Assaults
Highlander - [5 Stars]
The Highlander is currently the best assault in the game. Jump capable with a diverse set of load outs and firepower that fits perfectly with both the old and new metagame, you can't beat the Highlander if you are looking for an assault's assault. A must have for anyone interested in assaults. I would recommend starting with the 733 or 733C first in the current meta.
Popular Configs: 2 AC5, 2 PPC - 1 AC20, 2 PPC - 2 UAC/5 2 PPC
Victor - [5 Stars]
The Victor sits at the midpoint between heavy and assault, weighing in at 80 tons. It's just light enough to carry lighter jump jets than the Highlander and is extremely maneuverable for an assault. The Victor 9S is the best variant to start with, giving you a wide variety of options and hard points.
Popular Configs: 2 AC5, 2 PPC - 1 AC20, 2 PPC
Atlas - [4.5 Stars]
The Variant that brings the Atlas to such a high rating is the DDC. Being the only non-light at present to carry ECM, DDCs are sometimes used in specific strategies centering around ECM that make them useful to have. The other Atlas are capable 'mechs that aren't exactly pushovers, but they just aren't up to the standards set by the Highlander. Overall the Atlas isn't a bad chassis to pick up, but it should be a second priority.
Stalker - [4 Stars]
The Stalker has suffered greatly from Ghost Heat, making most of it's effective laser & PPC configurations worthless. The Misery, if you own one, can help inject some life into the chassis, but overall, it's really a step back.
Battlemaster - [3.5 Stars]
If Ghost Heat were to go away, the BattleMaster would be a 5 Star Chassis in my opinion, though many debate the Stalker would continue to reign supreme. Either way, with the current metagame, the Battlemaster is merely a faster and inferior Stalker. The Battlemaster's status could easily change with the flow of the metagame so don't count it entirely out yet.
Awesome - [1 Star]
The Awesome is a tragedy if you enjoyed the TT version. Suffering from Ghost Heat restrictions in it's load out, huge torsos, a slow maximum engine outside of the inferior 9M and a terrible hero, the Awesome is all around a huge failure. Avoid this chassis at all costs.
Heavies
Cataphract - [5 Star]
The Cataphract is the best all around chassis in the game right now. With it's great hard point load outs and diverse variants, the Cataphract is capable of changing with any metagame and still remaining on top. The 3D is considered the best variant universally, with jump capability and a great hard point balance. The 4X has gone from the bottom of the pile to the top in recent times, with 4 AC/5 configurations dominating. All around this is a must have chassis for anyone remotely interested in heavies. It's balanced hit boxes make it work well in both Standard and XL configurations.
Popular Configs: 2 AC5, 2 PPC - 1 AC20, 2 PPC, 1 AC20 4 ML, 4 LL, 1 AC20 2 SRM6 2 ML
Jagermech - [4 Star]
The Jagermech is an oddity in that is extremely easy to kill with huge side torsos, but is still used on occasion thanks to it's very high gun mounts. This means it can peak over hills and fire, without worrying about the low mounted guns hitting mountainside. If you enjoy sniping or occasionally want to roll twin AC/20s, the Jagermech is a good option, but I would not recommend it as a starting 'mech.
Popular Configs: 2 AC/20, 2 Gauss, 3 UAC/5, 2 AC/2 2 AC/5
Catapult - [4 Star]
Due to Ghost Heat's impact on missiles along with poor hit detection on SRMs, the Catapult is actually a rather poor chassis all around. The reason it is at 4 Stars instead of lower is the Catapult K2, which is arguably the most effective twin AC/20 'mech at present; it trades huge side torsos for a larger head. I'd advise against running a traditional LRM Catapult, as it is too slow to properly range the weapon; you are generally better off with short range configurations on the other models. If you do run an LRM configuration make sure to pick a model with energy slots, and not the all-missile A1, so you can equip a TAG Laser.
Popular Configs: 2 AC/20, 2 Gauss
Quickdraw - [3.5 Star]
It was a hard call putting this fairly decent 'mech so low on the list, but you never see them compared to the above 'mechs and rightfully so. Sometimes they can work out, but ultimately they are too huge and their firepower is too heavily centered on energy & missiles, which are not very powerful at the moment again due to Ghost Heat and hit detection. It's not a terrible 'mech but it's just not as good as the others on this list.
Thunderbolt - [3 Star]
I don't have much to say about the Thunderbolt. It's got pretty bad hitboxes and while I've seen some people do very well with them, there's nothing too outstanding about them either that I can tell. The jumping model is the worst one, or it might have been solid. A total middle of the road 'mech that might bump up the list if someone comes up with a unique use for them. If you already own them, they do outperform the Jester at it's own role, at least.
Orion - [3 Star]
Another one I hated putting on this list, because I love it in table top. I had hoped this would prove to be a superior brawler to the Cataphract, but ultimately this prediction was mostly unfounded; it's lack of ability to jump combined with it's low mounted guns do make it have an edge in brawling, but suffer at all other ranges. The large missile hunch is also a downside, almost forcing the need for a Standard engine to run this this effectively.
Dragon - [1 Star]
With the exception of the Flame, the Dragon is the worst chassis in the game. It's hard points are placed so you can't use them effectively, the hit boxes are bad, and it's just generally terrible. It also works poorly with Gauss now. Avoid this heavy at all costs.
Mediums
Shadow Hawk - [5 Star]
Ton for ton, the Shadow Hawk is the best 'mech in the game. While heavier 'mechs might be able to take it in a fight, you simply do not get more bang for your buck out of 55 tons. Easily dethroning the Centurion for the best medium slot, the Shadow Hawk can do it all - missiles, ballistics, and energy-backed ballistics. It has very high mounted guns, good jump capability, and great hard points combined with a decent hitbox. Every single model is great, with the 5M and 2D2 being the real stand outs. From light hunting Streak 'mechs to meta AC/5 snipers, get this 'mech.
Popular Configs: 2x AC/5 1x PPC, 1x AC/20 2x ML 2 Streak/2, 2x LRM/15 1x TAG, 4 Streak/2 2 ML
Centurion - [4.5 Star]
Still the best 50 tonner in the game if not the best medium, the Centurion is known for one thing: High durability. It is terrible with any build outside of the AL that uses the arms (They are easily hit and cost a lot of tonnage to armor), but if you keep weapons limited to the torsos and use your now expendable arms as shields, it's one of the most survivable 'mechs in the game and one of the most newbie friendly. If you want a simple brawler that's highly effective and very easy to learn, the Centurion is still very good at that. Keep in mind this 'mech, like the Catapult, has bay doors which grant extra side torso armor but delay shots - / to open them, negating the armor bonus for instant firing. Make sure to never put ammo in Centurion legs, as that is the most popular way to try to kill them at the moment.
The Centurion 9A is widely regarded as the best variant, and the Centurion 9D remains a standout as a 50 tonner that can move like a Jenner, as well.
Popular Configs: 3x SRM6 2x ML, 3x SRM4 2x MPL, 2x LRM/15 1x TAG, 4x SPL 2x SRM6.
Blackjack - [4.5 Star]
The Blackjack has begun springing up as a popular jump sniper or AC/20 brawler for low weight configurations. If you're interested in league play or the upcoming weight matching, for 45 tons you can't do much better than the Blackjack, the smallest 'mech that can fit AC/20 without suffering horribly for it, and jump in the process. This 'mech I'd recommend to experienced pilots only and it will be outclassed by Shadow Hawks, but it's great for the tonnage.
Cicada - [4 Star]
The Cicada is effectively a larger Jenner, except some models lack jump jets. While this sounds like a slight, it does come up in League play sometimes, to help sink extra weight into the configuration and meet minimum requirements. The Cicada is a good choice for a first ECM 'mech if a pilot has mostly spent time playing in lights like the Jenner, and I can recommend it for serious scout pilots. While it's technically a medium, it is effectively a light in play style and you should definitely pick up a Jenner first instead if you do not already have one.
Trebuchet - [4 Star]
The Trebuchet hit boxes and hardpoint layout make it slightly inferior to the Centurion, despite it's jumping capability. It's not a terrible 'mech and can carry similar loadouts to the Cent, but without the Cent's durability, it merely falls slightly short of being an equal replacement. One strength the Trebuchet does have is the 3C, which is the best 50 tonner that can move at Jenner speeds. Outside of leagues with chassis restrictions, however, I cannot recommend most Trebuchets for serious games.
Popular Configs: 3 SRM6 3 ML, 4 ML 2 Streak2, 2 LRM15 1 TAG
Hunchback - [3.5 Star]
The Hunchback is slower than other mediums, it can't jump, and it sports a huge hunch that can count as a front torso hit from any angle it's shot. If it weren't for the 4SP which corrects many of these hitbox flaws (while providing a good hard point layout) the Hunchback would have likely disappeared from the field entirely. It's a sub-par 'mech that a lot of people are nostalgic for. Avoid it unless you have nothing else to buy.
Kintaro - [2 Star]
The Kintaro has a big problem. I mean that literally, the 'mech is the size of a Highlander while carrying the armor of a medium - something that has really doomed it to failure from the beginning. While the Kintaro-18 with 5 Streak/2s remains a decent light hunter, the 2D2 carrying one less Streak in exchange for jump jets has replaced it's popularity and with good reason. Overall this 'mech is way too huge and carries weapons that clash badly with Ghost Heat limitations, making it a really bad chassis overall.
I give the KTO-18 an exception rating of 3.5.
Popular Configs: 5 Streak/2, 2ML.
Lights
Jenner - [5 Star]
If you want a light there is no other viable option for a first 'mech. It's highly durable, carries heavy firepower for it's size, is jump capable and offers three very good variants with different flavors. The Jenner is the best scout, the best light dog fighter and also extremely capable at hitting heavier 'mechs. If you have any interest in lights, pick up a Jenner ASAP. All variants are highly recommended.
Popular Configs: 4 ML 2 Streak/2, 4 ML, 6 ML, 6 SPL
Raven - [4 Star]
The Raven 3L with ECM and a energy sniping weapons like the ER Large is becoming a popular sight on the field these days, and it can prove to be extremely powerful. However it's also for advanced pilots only, and is a very specific niche in the light class. If you are just starting out, select a Jenner without question every time.
Popular Configs: 2 ER LL.
Spider - [3.5 Star]
The Spider's new hitbox has taken this 'mech down a peg, as it's a little easier to strike now. Overall the Spider's only advantage is offering the only jumping 'mech with ECM, which can be utilized in very specific settings. However, weak hardpoints and little other advantages make this 'mech impossible to recommend right now over the Jenner or Raven as first selections. If you are a serious light 'mech pilot, pick this up sometime, otherwise give it a pass.
Commando - [2.5 Star]
The Commando isn't terrible, for 25 tons. The problem is right now, 25 tons isn't something you ever need to even consider. Outclassed horribly by 35 ton 'mechs (and with good reason - that's nearly a third bigger!), the Commando can still mount some somewhat usable Streak configurations. It will never stand up to a Jenner in a fight, and without jets, it's too easy for heavies to strike down as well. I'd avoid this one.
Locust - [0.5 Star]
This is the worst light 'mech. The forced heat sink minimum means that you can't even fill all the hard points on half the models. It's easy to hit and pops with minimal effort. An awful 'mech that you should totally avoid, always.
HEROES
Ilya Muromets - [5 Star]
Cataphract
Considered the best hero in the game, the Ilya is a great Cataphract for generating huge damage numbers - translating to huge cbill profits. Typically running AC/5s and UACs, the Ilya is a cross between the 3D's movement capabilities and the 4X's ballistics, allowing it to carry many popular, effective configurations. If it had jump jets it would surpass the 3D as the best 'mech in the game, but as it lacks them, it is merely the best hero. Highly recommended for anyone looking to grind cash and get into Cataphracts.
Popular Configs: 3 AC/5 3 ML, 3 UAC/5, 3 UAC/5 3 ML, 2 Gauss, 3 AC/10
Heavy Metal - [5 Star]
Highlander
At first glance it might appear to be a gimmicky hero that plays music with kills, but it's really one of the best Highlanders for serious play and cash grinding alike. With it's firepower split between different side torsos, the Heavy Metal can be a far more durable and long lasting Highlander than it's cbill compatriots. Run with a standard engine.
Popular Configs: 2 AC/5 2 PPC
Dragon Slayer - [5 Star]
Victor
Simply put, the Dragon Slayer is a very solid variant of the Victor, which is already a great 'mech for pilots looking for a balance between slow assaults and faster heavies. The Dragon Slayer is a good competitive and cash grinding 'mech that you are likely to see in any kind of game.
Firebrand - [4.5 Star]
Jagermech
This is a fairly neat Jager variant that opens up some fun possibilities in pugs, but ultimately in serious matches, will be carrying the same AC/20 or Gauss as any other Jager. Still, if you want to get a cbill bonus for this style of play, I can definitely recommend it to people. Again, Jagermechs are a niche unit, so I definitely recommend you consider the above options first.
Misery - [4 Star]
Stalker
The absolute best Stalker, the Misery is capable of bringing an AC/20 along with it's other weapons, allowing it to keep up with the current meta game far better than the other models that lack ballistics. While it is a hard sell over the Highlander, if you already own Stalkers, this is a worthwhile version of them. They are not likely to be found much in serious competition but it's still a solid 'mech.
Flame - [4 Star]
Dragon
Running an AC/20 and MLs, the Flame is actually a very solid brawling 'mech. With it's ballistic in the side torso, it makes for a very nimble hard hitting 60 tonner that defies the chassis. The downside is to master it, you'd need to own all the other Dragons. Recommended for the poor souls who already own at least two Dragons ONLY.
Boar's Head - [3.5 Star]
Atlas
The Boar's Head is a fairly decent Atlas, in particular when it runs 6 Medium Laser configurations. It's easily one of the better models of the chassis, really. The downside, of course, is that Atlas are generally unseen sights outside of the DDC, as anything the Atlas can do, the Highlander can do better except ECM. If you really enjoy Atlas, this isn't a bad PUG 'mech, but you're likely to get limited use out of it in serious teams. If Ghost Heat were removed, 6 Large Lasers could be a devastating configuration for this chassis but is currently not recommended.
Protector - [3 Star]
Orion
A decent version of an alright 'mech. There's not a lot more I can say about it. It's not too special, but it's not really bad either. There's better options but there's worse ones too.
Jester - [2.5 Star]
Catapult
While not the very worst hero, Ghost Heat basically makes it a sub-par Catapult. Had it fitted even a single ballistic, it might have been something. If you already own enough Catapults to master it and pick it up, run it with twin AMS consistently as it's really the most notable thing about an otherwise pretty sub-par Catapult.
Death's Kneel - [2 Star]
Commando
There's nothing really wrong with this hero except it's a Commando. There's no getting around that. It was doomed from the start for being too light to cut it in even moderate weight drops.
Yen-Lo-Wang - [1.5 Star]
Centurion
The YLW goes wrong in exactly one place: It has Centurion arms. Centurion Arms are notoriously easy to hit and are a good reason for the 'mechs legendary durability. It's also why all the successful designs don't put any heavy guns in the arms - no guns at all most of the time. Long story short is if any experience player sees a YLW, they know it has 90% of it's firepower in an easily destroyed area and will cripple you instantly.
Fang - [1 Star]
Dragon
Released as the "Twin Dragon" with the Flame, this is more like the movie Twins. Everywhere the Flame goes right to exceed it's class, the Fang goes wrong, ultimately being a regular dragon with a dumb skin. Skip this 'mech.
Pretty Baby - [1 Star]
Awesome
The Pretty Baby is an inferior Awesome 9M Hardpoint wise, with a special paint job. While it can move much faster than the typical Awesome, it can still be kept up with by Victors that carry far, far more effective firepower. Avoid this one entirely. One of the worst heroes, on one of the worst chassis.
Golden Boy - [0 Star]
Kintaro
The worst hero in the game. I can't say enough bad things about the Golden Boy- it effectively adds exactly one energy hardpoint to the KTO-18 for about a third of it's top speed. As the KTO-18 is primarily good at light hunting, this utterly cripples the Golden Boy. It's as big as an assault, and now, tops out at the same speed as one! Skip the Golden Boy and just buy a KTO-18 if you really like Kintaros. Or better yet, buy a Shadow Hawk.
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I'm sure I missed a bunch of stuff, but I think this guide is far more complete than my old one, as it includes all of the 'mechs and why they are good/bad, instead of just talking about the good ones. I hope this helps someone.
UPDATE: Added the Trebuchet (Woops!), fixed typos, added Jenner configs. Fixed more typos, bugged censoring, and added Misery and Boar's Head.
Edited by Victor Morson, 03 December 2013 - 01:45 PM.