use the guns that generate very little heat, than the ones that can shut you down (plus, they explode, so keep them the hell away from your engine).
Secondary weapons... might be useful, depending on how minimum ranges work out. Just remember that in a premade team, you're better off maximizing for one range. Don't be a jack of all trades, master what you want to do, and fill out space and tonnage elsewhere when needed.
#20
Posted 13 June 2012 - 04:05 AM
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