1) The beginning - the trial mechs:
I almost didn't play MW:O online beyond the first couple matches. My experience with trial mechs was awful and it was my impression that it would require an immediate cash investment to get a competitive platform. It took a friend's prodding and forum digging to discover the cbill bonuses for a player's first matches and some entry level builds to get me to stick it out. Once I was informed on the some of the basics of how the rewards are distributed I tended to queue with a light trial mech, charge the enemy, quickly explode, then disconnect and do the same thing with another trial. I realize, in retrospect, this style doesn't really benefit the rest of my team very much but the benefit of trying to make the most of the trial mechs wasn't particularly enticing.
The current catapult trial with 2 LRMs and 4 SRMs is the one trial I've managed to occasionally do decent end-match damage with though I question whether or not that means much since missile damage probably hit every section of every enemy mech I fired on, with that being the case 350-450 damage (after a match where i manage to not get noticed much and not get into a brawl) may not be that much. Experiences with the CPTL-A1© trial have led me to question ever investing in missile hardpoints and was the foundation for my understanding that ECM is one of the most impactful pieces of equipment a team can have. It seems that in public games (the only kind I play) I can be certain a team will lose if it doesn't have at least ECM that will cover the bulk of the team. Approaching a battle front without ECM against mechs surrounding an AS7-D-DC is roughly akin to the entire enemy team having wallhacks, while you do not, and getting completely lit up when rounding a corner or cresting a hill.
Looking back with some perspective I wonder why trial mechs have to be so terrible. It seems like it would be wise to give a new account a variety of optimized mechs to play with for their first 'X-number-of-matches' to give players a goal to work toward / invest toward after they do eventually get kicked down to trial-mech-slumming.
At present, I'm considering a moderate MC investment but am still somewhat on the fence due to the fact that my client does not preform that well (particularly if the map requires heat vision) and I tend to have some crashes or lockups at least once during any extended session of matches.
I now have two fully equipped mechs with a decent amount of swap parts in the bay when I happen to get bored with a certain build (which I do every few matches) and am indecisive as to what should be the next big investment.
2) Current builds. The highs, the lows, the whys:
My first chasis purchase was a Jagermech, JM6-S with the intention of pursuing an AC/20 build. This was purchased on the advice of the aforementioned friend who got me to play more than 3 matches. The stock load-out was not much better than the trial mechs. It sported low armor, low ammo, standard heat sinks, and a whole mess of unutilized slots. When I finally did upgrade to DHS, endo-steel, & AC/20s I still found my ammo & armor low and began a grind to purchase an XL-255 engine. Now my go-to build is this:
JM6-S || XL-255 with dual AC20 + dual M-Las:
http://mwo.smurfy-ne...35fe8c33b064945
The damage at optimal range is impressive, getting to that optimal range preferably with someone equipped to brawl taking the brunt, is difficult in a pick-up-game. In a nutshell, XL engines don't really belong in a Jagermech as far as I can tell. JM6 arms don't shield the torso. That being said: it's not really possible to fill up ballistic hardpoints / slots with large weaponry (and enough ammo last a full match) without an XL or some incredibly small standard engine. I've read that torso twist speed is related to engine rating. Even at the 250ish engine rating a Jager is a bit sluggish. I can't imagine running a model much smaller. Despite all these problems, I still consistently pull the highest damage numbers with 2xAC/20s in comparison to all my attempted alternatives.
The closest runner up:
JM6-S || XL-255 with dual LB 10-X AC, dual MG, quad M-Las:
http://mwo.smurfy-ne...1c335b680773cb0
LB 10s & Machine Guns seem to be identified as inconsequential joke weapons (MGs in particular) on the forums. It's plausible that the medium lasers are doing the bulk of the work and I'm deceived in the absence of a statistical breakdown of which weapons did what after a match ( A FEATURE THIS GAME INEXPLICABLY LACKS. Is it to keep the wide audience in the dark? ). But after punching through armor with a couple block fires from the quad M-Las while stagger firing the LB 10s, holding down the chain guns with max fire rate LB-10 shots and the occasional single laser seems to frequently result in component destruction and a lot of component destruction. Despite this build needing to act like a brawler and the fact XL engines make me not a brawler I've consistently pulled higher numbers with this load out than my mixes of AC/2s and 5s. Go figure.
The build I want to work but doesn't:
JM6-S || XL-255 with quad AC/2, quad M-Las:
http://mwo.smurfy-ne...04c9dc51a26d301
Public, pick-up, games seem to revolve a lot more around long range stand-offs than they necessarily should. There are a whole mess of Atlas, cataphracts, hunchbacks, and what not - that just won't get into the crunch. And, why should they? Chances are if a small group brilliantly flanks, the rest of the friendly team is still going to cower behind their ridge taking pot shots without realizing the enemy is fractured and distracted. More often than not among the non-light mechs, no one wants to charge and consequently long range & sniping weapons platforms are popular. That said the quad AC/2s should be able to pepper long range enemies and have something to do during the first half of the game's long range stalemate. Unfortunately, a lot of AC/2s generate more heat than they should. Apparently there's are additional heat penalties for rapid fire which means, consequently your dps remains embarrassingly low at all times.
the build I may turn to:
JM6-S (stock STD-260 engine) with dual AC/5 + quad M-LAS + 2x MG:
http://mwo.smurfy-ne...5ef5260fe74c821
I have tried AC/5s, sure. I actually ran 4 with energy hardpoints empty for a while and found it overheating as well without punching through enemy sections fast enough. But maybe I haven't given them a fair shake. My friend that I play with uses something similar: JM6-S, STD-260, dual UAC/5, dual MG, dual MP-Las and seems to do consistently decent numbers, though I've usually accomplished more with my first two builds.
my alternate mech:
http://mwo.smurfy-ne...47001963aa7be1f
With the aforementioned necessity of ECM on a team I decided to pick up a relatively easy to acquire ECM platform. Also there was the desire to jump jet around like a clown but that's another matter. Interestingly while I tend to do less damage overall (average 225) with the spider I also tend to avoid dying early in the round and seldom ever find myself doing less than 200 in a match. I have not really tried any variations on this build. I suppose I could drop the to pulse lasers for standard lasers but after reading this thread:
http://mwomercs.com/...-melt-properly/
it seems like the pulse lasers are the way to go particularly since my aim is a bit twitchy and I frequently find myself in a duel with another light mech. Anecdotal reference to my light mech duels make me believe my pulse lasers are doing the trick but having not tried the alternatives I dont really know. As fun as the spider is I don't, at present, have plans for any continued investment in light mechs.
3) Pondering the next big buy:
With my previously mentioned friend saving up for the ECM carrying Atlas I'm hoping to move into a brawler or long-range platform next but have more questions than answers on how to go about it. In my recent experience the Stalker platforms appear to receive more enemy fire while continuing to function than any other mech I've perceived - though this may be my imagination. The stalker series, however, has a lot of missile hard-points and my experience with trial LRMs and Streaks has resulted in modest success to complete utter uselessness at the hands of enemies traveling under ECM. I see there are modifications available for missile systems, artemis, BAP, TAG, and NARC but don't really know which one or combination of accessories will make missile hard-points worth having as well as deal with the most common enemy status effect that nullifies all tracking missiles: ECM. All that being said - I'm attracted to the idea of a missile platform but, as previously mentioned, they don't appear to work very well.
Furthermore with my cursory searches on stalkers have indicated variations to which I would be otherwise unaware. There are differences in maximum torso twist, number of missile tubes per hard-point, and perhaps other qualities that aren't at all indicated in the game-launcher specifications. What is the best resource to get a full description of relevant data for each mech variant?
Finally: how relevant are elite pilot efficiencies? I could also just buy other Jager variations and more weapons to screw around with while pursuing such a goal.
Edited by AllByAll, 19 August 2013 - 10:50 PM.























