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Newbie Loadouts


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#21 Lostdragon

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Posted 09 September 2013 - 05:51 AM

View PostRyanUNDEAD, on 08 September 2013 - 11:46 AM, said:

I'm currently focused on getting my elite skills for my Jenners but here are the builds I run on the 2 Jenners I own:

JR7-F
http://mwo.smurfy-ne...0ed64c520b4abdc

JR7-D
http://mwo.smurfy-ne...f54bde8a8511772


In your F you could lose a JJ and strip a little more armor to add one more DHS for heat efficiency. That is how I run mine and it is a mighty little beast, but heat is still an issue. Since the Jenner is basically 99% CT other than the legs you can lower the armor on the side torsos without hurting survivability much.

#22 Sadistic Savior

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Posted 09 September 2013 - 08:07 AM

View PostShcElwolfman, on 08 September 2013 - 06:21 AM, said:

I'm a newish player (about a month) who has so far loved every minute of this game (except when being destroyed :blink:), but so far the most intimidating, yet fun, thing for me is making a loudout for a mech. I looked around the new player forums a little and found that a Loadout sharing and criticism/reveiw thread didnt exist, so i made this so new players like myself can share loudouts that they made so that other can use/improve them (dont think this means that you veterans can't share to :P)

So lets get this show on the road, ive just picked up the Cn9-Al and for the most part its fun, but im wondering if this build is any good.

http://mwo.smurfy-ne...fcacc736851f18a

To add detail i'm a typical brawler, playing with short range weapons.

If you are new, here is what I would recommend:

1) Keep is simple. No more than two weapon groups. Make one generally short range, and one generally long range. Try to spread them around your mech if possible, so that if you lose a limb or torso you can still fight.

2) Lasers. They require no ammo, are easy to aim, require no thinking to fire, have no risk of ammo explosion, and you can strafe with them. You only need to watch your heat.

3) Load up on armor first, then heat sinks. Your first purchase should be an upgrade to double heat sinks.

4) Do not use XL engines. They triple your chances of dying. If you have one, sell it, and get a comparable standard. XL Engines should only be used by advanced players IMO.

At this stage, do not worry too much about optimizing your build. Worry more about moving and firing effectively and managing your hear. Build up a bank of CBills. Figure out your playstyle and move to a mech optimized for it once you figure it out.

#23 ShcElwolfman

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Posted 11 September 2013 - 12:24 PM

OP here, ive got a new one for ya, but if feeling alittle crazy with this one (price wise)

going with a brawler KTO-19 (however edits can use other models cause i havent bought anything yet, but try to keep to a similar style)

http://mwo.smurfy-ne...a86b6618aea7beb

what do you think? (crossing fingers for it to work this time)

Edited by ShcElwolfman, 11 September 2013 - 12:25 PM.


#24 scJazz

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Posted 11 September 2013 - 04:19 PM

View PostShcElwolfman, on 11 September 2013 - 12:24 PM, said:

OP here, ive got a new one for ya, but if feeling alittle crazy with this one (price wise)

going with a brawler KTO-19 (however edits can use other models cause i havent bought anything yet, but try to keep to a similar style)

http://mwo.smurfy-ne...a86b6618aea7beb

what do you think? (crossing fingers for it to work this time)

Mostly good, definitely getting the hang of it. XL310 Engine is a... unnecessary expense :) XL300s are common to many designs. -1 Ton ammo because that is 50 rounds an SSRM2. I use 3 tons for 4xSSRM2 frequently. It works. This is one of those strange moments where Large Pulse Lasers come in handy since they have a range very similar to the Medium Laser. Way too much armor on the back. Always use Artemis with Streaks and LRMs.

KTO-19

#25 -Muta-

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Posted 11 September 2013 - 04:30 PM

View PostShcElwolfman, on 08 September 2013 - 06:21 AM, said:

I'm a newish player (about a month) who has so far loved every minute of this game (except when being destroyed B)), but so far the most intimidating, yet fun, thing for me is making a loudout for a mech. I looked around the new player forums a little and found that a Loadout sharing and criticism/reveiw thread didnt exist, so i made this so new players like myself can share loudouts that they made so that other can use/improve them (dont think this means that you veterans can't share to :rolleyes:)

So lets get this show on the road, ive just picked up the Cn9-Al and for the most part its fun, but im wondering if this build is any good.

http://mwo.smurfy-ne...fcacc736851f18a

To add detail i'm a typical brawler, playing with short range weapons.


once you master your mech you will l ast a lot more :)

#26 Hebdomas

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Posted 11 September 2013 - 07:48 PM

Here's the build I use for the Centurion:
CN9-AL
It's somewhat odd due to me experimenting with different things, but it works for me.

OP's Centurion build critique:
- You probably only need 2 tons of stream ammo.
- When using streaks you'll normally want a Beagle Active Probe (BAP) to negate enemy ECM at a close range.
- Move your AMS ammo to your head or legs where it's less likely to be critted and cause an ammo explosion.
- You have a lot of heatsinks in that build, you shouldn't need that many with your weapon loadout unless you just put them there to take up tonnage.

KTO-19:
I've never played a Kintaro so advice will be somewhat generic.
- Move your streak ammo out of your center torso (CT) to your legs.
- Swap the XL310 for a XL300 if you're certain about using an XL. The XL 300 is a much more versatile engine and you'll be able to use it with more mechs than a XL310. (XL engines are a significant investment and most players will "share" the engine across mechs of the same type and even with other chassis when optimal.)
- Again you have a lot of heatsinks, you probably don't need that many. I'd drop 3 DHS for a BAP (see Centurion advice) and another medium laser which will give you some more close range damage and shouldn't mess up your heat.

Edit: Some survival tips (as a medium mech):
- Find an assault (preferably one that is likely to be close ranged) on your team and follow behind and off to the side (never directly behind in case they need to back up) and essentially play escort. (Think fighter planes escorting bombers in World War Two.)
- When a large fight starts and/or when you reach the brawl try not to be the first one in. Going in first tends to make you the main target and most will be shooting at you which as a medium you will most likely not survive. Let the assaults (or even heavies if you have no assaults) commit to the battle and act as a "tank" (to use a rpg term) or shield for you.
- Flank! When possible don't charge in head on, but go for a flank or rear attack. However don't take a route that takes forever and leaves your team hanging. I find flanking is better with a friend, but bad when your whole team is following you. (Loses the element of surprise.)
- Use the buddy system! If your team doesn't have any assaults or they're being silly and spamming LRMs or something team up with another medium, a group of mediums, or even a heavy. (You don't even have to say anything just start following them.) Oh, and flank!

Edited by Hebdomas, 11 September 2013 - 08:05 PM.


#27 Johnny Reb

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Posted 11 September 2013 - 10:00 PM

View PostscJazz, on 08 September 2013 - 08:32 AM, said:

We used to have such a thread but it appears that someone (NIKO SNOW) has archived it or moved it out of new players. I just went through all 13 pages looking for it.

Found it! Niko did archive it! BAD NIKO!

http://mwomercs.com/...for-first-mech/

The problem with threads like this one is invariably one of the Super Elite Master Competitive Players will show up call everything garbage and direct people to a FOTM Cataphract 3D or Stalker build costing about 15m CBills. While it might be true that such builds are in fact wonderful it is hardly helpful to the New Players who can't even keep themselves from firing LRMs at targets under 180m or over 1000m.

I'll be back with build advise for those Centurion ALs in a minute.

Yeah, super elite players should give advice but not tell ppl what to run! I mean building a mech is half the fun! Then, after "adjustments" doing it again! Love rebuilding Mechs. Not a fan of some changes but I adapt.

#28 IR_Quinn

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Posted 11 September 2013 - 10:50 PM

Well after grinding my Jenners for the past 1-2 weeks I've unlocked all the elite skills for each Jenner. So I decided to treat myself to something on the other end of the speed scale; a Stalker.

I've tried a 2-3 games with this build so far and my damage has ranged from 200-850, I find it's pretty bad at fighting in close quarters and lights are it's bane. But if I can manage to keep behind the front line whilst avoiding enemy sniper I can put out some very nice damage.

Here is the build;
http://mwo.smurfy-ne...f17b9a52c853831

Edit:
I use 3 weapon groups 2/1/2, which helps me keep the heat low. Even when I do start getting a little hot I can cool pretty quickly thanks to all the heatsinks.

Edited by RyanUNDEAD, 11 September 2013 - 10:53 PM.


#29 Itsalrightwithme

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Posted 12 September 2013 - 03:58 AM

View PostRyanUNDEAD, on 11 September 2013 - 10:50 PM, said:

Well after grinding my Jenners for the past 1-2 weeks I've unlocked all the elite skills for each Jenner. So I decided to treat myself to something on the other end of the speed scale; a Stalker.

I've tried a 2-3 games with this build so far and my damage has ranged from 200-850, I find it's pretty bad at fighting in close quarters and lights are it's bane. But if I can manage to keep behind the front line whilst avoiding enemy sniper I can put out some very nice damage.

Here is the build;
http://mwo.smurfy-ne...f17b9a52c853831

Edit:
I use 3 weapon groups 2/1/2, which helps me keep the heat low. Even when I do start getting a little hot I can cool pretty quickly thanks to all the heatsinks.


Nice build, I really like the 4-5 LLas Stalker despite the ghost heat penalty, as you said all it takes is fire discipline.

The 5M has poor torso-twist range, like other Stalkers except for the 3F. So for this kind of build I recommend that it be on the 3F. For the 5M, I recommend to switch the center LLas to a MLas or MPuls, and switch two of the remaining LLas to ERLLas. You'll then have long-range weapons and hopefully that will encourage you to stay back a bit. The worst mistake a Stalker 5M pilot can make is to push forward too far and become isolated.

Stalkers should be on the flanks of other assault mechs, not out spearheading a push all by itself. Stalk your friendly assaults (har! har!).

#30 scJazz

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Posted 12 September 2013 - 04:05 AM

Stalkers can have a tough time with close quarters and lights because of the restricted movement of the arms and torso The 3F is the least restricted of the Stalkers. Your build is the classic 5LL Stalker. It was a very common design before Ghost Heat was introduced.

STK-5M 3LL + 5SSRM2
Comparison: Only 3 LLs, the inclusion of 5 Streaks makes Light mech problems a thing of the past. Smart lights will leave after getting smacked in the nose :) Includes BAP to deal with ECM lights. Artemis added because all Streak users should have it for the bug/feature that halves Missile lock time even though it shouldn't. Uses the Standard 300 engine rather than 295 which is a little bit goofy in terms of size. AMS included because Assault mechs that don't have one are a Lurmers wet dream. Leg armor increased quite a bit (my only huge critique of your design is the incredibly low leg armor). EndoSteel not included even though it could be since so many Stalker designs don't have the space for it. You have to pay to add it and remove it.

#31 IR_Quinn

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Posted 22 September 2013 - 01:39 AM

I decided to treat myself to my very first hero mech, after careful consideration I decided to go with the ILYA. So far I've only tried an AC5 build and the one I'm currently running which is dual Gauss.

The dual Gauss is by far my preferred build, I have nice range and good pinpoint damage. I've been able to 1 shot some mechs with a well place volley to their rear torso. So far I've played around 15-20 games with this build and my best score is; 6 kill 4 assists, 900 damage.

Dual Gauss

Edited by RyanUNDEAD, 22 September 2013 - 01:42 AM.






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