Hmm, both are good because of ECM, but the Spider is famous for screwed up heatboxes so will be way harder to kill. Raven can mount more weapons though.
2
[Guide] Newbies : How To Pick Your First Mech
Started by Jun Watarase, Dec 27 2013 04:26 PM
24 replies to this topic
#21
Posted 08 May 2014 - 10:24 PM
#22
Posted 12 May 2014 - 02:01 AM
bump.
#23
Posted 12 May 2014 - 02:27 AM
Instead of just bumping this, how about adding some new information to the guide?
That said, these days, it is easy to recommend Shadowhawks as first mechs. They come with a good variety of hardpoints (especially now that the 2K is in the mix, too), so while leveling them you will be able to experiment with various layouts. They are able to run engines that you will often be able to reuse in other mechs (esp. XL300/325, but 350 as well).
With 300+ engine ratings, they become really fast and nimble, they have jump jets, and they are sitting at the upper limit of the medium weight class at 55 tons.
Sure, heavier mechs can take a few more hits, but you'll be too slow to get away most of the time if you end up on the wrong part of the battlefield (which will happen a lot to a beginner). Speed might just get you out of there alive.
For lights, ECM variants are a bit safer, Jenners and Firestarters (as well as Ravens) carry a fairly good punch if you can manage your heat well (an important skill to learn).
I only suggest going assault once you have the general hang of positioning, i.e. where you are, where your team is, where the enemy is likely to be, so you don't end up running into an enemy lance on your own. Once you are at that level, you probably have an idea of which assault you'd like to play.
(e.g. Victor for mobility, Stalker for LRM boating/sniping, Highlander for a reasonably good mix of mobility, armor, and firepower, or big brutes like the Banshee or Atlas for Punch and a thick hide)
That said, these days, it is easy to recommend Shadowhawks as first mechs. They come with a good variety of hardpoints (especially now that the 2K is in the mix, too), so while leveling them you will be able to experiment with various layouts. They are able to run engines that you will often be able to reuse in other mechs (esp. XL300/325, but 350 as well).
With 300+ engine ratings, they become really fast and nimble, they have jump jets, and they are sitting at the upper limit of the medium weight class at 55 tons.
Sure, heavier mechs can take a few more hits, but you'll be too slow to get away most of the time if you end up on the wrong part of the battlefield (which will happen a lot to a beginner). Speed might just get you out of there alive.
For lights, ECM variants are a bit safer, Jenners and Firestarters (as well as Ravens) carry a fairly good punch if you can manage your heat well (an important skill to learn).
I only suggest going assault once you have the general hang of positioning, i.e. where you are, where your team is, where the enemy is likely to be, so you don't end up running into an enemy lance on your own. Once you are at that level, you probably have an idea of which assault you'd like to play.
(e.g. Victor for mobility, Stalker for LRM boating/sniping, Highlander for a reasonably good mix of mobility, armor, and firepower, or big brutes like the Banshee or Atlas for Punch and a thick hide)
#24
Posted 12 May 2014 - 02:44 AM
About the raven and the spider, don't try to compare them, the spider is still broken : the hitboxes combined with bad hitreg continue to shield it.
#25
Posted 12 May 2014 - 10:13 AM
I'd say Shadowhawks, Jagermechs, and Cataphracts are the best all-around "starter mechs" for players who have not demonstrated a particular love or hatred of certain roles, weapons etc.
They all offer a decent mix of weapon options, each can fill several roles, and none of them are notorious for any glaring weaknesses: oversized hitboxes, lack of capabilities, etc. They also offer some reasonable variation between different model numbers.
They all offer a decent mix of weapon options, each can fill several roles, and none of them are notorious for any glaring weaknesses: oversized hitboxes, lack of capabilities, etc. They also offer some reasonable variation between different model numbers.
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