Exphio, 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.
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.