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[ Best Newbie 'mech Guide ]


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#161 Alaskan Nobody

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Posted 23 May 2014 - 06:55 PM

View PostMycrus, on 23 May 2014 - 05:02 PM, said:

EDIT: LOLCUST is BEST MECH.

If my W/L on my version of Tesunie's build is anything to go by?
Very much

If the rest of the stats on that model are anything to go by?
Either NO! (for K/D)
Or "maybe, maybe not" (for the rest of the stats)

#162 LordKnightFandragon

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Posted 23 May 2014 - 07:05 PM

View PostShar Wolf, on 23 May 2014 - 06:55 PM, said:

If my W/L on my version of Tesunie's build is anything to go by?
Very much

If the rest of the stats on that model are anything to go by?
Either NO! (for K/D)
Or "maybe, maybe not" (for the rest of the stats)



So whats an Avg or decent K/D and WL to aim for?

#163 Mycrus

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Posted 23 May 2014 - 07:09 PM

View PostLordKnightFandragon, on 23 May 2014 - 07:05 PM, said:



So whats an Avg or decent K/D and WL to aim for?


One that satisfies your inner epeen

#164 Alaskan Nobody

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Posted 23 May 2014 - 07:13 PM

View PostLordKnightFandragon, on 23 May 2014 - 07:05 PM, said:

So whats an Avg or decent K/D and WL to aim for?

I have no idea what others aim for - but I do not usually worry about my W/L score (or really even check my stats at all unless I get bored)

Most of my chassis are at the expected 1-1 W/L ratio (or near it) except a few that are really really bad (mostly Shadowhawks) and a few like that Locust that balance that out (3-1 W/L on that Locust :blink:)

As for K/D ratio - that also really depends on the chassis and loadout - an LRM boat is going to probably have a fairly poor K/D ratio - because of the way his weapons work (IE they are better for stripping armor off the whole of the enemy than hitting weak points)

On the flip side a 6MG Jager is going to be spending a lot more of his time finishing opponents off than stripping armor - which is going to skyrocket his K/D raio (assuming he had teammates that could strip the armor off first)

Since I tend to experiment with loadouts, not really really often - but still frequently enough - my K/D ratio is (hold on need to check that) ...pretty close to 1-1 right now (total score)


In the end - stats are only one small part of the story of the match, one of my best matches ever - I scored ~3 damage, but spent the match spotting for my teammates.
I wasn't just sitting on a hill somewhere either - as the opposing team saw me, and spent the match chasing me.
(SQUIRREL! ;))

My score for that match was abysmal - but I can honestly say that one time, I was one of the biggest factors in helping my team win.
On the flip side of course - are those posts in the "Carry Harder" thread - where the person had an awesome score - but his team still lost (though the individuals who tend to occupy said topic tend to be very good team players - so more posts /like/ theirs)

#165 Tekadept

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Posted 24 May 2014 - 01:55 AM

K/D used as a way to measure a skill or usefullness of a mech is a myth. This isnt

Posted Image

#166 Alaskan Nobody

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Posted 24 May 2014 - 10:15 AM

View PostTekadept, on 24 May 2014 - 01:55 AM, said:

K/D used as a way to measure a skill or usefullness of a mech is a myth. This isnt

There are some exceptions (IE the 6mg Jager "Finisher" builds)

But even those it is an iffy stat (as it is still only part of the story)

#167 LordKnightFandragon

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Posted 24 May 2014 - 09:58 PM

Here is a question regarding customizing mechs...

I see we have like 4 different variants of the same mech we can buy, each with a different letter# combo at the end. I see each with a different loadout. Regardless of the default loadout, can we change it to w/e we want, within the hardpoint limit?

Im kinda contemplating getting one of the Victors and changing the loadout to have 1 GR and 1 ERPPC.....

And whats the trick with GRs? They have a charge timer on them?

Also, the heat eff meter? What is a decent heat eff? Packing 1 ER PCC and like 3 DHS on a 275eng victor I had like 56% heat eff....seems like I wouldnt be gaining a heap of heat with just one ERPPC.

Edited by LordKnightFandragon, 24 May 2014 - 10:00 PM.


#168 talbs

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Posted 24 May 2014 - 10:12 PM

Thanks

#169 Alaskan Nobody

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Posted 24 May 2014 - 10:34 PM

View PostLordKnightFandragon, on 24 May 2014 - 09:58 PM, said:

Here is a question regarding customizing mechs...

I see we have like 4 different variants of the same mech we can buy, each with a different letter# combo at the end. I see each with a different loadout. Regardless of the default loadout, can we change it to w/e we want, within the hardpoint limit?

Im kinda contemplating getting one of the Victors and changing the loadout to have 1 GR and 1 ERPPC.....

And whats the trick with GRs? They have a charge timer on them?

Also, the heat eff meter? What is a decent heat eff? Packing 1 ER PCC and like 3 DHS on a 275eng victor I had like 56% heat eff....seems like I wouldnt be gaining a heap of heat with just one ERPPC.

Okay... letsee if I can do this :o

With the variants -they had variants in the lore to do different jobs - IE some catapults carried backup lasers, some did not.

To give us something to spend time on PGI put in a mechanic where to fully master the use of a mech - you have to have spent time (XP) in 3 different variants.

Some variants can be outfitted the same - but they all have something that makes them unique (IE the 4G Hunchback is the only Hunch with 3 ballistic slots)

Yes - you can do whatever you want, with the Hardpoint, Tonnage, and other similar limits (IE there is an engine size-limit on most chassis)
Edit: rather than shopping in the "Store" you can toggle the Mechlab from "owned" to "purchasable" which can let you see the stock loadout of mechs before you buy.


Gauss had a charge mechanic added on, as there was (despite the high chance to lose the weapon) very few downsides to using it.
Hold it for a split second - and then let go to fire it.

Despite that - it still remains a VERY deadly weapon - and the sheer projectile speed makes up for a lot of the "loss" with the charge (in my opinion at least)
They are rather a Difficult but Awesome item.


Different people have different opinions on a "good" heat efficiency - I prefer not to ever have to worry about it (multiple PPC would not have occurred to me naturally), others do not worry about it at all (at one point before ghost heat - some people were running around with 6 PPC Stalkers - 60 point alpha :unsure:)

As you play, you find a comfort zone for your heat - and that is one of those stats that is very much a personal thing.
IE: it is different for almost everyone.

Edited by Shar Wolf, 24 May 2014 - 10:35 PM.


#170 LordKnightFandragon

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Posted 25 May 2014 - 12:38 AM

Well, 3 rounds with hte GR, yeah, that charge mechanic is very damn annoying. Given the speed of light mechs and the lead required and ****, having it NOT fire right when I want it to is very derpy.

Whats the point in the charge up anyway? balance? As if it weighing 15 tons and having 10 shots per ton, along with taking up a heap of space isnt already balance enough. Sure, big ass mechs can mount 2 or 3 of them.....but why shouldnt they be able to? Firepower is the point of big ass mechs. Why limit it in anyway but space and tonnage?

I mean, as per typical in mech games, the LIGHT mechs get to retain all thier speed value, but Heavier mechs get thier firepower limited and balanced away.

Why did PGI take the MW universe and twist it into this weird conglomeration we have now? The more I play this game the less I like it really...

Edited by LordKnightFandragon, 25 May 2014 - 12:39 AM.


#171 xMintaka

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Posted 25 May 2014 - 01:52 AM

The charge mechanic was meant to remove the Guass Rifle as a brawling weapon. Supposedly limiting it to a sniping role.

It takes a while to get used to but once you do it's one of the most satisfying weapon systems. It took around 40 games to get the hang of my GR + ERPPC Dragon, but now I'm hitting lights more often than not and even brawling in the late game.

As for your Victor - Guass Rifle, ERPPC and PPC is one of the competitive meta builds, so if you want to get into that scene it's worth learning.

#172 LordKnightFandragon

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Posted 25 May 2014 - 01:57 AM

View PostLunatech, on 25 May 2014 - 01:52 AM, said:

The charge mechanic was meant to remove the Guass Rifle as a brawling weapon. Supposedly limiting it to a sniping role.

It takes a while to get used to but once you do it's one of the most satisfying weapon systems. It took around 40 games to get the hang of my GR + ERPPC Dragon, but now I'm hitting lights more often than not and even brawling in the late game.

As for your Victor - Guass Rifle, ERPPC and PPC is one of the competitive meta builds, so if you want to get into that scene it's worth learning.



Yeah, but sniping with a weapon that requires precision...seems counter productive to me. At range you only have a tiny window to take and hit with the shot.....by the time the thing charges the target has moved, the shot will surely miss.

#173 Satan n stuff

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Posted 25 May 2014 - 02:55 AM

View PostShar Wolf, on 21 May 2014 - 09:04 PM, said:

I use a 250 on most half of mine - but the missile and laser ones do make good use of that extra 25 points.

Never bothered swapping out the engines on mine, they're perfectly useable even at stock speed as can fit a ludicrous amount of firepower for their weight that way, but unless your used to playing slow and somewhat fragile mechs it's quite challenging. I should actually buy myself a 4P sometime, I haven't played it since closed beta. It probably gives you the best balance of speed and firepower out of all of them. I'd probably turn it into some kind of ridiculously hot mixed laser build with a stupidly high alpha damage, just for fun.

#174 Alaskan Nobody

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Posted 26 May 2014 - 09:38 AM

View PostLordKnightFandragon, on 25 May 2014 - 01:57 AM, said:

Yeah, but sniping with a weapon that requires precision...seems counter productive to me. At range you only have a tiny window to take and hit with the shot.....by the time the thing charges the target has moved, the shot will surely miss.

It takes some getting used to - but the sheer speed of the projectile (fastest in the game) can make up for a lot of the loss of from the charge.

If you are expecting to shoot it soon (IE you have reason to believe a light is coming around the corner - or a poptart is about to jump) you start charging it as you start to aim.

View PostSatan n stuff, on 25 May 2014 - 02:55 AM, said:

Never bothered swapping out the engines on mine

Only reason I use the 250 is for the full true DHS bonus. <_<
I have been having a lot of fun (and success!) running an optimized stock CN9-A.
(235 engine because I ran out of space but still had some weight left)

#175 Toiletbrush

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Posted 26 May 2014 - 11:04 AM

View PostMycrus, on 22 November 2013 - 06:47 PM, said:

So Vic's advise for new players is to run meta?

gg close..

My advice for new players... Get a dragon, if you can pilot a dragon you can pilot anything..

The name of the game is to bring your piloting and gunnery skills up...

this is actualy quite right,if you master at a lets say interesting mech,then you are a pro with everything else
the roman trainees practiced with lead swords,so when the were given a iron one for battle,it felt like a feather

#176 Satan n stuff

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Posted 26 May 2014 - 11:43 AM

View PostToiletbrush, on 26 May 2014 - 11:04 AM, said:

this is actualy quite right,if you master at a lets say interesting mech,then you are a pro with everything else
the roman trainees practiced with lead swords,so when the were given a iron one for battle,it felt like a feather

In training you don't get killed 1 minute in because you don't have a clue how to properly use your mech, which most definitely will happen 9 times out of 10 if you try to play one of those mechs as your first. if new players repeatedly die at first contact they'll just disconnect, get discouraged and give up after a couple of beatings, telling them to play something easier helps them more as the learning curve for this game is quite steep. They'll get better and try out more challenging mechs eventually.

When I first started playing I couldn't survive in a Jenner ( not that anyone else could back then ) and now I'll kick lower rear torso in a Locust when the mood strikes me. That obviously didn't happen overnight, skills take time to develop, lots and lots of time in this particular case, and a new player taking on a challenge before they're ready just leads to repeated failure without that player learning anything from it.

Edited by Satan n stuff, 26 May 2014 - 11:43 AM.


#177 Modo44

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Posted 26 May 2014 - 12:08 PM

View PostSatan n stuff, on 26 May 2014 - 11:43 AM, said:

In training

Training Grounds. People come from single player games or basic FPS and expect to be great instantly, without even learning how to move the ******* mech around. That is just too bad.

#178 JC Daxion

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Posted 26 May 2014 - 02:54 PM

You know i had to laugh at this guide a bit.. Some of my favorite mechs are ones people say are really bad....


My first 100+ matches were in a trial dragon.. and i really enjoyed the mech A gauss with a couple of ERLL's.. it is a pretty great mech.


then i bought my HBK's (though this was before the 55ton mechs came out)


I must say i learned a ton about playing the game, and torso twisting, and protecting your weapons, which has helped a ton now that i have gotten much better at the game. While i still have bad matches, and i don't average a ton of damage, I am pretty good at hitting the same spot, which exposes internals, and let's others get one shot kills often.

for me the 4SP, is one of the best mechs in the game.. (though that is the hunchless HBK.)

But if you do buy an HBK, You really should buy another mech that has a 250 STD engine, because it really needs that to shine.. though a STD 260, or STD 275 is not a bad option either)

I have had games in my HBK 4G, where i took 4 shots, and had 4 kills, a few being saviors. It isn't about damage numbers, it is about distraction, and taking down the enemy..

Now when i jump into say a cataphract, i feel like i am so over powered in comparison.


that said, I think i would recommend a 55ton mech as your first, they really are pretty versatile..

#179 Mycrus

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Posted 26 May 2014 - 03:32 PM

View PostSatan n stuff, on 26 May 2014 - 11:43 AM, said:

In training you don't get killed 1 minute in because you don't have a clue how to properly use your mech, which most definitely will happen 9 times out of 10 if you try to play one of those mechs as your first. if new players repeatedly die at first contact they'll just disconnect, get discouraged and give up after a couple of beatings, telling them to play something easier helps them more as the learning curve for this game is quite steep. They'll get better and try out more challenging mechs eventually.

When I first started playing I couldn't survive in a Jenner ( not that anyone else could back then ) and now I'll kick lower rear torso in a Locust when the mood strikes me. That obviously didn't happen overnight, skills take time to develop, lots and lots of time in this particular case, and a new player taking on a challenge before they're ready just leads to repeated failure without that player learning anything from it.


Sorry I missed the part where dying and losing counted for **** in this game....

Stats are wiped just coz...

And you still make space bucks even if you lose.

#180 LordKnightFandragon

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Posted 27 May 2014 - 12:29 AM

One thing really bad about hte Victor is its arms are like in the ground....so it can in no way take advantage of being up on high ground. I always get up high then half my shots hit the terrain........though my entire upper body is obviously exposed cuz I get hosed trying to kill cockroaches and ants and w/e wildlife is at my feet.....

its really damn annoying actually. Convergence on the thing sucks to......always seem to shoot rocks and crap..it cant peekaboom either.......





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