Ignore the streaktaro builds with XL-engine. You need the C-Bill elsewhere. Here's a proper Streak Boy with 290 STD. Zombie with 2 streaks is alot better than with XL and large lasers.
Vassago Rain, on 13 October 2013 - 04:22 PM, said:
You want the ER larges so you can add something before the fighting happens, as the golden boy can't equip a big enough engine to run with fast robots.
ER Large is a really dubious weapon platform at best, and it's not worth the XL to mount them even on the Golden Boy; it can at least keep up with Cent 9As. The extra range doesn't really justify the heat, when you figure out how little you can stay on target past LL range.
Simply put it's better to go all in brawler and even swap the Streaks for straight up SRM4s & 6s than to bracket with Streaks and ERs, resulting in a mech that's awful at everything.
Vassago Rain, on 13 October 2013 - 04:22 PM, said:
#18 can do streaks and med lasers, with a 350 XL, but our noble hero here isn't so lucky, so needs to earn his keep in other ways.
Streaks, MPLs and an even bigger XL, actually, but yeah ; he definitely wants to pick it up like I was saying if he doesn't ditch the Kintaro.
Ignore the streaktaro builds with XL-engine. You need the C-Bill elsewhere. Here's a proper Streak Boy with 290 STD. Zombie with 2 streaks is alot better than with XL and large lasers.
While this build is not bad at all for a STD Streaker, I would advise you to not "ignore the XL builds" for the 18. I'm in favor of running a STD in my recommended GB build for brawling too (unless you opt for the LRM model), but if you own the 18, you're going to want to use the biggest XL you can fit.
IV Amen, on 13 October 2013 - 04:22 PM, said:
edit. Accidentally forgot Artemis there. It is not needed. Link fix'd
This is actually false. Streaks have no official on paper benefit from Artemis.
They do however gain a massive improvement to lock time.
That's because LRMs and SSRMs share the same lock code in MW:O. If you equip Artemis IV, you'll gain an almost 20% improvement to your Streak weapon locks. So always mount Artemis with Streaks - it's a free (from a mech build perspective) upgrade in every sense of the word.
Victor Morson, on 13 October 2013 - 04:32 PM, said:
While this build is not bad at all for a STD Streaker, I would advise you to not "ignore the XL builds" for the 18. I'm in favor of running a STD in my recommended GB build for brawling too (unless you opt for the LRM model), but if you own the 18, you're going to want to use the biggest XL you can fit.
This is actually false. Streaks have no official on paper benefit from Artemis.
They do however gain a massive improvement to lock time.
That's because LRMs and SSRMs share the same lock code in MW:O. If you equip Artemis IV, you'll gain an almost 20% improvement to your Streak weapon locks. So always mount Artemis with Streaks - it's a free (from a mech build perspective) upgrade in every sense of the word.
Since the topic was about Golden Boy, my post was also about Golden Boy. XL engine to KTO-18 of course.
And I did not know that about Artemis, so thank you for the lesson learned!
Sadistic Savior, on 13 October 2013 - 02:43 PM, said:
1) This game is nothing like the MW series. This is more like the original tabletop than it is the arcade shooters from the PC. Treat it more like a simulator and less like a shooter.
I agree with all but this statement. Simulator-ish, perhaps. But to say its like tabletop? Let's just say the game would be a LOT more fun and a LOT more forgiving to new players if it were (in terms of surviving a mistake and feeling as if you're in a large battlemech rather than a paper mache doll).
Explanation. Not necessary to be read.
Spoiler
Average life spans for mechs would double, overheat rates would more than triple, and ironically enough DHS would cool at 0.2 per second per heatsink, and yet not be able to alpha strike more than someone with SHS putting regular trial mechs on a much more level playing field. LRMs would do more damage per shot but at the same time would fire far less often because of heat rather than 'cooldown'. ACs would suffer severe ammunition shortages. No more than 6 PPCs could be fired in a 10 second window, and never could 3 of them be fired closer than 4 seconds apart without immediate shutdown. Commanders would have time to use the command interface without getting instantly killed. Combat would be, by necessity, far more coordinated. Role warfare would mean so much more.
I'm still amazed at how superbly the Atlas K performs stock in tabletop. With the armor of a Hunchback in MWO, the Atlas K single handed took out a 6 PPC stalker (equipped with more DHS than possible in MWO due to a 340 engine cap), a Highlander, a Marauder, and a Mercury and received only moderate armor damage. Granted, at no time did I engage more than two at a time, the fun of rear-mounted MPLs and pilots managing their heat by firing weapons one at a time over the span of 10 seconds rather than forcing it all at once (since they'd overheat very quickly and shut down if they did) made it a very different game. My repair was surprisingly cheap, and I even scored a backward headshot. I rendered 3 pilots unconscious before killing them. One I chased while he ran on foot after he was forced to abandon his stalker since its overheat caused it to fall over and it failed repeatedly to stand again between damage from falling, my weapons fire, and eventually punching it into the ground.
To me, this video is a bit more tabletop, since we're forced to restrain ourselves time and time again despite barely shooting due to heat restrictions. For me this is a 40 threshold + 5% or 10% to threshold and cooling mech. But this gameplay is rare and hard to find now.
That said, the rest of SS's statement is quite correct. No one should not treat this 'quite' like a twitch shooter and more of something involving tactics and strategy (unless you're using twin PPCs and a Gauss). The more coordinated you are with your team the better off you will be. While role warfare doesn't mean as much as I personally would like, it does still play a role. As such every mech has some sort of intended purpose that they excel at.
The Golden Boy, due to design, was actually supposed to excel at LRM support unlike its other Kintaros who were very limited in how many missile tubes they can carry at once. The other Kintaros have higher engine limits meaning they are faster and more nimble, but at the same time weren't supposed to carry as many tubes per launcher. This would lend them more to SRMs for their big punches.
Another prime example is the Atlas K versus the Atlas D. The K comes stock with all long range weapons. The exception being twin MPL (supposed to be mounted on the back but that's a game limitation here). Thus, almost all of its abilities are focused at ranged combat. Furthermore it can mount twin AMS, giving it the defensive power of two mechs against LRMs. Virtually everything about the K screams long range including its armor configuration, and as such when you bring it into brawling range you'll notice... it sucks as a brawler! It really does!
In comparison the Atlas D is the polar opposite. It has exactly 1 long range weapon, the LRM-20. It barely has enough ammunition for it to do anything. Instead it has a lot of 270 meter range weapons and a good deal of balanced armor on front and back. And when you bring it into a brawl it dominates the field. By its very design it screams close range fighter, and that's exactly what it excels at.
Now, the Golden Boy didn't come with LRMs I hear you say. Quite true. You could treat it like any other Kintaro. But given its lack of potential for speed, I really suggest you don't.
While role warfare doesn't mean as much as I personally would like, it does still play a role. As such every mech has some sort of intended purpose that they excel at.
I predict role warfare will make a comeback once Community Warfare gets going. People treat the game like team deathmatch only because there is no campaign or other game modes right now. Once Battles matter beyond Cbills for individuals, organized warfare will become more popular. Because it will get better results.
I am mainly a commando pilot, the Kintaro is like the big brother of the commando. Main dos and don't with not just that mech, but in general is focus. Try to drop with a group, pick your targets, and remember, you have shoulders and arms that you can use to shield your side torsos. You will have your A** handed to you many times during your career. That's no reason to be dissuaded. It's gonna take you a short while to get the hang of things, and learn how to work with each chasis.
Make sure that your first two bought mech efficiencies are heat containment and cool run.
Figure out a role for you, that doesn't mean pick one and stick with it, in fact, try out all kinds of roles, right now is also the perfect time since the trial mechs are all champion mechs with good upgrades, and have very differing roles.
Also, use teamspeak, it's free and it's made of win. Best way to coordinate groups and teams.
This link has a list of many of the TS3 servers for MW:O
meh - medium mechs are less optimal than certain lights or assault mechs today. "Today" being the operative word here. As the devs tweak things, mediums will come more into favor. That said, the Golden Boy ain't a bad starting point.
Think of medium mechs as your work horses. Mediums tend to fill all roles depending on the chassis and variant. Cicadas make great scouts, Cents and Hunchies tend to make great brawlers and snipers, Trebs and Kints can be good fire support. As far as "bad" mechs, there's really no such think contrary to popular opinion.
The bigges thing to do is figure out the style of game that will give you the most fun, then find mechs that will play into that style. If you like zipping around the battlefield and harassing others then a slow lumbering brawler or lrm platform isn't going to be much fun for you and you're not going to do very well trying to play them otherwise.
The great thing about MWO and Btech in general is that there is almost always a flavor of mech and loadout that will fit your play style. You're not limited to 3-4 classes that lock you into specific builds and such like many other games out there. Sure there are some balancing issues here and there and players who tend to go with flavor of the month type builds but overall you'll find most players find a mech, loadout, and style that fits them personally.
i would recommend sticking with the mech you bought and then using trial mechs as they rotate to find other mechs you might enjoy. Look at the hardpoints, armor values, and heat efficiency to get an idea as to what you could do with that mech. You'll probably find a few here and there that you enjoy that many others don't
When you're running a hot, damaged, heavy or assault mech nothing is scarier then a fresh, cold medium. Can't out run them, can't out turn them, can't outlast them, can't outblast them.
When playing a medium back your assaults and bide your time till the other team is near breaking. Then you move in, unleash, and move out before taking significant damage. To do this successfully you have to have your move planned out. Know were you are going, who you'll shoot and how you'll get out again. Don't stick around for more.
You can use heat vision to see which mechs are running hot. The target info module helps to pick out a damaged target.
Wow, I'm really impressed with how friendly and helpful this community is. I'm sticking with the GB and playing with different LO's. Right now I'm running 5 SSRM 2's and 2 LL's with an XL 280 and TAG. Seems to be working fairly well for me as long as I stay with the group and play a support role. I've been getting a kill or 2 per match with several assist's. Thanks everyone for all your advice, I will be trying other LO's with this Mech and see what I like best. Ceya all on the battlefield!!!
I just started playing yesterday, bought some MC points and purchased a Golden Boy. After reading a post today I see that medium Mechs are a poor choice, especially for noobs like myself.
That being said, any advice on do's, don'ts, play styles, tactics etc.
I'm not a complete noob, I did play MW 1-3 on the PC some years ago.
Thanks in advance.
Helpful tip for mediums is pick a assault mech or heavy to use as cover, but other than that golden boy is a good pick.
Nah GB isnt a bad Mech.. it has only a smaller enginer allowance, e,g. max speed, than other Kintaros. but well, sinmce they adjusted the Kintatos CT, its a good choice for medium mech lovers.
My GB has an LRM15, an LRM20 both with Artemis, and 3 Medium Lasers for self defense. slaap in plenty of ammo, and an XL, and you are a nicely mobile firesupport Mech, following 150 - 200m behind the brawling Assaults to support with your LRMs.
I just started playing yesterday, bought some MC points and purchased a Golden Boy. After reading a post today I see that medium Mechs are a poor choice, especially for noobs like myself.
That being said, any advice on do's, don'ts, play styles, tactics etc.
I'm not a complete noob, I did play MW 1-3 on the PC some years ago.
Thanks in advance.
Ah, I'm really sorry to hear about your situation. That said, a medium is a great place to learn the game. You've got a solid medium mech and imo, if you follow Victor Morson's suggestions, you'll have a solid build to go with it.
Your situation is why I put out a MWO Mech Tier List - to help guide players, especially new players, purchase mechs which won't be a disappointment and help them find the ride that gives them the most MWO satisfaction.
Sadistic Savior, on 13 October 2013 - 02:43 PM, said:
5) After you die, stay in the game and spectate. For me this was invaluable early on. It will show you how more experienced players attack and evade. Occasionally, it will also demonstrate what NOT to do...observing bad players can be helpful as well. This is really more valuable than any advice you could get here IMO. Spectating is the MWO version of a school.
This was probably the biggest help to me when I started. At first I had no idea which players I was watching were good and which were not, but before long you will start to recognize when the players you're watching make mistakes or, more importantly, when they do something that makes you think, "That's a great idea. I'm going to have to try that."
For me one of the hardest but most fundamental lessons to learn was not to rush in, looking for something to shoot and that in many cases, firing on an enemy the second the situation presents itself isn't the best tactic. Of course the *most* difficult discipline for me to adopt was "DON'T CHASE THE LIGHTS!" I'm still working on that one.
Glad to see things are working out for you. Enjoy the mechs, and have fun. Also, the community in general is very supportive, you will run into bad apples every now and then, don't let that discourage you.