Jump to content

Medium Mech Help.


4 replies to this topic

#1 Exphio

    Rookie

  • Knight Errant
  • 7 posts

Posted 13 November 2013 - 08:12 PM

A note: I'm new, know little of the weapons of the game, and am 90% guesstimating at most of what i'm trying. xD

I recently bought a blackjack bj-1. I'm trying to go for a sniper type build, and decided to go with a medium mech to still have some decent speed and armor, while still being able to hold the firepower I'm wanting.

I outfitted it with 2 machine guns on the arms, 2 double heat-sinks on the right and left torso (sides).

I'm thinking of moving the 2 machine guns to the torso sides and adding 2 lasers,1 to each arm.

I'm not really sure what the difference between the lasers are. I've watched a youtube video or two on the weapons of mwo, but i'm still not too sure what the main pros and cons are between the pulse lasers and regular lasers.

I'm thinking of adding either 2 large lasers or large pulse lasers to the arms. (the machine guns for when in close combat.)

Edited by Exphio, 13 November 2013 - 08:14 PM.


#2 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 13 November 2013 - 08:25 PM

The difference between pulse and normal lasers:

Normal lasers:
+Longer range
+Less heat
+Lower tonnage
-Slightly less damage than pulse
-Slightly longer duration than pulse


Pulse lasers:
+Slightly more damage
+Lower beam duration (more focused)
-Range (by a lot)
-Heat
-Heavier


In general, normal lasers will be much better in nearly all situations than pulse lasers. Pulse are only really good if you are having a lot of trouble against lighter mechs, and even then you can still get by with regular lasers.

Edited by FupDup, 13 November 2013 - 08:52 PM.


#3 Hans Von Lohman

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,466 posts

Posted 13 November 2013 - 08:55 PM

* The bigger the laser, the longer range it goes.
* The bigger the autocannon, the shorter the range it goes.

Normal lasers are usually better. The one exception might be the large pulse laser, which has a lot of firepower for not as much heat as the PPC (particle projection cannon) that weighs the same, and being a large laser still has a range that you can work with.

Medium lasers are the most basic and common weapon in the game, and nearly every mech will have at least 1 on it somewhere. They're just the most well balanced weapon out there, and when you run out of ammo it is nice to have at least something else to work with.

Guns make less heat than energy weapons, but the downside is the guns have ammo, and are very heavy. You can run with either a pair of AC-2's (long range, but surprisingly they run hot), or a pair of AC-5's (good range, and surprisingly cool running), but for the AC-10 or AC-20 you can probably run only one of those. Also, ammo you want about 2 or 3 tons per gun.

I won't talk about missiles, as the BlackJack can't carry them.

For me the BlackJack needs to have the largest engine it can fit. It is NOT a fast mech, but you can make it go somewhat fast. I would go with an extra-light engine (the XL version). Yes, you will be taken out if you lose a side torso instead of just the center, but the BlackJacks seem to be able to take the damage.

Jumpjets are nice to get around and over obstacles that are in your way, or just to jump up and shoot over the heads of any friendlies in your way. However, only 2 of the 4 BlackJacks can mount jump jets.

Edited by Hans Von Lohman, 13 November 2013 - 08:56 PM.


#4 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 14 November 2013 - 12:03 AM

This could work: http://mwo.smurfy-ne...a5a804a84432e88

It has pretty much everything the BJ-1 can do. You will die fast, though, so never go alone. Let someone else be the target and support them with the Gauss and the ML, use the SLs for lights that get too close.

You can mod it a bit by switching the Gauss for an AC/10 or even an AC/20, but those are closer ranged. You will then have additional tonnage for better lasers and more heatsinks and maybe a 4th JJ or an even larger engine. Dual AC/5 might also be possible if you drop the SLs and JJs. But i wouldn't recommend it, as it requires you to be exposed for a longer time to do decent damage.

Remember, the BJ is basically a slower light with better weapons, so you should also play it like one. Try to never be the target of an enemy mech, which can be done, since it's fairly fast and has JJ. Follow the fat boys, peek around corners and take a shot, then hide again.

#5 xengk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 2,502 posts
  • LocationKuala Lumpur, Malaysia

Posted 14 November 2013 - 11:17 AM

View PostExphio, on 13 November 2013 - 08:12 PM, said:

A note: I'm new, know little of the weapons of the game, and am 90% guesstimating at most of what i'm trying. xD

I recently bought a blackjack bj-1. I'm trying to go for a sniper type build, and decided to go with a medium mech to still have some decent speed and armor, while still being able to hold the firepower I'm wanting.

I outfitted it with 2 machine guns on the arms, 2 double heat-sinks on the right and left torso (sides).

I'm thinking of moving the 2 machine guns to the torso sides and adding 2 lasers,1 to each arm.

I'm not really sure what the difference between the lasers are. I've watched a youtube video or two on the weapons of mwo, but i'm still not too sure what the main pros and cons are between the pulse lasers and regular lasers.

I'm thinking of adding either 2 large lasers or large pulse lasers to the arms. (the machine guns for when in close combat.)


Hi and welcome to MWO.

As other forum members have pointed out, pulse version are heavier, generate more heat per shot, have a shorter range but have better damage potential than regular laser.

Now about your mech loadout.
Since you are building a sniper type, the machine guns will not suit the mech.
MG have very short range and deals damage over time (DOT), which mean you have to keep them trained on a target for several seconds to see signification damage, or carry multiple MG to boost damage.
I would advice removing them.

Currently there are a few weapon that can be fitted in the "sniper" category.
AC/2
AC/5
Ultra AC/5
Gauss Rifle
PPC
ERPPC
ER Large Laser

You can check their range in the mechlab by clicking on the item and reading the their stats in the box near center bottom of the screen.
Few thing you want to take note of are:
Long Range: the weapon will deal full damage as long as the target is within this range(meters).
Max Range: how far the weapon's attack can reach, but the damage will be lessen the closer the target is to Max Range(meters).
Heat: how much point of heat the weapon generates per shot.
Cooldown: reload time(seconds) after each shot before the weapon can be use again.
Posted Image

Medium mechs are very vulnerable, due to their size and low armour point. They have to rely on their speed, maneuverability and teammates to stay alive.
Personally, I like my mediums to have at least 60kph top speed, preferability in the 80kph range. This often means investing on a costly XL Engine, something a new player might be able to afford so soon.

Im going to assume you can't afford an XL engine yet and is still running the Standard 180 engine that comes with the mech, and also haven't purchase the Endo Steel upgrade.
BJ-1 Dakka-Stock
This build is cheap and works right out of the box. It isn't optimized yet, so it will not be very fast but will be enough for you to keep up with your heavier teammates. Heat can run high if you spam the dual AC/2, but they are manageable.
The 2 medium laser give you better defense in close combat than the pair of MG, while the AC/2s are effective in all range.

The Gauss Rifle might a little tricky to use, due to it having a charge up time before each shot, they also come at a price tag equal to 4 AC/2. You might want to hold off using one until you are more familiar with the game.

Alternatively if you want to go the energy sniper route, I would recommend running ER Large Laser (Extended Range Large Laser) as they have the second longest range for energy weapon.
BJ-1 ER Sniper
However, they cost 400k CBill each. Getting a pair will cost more than a single GR.

Once you have finish building your mech, you can take it out to the Testing Ground for a test drive. Get a feel of how the mech handles, how quickly the weapon generate heat, do target practice with your new weapons and also set your weapon grounds if you have a multi-buttoned gaming mouse.

Do drop by these sections for more help on playing the game or building your mech.
New Player Help
Guides & Strategies

Edited by xengk, 14 November 2013 - 11:32 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users