Welcome and thanks for reading my MWO Mech Tier List!
This guide is for new and experienced players with a focus upon competitive mechs that are most commonly used in competitive teamplay - also known as min-max'ing and meta.
For new players, this guide will give you an introduction and a framework on how to evaluate all the different chassis and variations of battlemechs in MWO. Your first mech choice is very important and as this will be your first impression of the game, I want to help you make an informed decision.
-MavRCK
Video Twitch: http://www.twitch.tv/kaosmavrck/profile/highlights
Video Youtube: http://youtube.com/user/kaosmavrck
Link to the MWO forums discussion: http://mwomercs.com/...mech-tier-list/
Link to the Original Reddit.com/r/OutReachHPG disccusion: http://www.reddit.co...mech_tier_list/
Church of Skill Sundays at 7pm EST - Play with better players to get better: https://www.reddit.c...ouncing_church/
MavRCK's Mechwarrior Online MWO Mech Tier List
Week of 21/01/2014 - PATCH NOTES - 1.2.261 - 21-JAN-2014
.... 2014!?!? What!?
Yes, the current tier list is outdated and not being maintained. However, a friend Gman has a website dedicated to his tier list. We share similar views on the top meta mechs, but can often vary considerably on the remaining mechs. We also vary considerably on builds.
Mav's disclaimer: I am not sponsored by PGI or any team. I don't give 2 f***s about keeping competitive builds secret. I will share what I feel is the best mech and best build at the moment with you. I am better than 99.9% of the mwo population and 90% of the current competitive players in the top 3 teams atm - especially tactically. I am a little salty - I lack patience for stupidity and b*lls**t. I roll my eyes a lot at the stuff people do so I may not be the style for you. That said, I laugh often and find things humorous and want to help you.
This thread is being updated semi-regularly so check the front page and the last pages for additions and updated discussion.
Historically, I divided up the Mech Tier List into Competitive and Solo Queue / Quick Play. This is an important consideration as the top competitive pilots are on a level far-above the top casual players and the time-to-kill is fast. If you want to get into competitive MWO or just want to farm Solo Queue, keep reading.
1. I will update the Competitive Tier List sometime in the near future once the current meta is established. For historical and quick reference, I have left it below.
2. I will post what I feel are currently strong mech choices and some suggested builds for Solo Queue / Quick Play.
3. I cannot stress this enough: ECM is strong in Solo Queue / Quick Play - 99.99% of MWO players and 95% of most competitive mwo players cannot visualize the map like a chess board and predict movements based on mech class, terrain and time elapsed. If you can't see the red marker on the mini map, you are at a huge advantage so exploit and farm.
4. My old videos contain a lot of information on building mechs and tactics. The tier list isn't relevant but the discussion and commentary continues to be.
5. New videos and streams will be posted soon™ here, on twitch and on youtube. I will be doing an explanation of Fat4Eyes MWO Tactics Guide: http://steamcommunit...s/?id=573089143
6. LRMs are atm not viable at high-level play. (Explanation link below at end post). This is a 4-year-old dead topic and will not be discussed. Please read this link and watch the videos: http://mwomercs.com/...a/page__st__140
7. The best players and imo streamers are from Team EMP, Lords and SJR if you want to learn to play better. For entertainment, choose whoever you like.
8. The marauder was just released and I like this mech for Solo Queue / Quick Play. Builds and advice linked below at end of post.
9. My suggestion for a first mech after you farm all your cadet bonus and total about 14 million cbills:EBJ-B . It's a good starter mech with easy to use lasers and will carry you to many wins. Build it exactly like this - click on EBJ-B.
10. From 2: I'm going to list my favourites of each class and what I think is currently strong in solo queue (usually good in meta / team). Remember, 99% of MWO players are dumb and chase red dots on the mini-map like a dog chases a cat (into traffic); accordingly ECM is really strong so use it!
Solo Queue / Quick Play Mech List (Not Competitive Tournament Tier List)
Light Mechs (20-35 tons)
Inner Sphere
LCT-1E 20 tons - 6SL
LCT-3M 20tons - 5ML
UM-R60L 30 tons - 4MPL 2MG
FS9-A 35 tons - 8SPL
FS9-S 35 tons - 5MPL
JR7-F 35 tons - 6ML
OXIDE 35 tons - 4SRM4
RVN-3L 35 tons - 2ERLL ECM
RVN-2X 35 tons - 2LL 2ML
RVN-4X 35 tons - 2LL
WLF-2 35 tons - 6ML
Clan
ACH 30 tons - 6SPL ECM or 4/5ML ECM or 2ERLL ECM
KFX 30 tons - 3ML AC5 ECM or 2ERLL ECM or 4SRM4-Art or 4SSRM4
ADR 5MPL or 4SRM4-Art or 4SSRM4
Medium Mechs (40-55 tons)
Inner Sphere
BJ-1X 45 tons - 6ML 2MPL
BJ-3 45 tons - 6MPL
YEN-LO-WANG 50 tons - AC20 2ML ('cuz it's the Wang)
CN9-AH 50 tons - AC20 3SRM4
CRB-27B 50 tons - 6MPL
ENF-4R 50 tons - 4ML 1LL
HBK-4J 50 tons - 2LRM10 4SL (Omfg - LRM?! Yes - one of the few good LRM boats)
HBK-4P 50 tons - 9ML 260STD Engine
HBK-4SP 50 tons - 4ML 4SRM6
WVR-6K 55 tons - 3LL2ML or 3LPL
Clan
SHC - 45 tons - 3ERLL ECM
HBK-IIC - 50 tons - 6MPL, 8ML, etc etc.
SCR-PRIME - 55 tons - 6MPL, 5SSRM6
Heavy Mechs (60-75 tons)
Inner Sphere
QKD-5K - 60 tons - 3LL 3ML (other versions can run 4ERLL etc.)
JESTER - 65 tons - 4ERLL 2ML or 6ERLL
CPLT-A1 - 65 tons - 6SRM6
CPLT-C4 - 65 tons - 2MPL 4SRM6
TDR-5SS - 65 tons - 7MPL
TDR-9SE - 65 tons - 3LPL
CTF-0XP - 70 tons - 4MPL 1G ECM
GHR-5N - 70 tons - 3LL 4ML
BL-7-KNT-L - 75 tons - 3ERLL 5ML
MAD-5D - 75 tons - 3LPL 2MPL
BOUNTY HUNTER II - 75 tons - 4ML 2LPL 1G
ON1-VA - 75 tons - 2MPL 4SRM6
Incoming:
ARC-T TEMPEST - 70 tons - 4MPL2SRM6 ECM (Can you say **** Yea?! )
RLF-5D - 60 tons - 3LL3ML (Meh - I didn't buy it)
WHM-6R - 70 tons - 3LL3ML (Meh - Looks disappointing)
Clan
MDD - 60 tons - 6SRM6, 6SSRM6
EBJ - 65 tons - ML 2LPL G, 2G 5SL, 2LPL3ML
HBR - 65 tons - 5ML G ECM, 2LPL3ML ECM
TBR - 75 tons - 4ML2LPL, 5ML G, 2ML2UAC5, 4ML 4SRM6
ASSAULT
Inner Sphere
BLR-1G - 85 tons - 4ML2LPL
BLR-1S - 85 tons - 4ML 4SRM6A
BLR-3S - 85 tons - 4MPL 2SRM6A
STK-3H - 85 tons - 4ERLL (Community Warfare)
STK-4N - 85 tons - 5LL
BNC-3M - 95 tons - 3LPL 5ML
AS7-S - 100 tons - 2LPL 4SRM6A
AS7-D-DC - 100 tons - 2LPL 3SRM6A ECM
KGC-000B - 100 tons - 4UAC5 2MPL
Clan
GAR - 80 tons - 2LPL 6SL
GAR - 80 tons - 4ML 6SPL
WHK - 85 tons - G 2LPL 3ML
WHK - 85 tons - 4ML 4LRM10A Tag
EXE - 95 tons - 2LPL 7SL
EXE - 95 tons - 2LPL 4ML
DWF - 100 tons - 5UAC5 3ML
DWF - 100 tons - 2G 2LPL 4ML (used to be king - for reference only after gauss nerf)
Check patch notes http://mwomercs.com/...38-01-dec-2015/ for the pdf / excel file on quirks.
(Work in progress - check back often! Still thinking about IIC Orion and IIC Highlander)
Notes:
1. IIC pack released - Jenner and Hunchback are awesome as predicted - Orion and Highlander are meh
2. Marauder Pack released - good solid mechs, the BHII is great - the 5D is great - the 3R is meh - I would suggest spending the 15$ on the BHII over the 20$ on the special variant of the 3R.
3. Archer Pack announced - looks very good - laser / SRM brawl meta coming - Tempest has ECM which equals Quick Play / Solo Queue Win!
Competitive Tournament Mech Tier List (Not Solo Queue / Quick Play)
Tier 1: Superior (Significant competitive advantage)
Tier 2: Satisfactory (Baseline)
Tier 3: Disadvantaged (Significant competitive disadvantage)
*Light Mechs (20-35 tons)*
- Tier 1: Jenner IIC, Arctic Cheetah, Firestarter, Raven, Jenner Oxide
*Medium Mechs (40-55 tons)*
- Tier 1: Hunchback IIC, Stormcrow, Blackjack, Griffin
*Heavy Mechs (60-75 tons)*
- Tier 1: Timberwolf, Ebon Jaguar, Thunderbolt, Marauder, Grasshopper, Black Knight
*Assault Mechs (80-100 tons)*
- Tier 1: Direwolf, Executioner, Stalker, Atlas, Battlemaster, Banshee
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Modules - Non-Consumables - Description
A. Radar Deprivation - reduces lock-on time by 1 second - most important module for Solo Queue / Quick Play
B. Seismic Sensor – This sensor is still very good on mechs with jumpjets and when you land you will get a reading. It's not as OP as before but it's a solid pick - second most important module for Solo Queue / Quick Play
C. Advanced Zoom – newly improved; it looks fantastic. Key module for long-range shooting. One of my top 3 modules.
D. Capture Accelerator – 15% increase; more useful in solo queue than tournament play (depending on tactics). Low priority module.
E. Target Info Gathering – 25% increase speed in getting information sooner - important on light assassins such as the SDR-5D where you need to focus fire on vulnerable locations to get a kill. High-skill players like this module - use Targeting Computers and BAP for similar affect.
F. 360 Target Retention – Very useful following lights but if you're a light you might find target decay works well enough
G. Advanced Sensor Range – 25% increase in sensor range.
H. Target decay – reduces loss of target by 1 second; I feel this is more useful than 360 when chasing one on one, but it's a personal preference.
I. Hill Climb - useless reduction 10% of deceleration in speed is negliable - PGI needs to make this into 25% incline boost before speed reduction. Useless.
J. Improved Gyros - reduces screen shake when hill - works well especially when jump sniping. Useless.
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Modules - Consumables - Description
A. Cool Shot – More important in tournament than solo queue. Reset your heat when needed. Upgrade this asap.
B. Artillery Strike – This does a an area of effect explosion. Chance of a headshot - RNG.
C. Air Strike - This does a line of damage from where you targeted. It requires more skill but the close placement of the explosions give you a higher chance of a headshot. Preferred for most high-level players.
D. UAV – See ECM-cloaked mechs in a limited area for a limited period of time: very specific to your team’s composition and tactics. A light mech dropping this on an enemy group can make a huge difference! Aim slightly above the visual to hit it. Kill it fast!
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Resources:
- Guides and Forum Posts:
Wadde’s New Pilot Guide: http://mwomercs.com/...s-guide-to-mwo/
Smurfy’s MWO Reference: http://mwo.smurfy-net.de/
LiLab by Li Song - Another mechlab builder but you do this without an internet connection!: http://mwomercs.com/...b-mechlab-tool/
Skunkworks Windows Phone Mech Lab: http://mwomercs.com/...ab-for-windows/
80Bit’s Review of All 76 Mechs: http://mwomercs.com/...f-all-76-mechs/
Best fan comic ever by SirDubDub: http://mwomercs.com/...are/page__st__0
Highly relevant and useful read through all the pages - RHoD and Competitive Builds: http://mwomercs.com/...e-mech-designs/
- Streams and Videos:
Kaffeangst – HBA's Big Guy - one of the best players out there: http://www.twitch.tv/kaffeangst
Peefsmash – HBA's Ace Light Duelist - if you want to learn how to play a light quickly, I can't think of a better resource: http://www.twitch.tv/peefsmash (Wipsy, Adiuvo)
Adiuvo - PEEF's Goose - http://twitch.tv/mfmadiuvo
JagerXII - Steel Jaguar's own Jager - the pilot - Winner of Launch Tournament - his grasp of teamplay and fundamentals is outstanding: http://www.twitch.tv/jagerxii
Proton - Black Omen's Ace from Mother Russia - probably the best Jager pilot in MWO: http://www.twitch.tv/prtn_spz
LethalRose with NGNGTV - http://twitch.tv/lethalrose
HHoD's Drathex and Team 007 Channel - http://www.twitch.tv/drathek
Match Casting by Siriothrax: http://www.youtube.c...-h3hr1uQ/videos
- Groups and Teamspeak Info:
Headhunters of Davion – HHoD – runs the House Davion Ts3 Server – one of the best groups and largest groups in MWO – excellent training program: http://mwomercs.com/...s-rct-want-you/
List of community chat services and teamspeak servers: http://mwomercs.com/...e-chat-servers/
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For reference, here is the link to the old list and discussion - available for a limited time until it's removed: http://mwomercs.com/...mech-tier-list/ (You can find the old videos and discussions on my twitch channel and some of them on the youtube channel).
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The Marauder is well-worth your money - I wouldn't buy the $15 non-jumpjet special variant - it's crap. But the Bounty Hunter II is well-worth the $15.
Here's my review:
Quote
MavRCK's BH2 aka the IS Mini Daishi
5ML 2LPL Gauss 1JJ 300XL Endo
http://mwo.smurfy-ne...b4c6b829face005
Once this mech is Double Basic, it's -5% energy heat generation shines allowing you to run up to 5ML (when leveling I recommend 3ML or 4ML for veterans). ML Range Module, Gauss 12% cooldown Module then eventually the LPL range or cooldown module for the Master Module Slot is key. Dropping the cooldown on the Gauss is key - any other autocannon is too hot.
The Marauder has good hitboxes so remember how to rotate torsos and not over-extending like the old days of the high-flying Victor-9K with its XL engine and AC10 .. and you'll be fine.
You can also run laser vomit, but with its slow engine cap and -5% heat generation, why would you? Especially when you have this other variant:
MavRCK's meta-carry 'Wublife':
http://mwo.smurfy-ne...2485d6e1f215b78
3LPL 2MPL 2JJ 350XL Endo Max -0.5 tons Armor
This mech is so easy to use and play right away. As you level it, it gets better and better.. It's major drawback is that it's so heat efficient, you sometimes wish it had 1-2 more energy hardpoints for a better alpha.
It reminds me of the BL-7-KNT-L. I think the Black Knight is tankier - has better range and more speed. Can they compete? I think so. It's a style choice, especially considering the Marauder has jumpjets. JJs help it spread damage effectively and deal with maps like Viridian Bog.
Overall, I don't know if these two mechs will be seen in Competitive play - it's too soon after the patch and major quirk changes. I have a feeling the quirk changes are going to continue as Clan Mechs are in a substantially weak position. Brawling is in a better position than ever - and this punishes XL dependent builds more than STD engine builds.
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LRM discussion:
Quote
Nonetheless, there is still a lot of beating-around-the-bush and nerdy theory-crafting going on.
The TL;DR answer is:
1. No LRMs are not competitive - they are a niche weapon which work randomly 10% of the time in 10% of situations.
2. Meta works 90% in 90% of situations.
3. Competitive players are so much better than your average enthusiast player (even that BS experience bar called Tier 1) that mixing teams with them or using their ideas / builds make games very lopsided.
If you want to play LRMs, do it. Have fun.
You've been warned should you bring them to competitive play.
Finally here's a post I hope helps people understand better LRMs:
MavRCK, on 08 December 2015 - 06:40 AM, said:
- (your team's COMBINED effective health + damage taken) if greater than (your enemy team's combined effective health - damage DONE) = win
The problem is LRM boats is that you remove your armor / structure / attention to draw enemy damage from your team's COMBINED effective health.
So unless you are taking fire and rolling damage, your team is at a disadvantage with you playing LRMs (at this current meta / moment).
My strong suggestion is to not play them but if you are, look at the lightest most tonnage effective mech to play them, ie a medium mech like the Hunchback-5J. And get your own locks with tag.
Time 41:30s for discussion of movement and prediction of enemy movement patterns:
Edited by MavRCK, 01 January 2016 - 02:26 PM.