I am also working on a similar thread, but for every weapon in the game. these 2 threads will be linking each other when they are done.
Also, keep in mind that this is based on experience and knowledge from many drops, this is NOT the only way to play these mechs, just what they seem to be more suited for, you can still do your own thing and have fun)
Hello Mechwarrior cadets, Welcome to the academy, I have been assigned as your instructor and will make bloody sure you're fit and ready for combat.
Command has good grunts by the billions, we need good pilots to protect the Inner Sphere, and so I am to instruct you on how to work with a mech and make sure you come back with it as intact as possible.
First of all, remember that you are part of a TEAM, you help your team, you help yourself.
(NOTE: Hero mechs will be covered in their own section, Champion mechs don't need explanation as they are the same as their base variant.)
there are also a few of terms you should know:
Terms and Roles
Spoiler
Satellite
Fire Support Unit (F.S.U.)
Suppression Unit
It should be noted that FSUs can crossover into suppression. LRMs on chain fire, and snipers can provide suppression. For example Blackjacks, and Jaegermechs equipped with AC2s, 5s, and the like can provide a torrential hail of bullets that stops any advance in one location and keeps them pinned down.
Escort
Ears
Chicken Legs
Wolf Pack
Boom and Zoom (BnZ) as far as MW:O is concerned
Zombie
Skirmisher
First String
Second String
Satellite
Spoiler
A satellite is a mech that "orbits" another one, adding to it's firepower in a fight. In this case, the 4X can strap on some big guns and hover around a friendly stalker, whenever the stalker is engaged within the raven's own range, the enemy suddenly faces a 2v1 fight that they are unprepared for.
Fire Support Unit (F.S.U.)
Spoiler
generally units that can provide long range support for the team, their function is to be a force multiplier as they are striking from a distance they can actually engage multiple targets and amplify the overall strength of their team. For example LRM boats, and sniper mechs are FSUs. A Blackjack standing in the distance on high ground overlooking the battle can help multiple friendlies engaged in battle from it's position and thus it seems as if each mech had one more with it, efficient and fast FSUs can make a 12v12 feel like 12v18.
Suppression Unit
Spoiler
Suppression units usually have rapid fire weaponry, or high damage long range weaponry and are designed to keep an enemy pinned down in one location, thus suppressing them, and preventing them from engaging the team, while putting them in a compromising location where they can get flanked or destroyed tactically.
It should be noted that FSUs can crossover into suppression. LRMs on chain fire, and snipers can provide suppression. For example Blackjacks, and Jaegermechs equipped with AC2s, 5s, and the like can provide a torrential hail of bullets that stops any advance in one location and keeps them pinned down.
Escort
Spoiler
Escort here means hugging the big mechs and keeping the small ones away from them, the bigger mechs are too slow to turn around and protect their vulnerable rear from a light assassin, so you need lights that can chase those harassers and assassins away.
Ears
Spoiler
Some mechs don't have arms in the traditional sense, and instead have weapon mounts at the "shoulder" level, that extend along the length of the torso. Mechs with ears usually have great torso twisting ranges to compensate for the lack of traditional horizontal range on their ears. Examples would be the Locust, Jenner, Catapult, and Stalker lines.
Chicken Legs
Spoiler
(Or Chicken Legged) are mechs that have reverse jointed legs, they are traditionally the mechs with ears such as Locust, Ravens, Catapults, Stalkers... etc.
Wolf Pack
Spoiler
Usually a group of 4 mechs, either of a similar chassis, weight class, or speed. Move together as one unit and usually focus on one target at a time only. This tactic allows even the "weakest" mechs to become a living nightmare. From personal experience, a wolf pack of 4 Commandos took down an Atlas within 14 seconds, and suffered almost no damage. That's how scary a wolf pack can get.
Boom and Zoom (BnZ) as far as MW:O is concerned
Spoiler
It's a tactic where you approach an enemy at incredible speeds, preferably from a blind angle and launch an attack at them before disappearing into the chaos. You can use it to land crippling or lethal blows to the enemy. In this case it is meant for when the enemy is in a brawl.
Zombie
Spoiler
Much like the dreaded monsters in the movies, your best solution is to shoot them in the head (or CT too in here), these are mechs built around the probability of losing both arms and possibly both side torsos, and STILL fighting. The most iconic is the Centurion. SRMs in the side torso, medium lasers in the center, and a standard engine. If you start from the outside, you have to carve, through the arms, and the side torsos, and the CT before you put it down. Really tough, and a nightmare to deal with sometimes.
Skirmisher
Spoiler
A mech that engages the enemy from a distance, for brief periods of time. The role is meant for hit and run tactics, preferably from a distance.
First String
Spoiler
(Or first line)First string stands basically for the first line of mechs that will lead the charge and bear the brunt of the enemy's opening salvo. Usually comprised of assaults or crazy lights (myself) who can draw enemy fire from the group and tank it while the rest of the team pours in behind them.
Second String
Spoiler
(Or second line)Basically they are the second line that advances immediately after the first. Don't mis-understand, they don't wait until the first string has fallen to take action. Instead, they advance after the assaults and wait for the signal to charge. Once that has been done they will crash into the enemy team and draw them into a dogfight.
Now here's a summary of how each mech available in MW:O can be piloted, and what roles they excel or scrap at.
Light mechs 20-35 tons:
Spoiler
Lights: Good for scouting, information gathering, and disrupting the enemy (one of them is flat out called "Commando" if you haven't gotten the point yet). They are like scalpels, used with surgical precision, they will save lives, or cause immeasurable damage, depending on your purpose and role.
1-Locust:
2-Commando:
3-Spider: the entire line has jumpjets out the wazoo, very mobile with decent firepower.
4-Jenner: the light gunboats, they have great firepower, and good mobility (due to jumpjets) but are awful at being scouts. However they excel at other roles. They have ears.
5-Raven: a very versatile chassis, good for multiple non-traditional light roles. Two variants in it are possibly the most mishandled mechs in the entire game.
6-Firestarter: These small beasts are quite versatile at what they can do. Jumpjets give them mobility, excess of hardpoints allows them to mount terrifying firepower for their weight class, and they have decent armor and the speed of a light to boot. They qualify for most roles, except for scout, and FSU. The can be decent scouts, but their huge size (almost that of a hunchback) for a light, makes them easy to spot.
They operate in a similar manner to spiders and share many features. While the XL295 gives them max speed, some of their more balanced builds use smaller engine ratings, such as 285, or 280. You lose some speed, but gain enough space for extra firepower and heatsinks.
1-Locust:
Spoiler
real small, real fast, can carry surprising firepower, have a life expectancy of about 10 seconds, unless you keep moving. Which is kinda true of all lights, but exceptionally true for the locust, being the smallest of the bunch. They have ears.
a-Locust 1v: great assassin, the energy hardpoint helps in protracted fights, the 4MGs is where it shines, don't engage the enemy, just wait for them to get week then swoop in for quick kills. Boom and zoom, and above all else, be a vulture.
b-Locust-3M: can have monster firepower for it's weight with 5 energy points (I use Small Pulse Lasers), or the best escort in the game for it's weight with 3 energy weapons, 2 AMSs and 2 tons of AMS ammo (AMS stands for Anti-Missile System)
c-Locust-3S: carries missiles mainly, I recommend it as a satellite. The energy hardpoint helps once out of ammo. However, the more common set up I've seen with it is 2 SRM4s or 4 SRM2s. Although I have seen combinations using LRM5s that work like magic for those pilots crazy enough to make them work. It honestly shines as a satellite mech though.
The escort variant is built with SSRM2s, and BAP, however it suffers from ammo issues quickly. Just be mindful that you are fragile and should never engage in protracted fights.
a-Locust 1v: great assassin, the energy hardpoint helps in protracted fights, the 4MGs is where it shines, don't engage the enemy, just wait for them to get week then swoop in for quick kills. Boom and zoom, and above all else, be a vulture.
b-Locust-3M: can have monster firepower for it's weight with 5 energy points (I use Small Pulse Lasers), or the best escort in the game for it's weight with 3 energy weapons, 2 AMSs and 2 tons of AMS ammo (AMS stands for Anti-Missile System)
c-Locust-3S: carries missiles mainly, I recommend it as a satellite. The energy hardpoint helps once out of ammo. However, the more common set up I've seen with it is 2 SRM4s or 4 SRM2s. Although I have seen combinations using LRM5s that work like magic for those pilots crazy enough to make them work. It honestly shines as a satellite mech though.
The escort variant is built with SSRM2s, and BAP, however it suffers from ammo issues quickly. Just be mindful that you are fragile and should never engage in protracted fights.
2-Commando:
Spoiler
Under-estimated by many, great speed, and good firepower, they are missiles and energy weapons only, but they hit hard and can fill multiple roles.
a-COM-1B: scout and satellite, can be a decent light hunter, I prefer it as an assassin. the energy hardpoints allow it to be useful the entire game and give it a decent punch
b-COM-1D: great mech to learn how to torso twist with, all your weapons are on your right side, so you need to protect that side I recommend strapping 2 SRM4s in the Center Torso.
c-COM-2D: The best of the bunch in many cases, has ECM (makes it extremely hard to detect, and can prevent the enemy from getting a lock on friendly mechs within 180 Meters of it) to be a good scout, has 3 missile hardpoints, giving it one of the highest burst alphas a light can get, and is an all around excellent commando at any role. I use it as a light hunter.
d-COM-3A: extremely balanced hardpoint allocation, also very versatile and has really good firepower. an work as escort, assassin, or satellite.
a-COM-1B: scout and satellite, can be a decent light hunter, I prefer it as an assassin. the energy hardpoints allow it to be useful the entire game and give it a decent punch
b-COM-1D: great mech to learn how to torso twist with, all your weapons are on your right side, so you need to protect that side I recommend strapping 2 SRM4s in the Center Torso.
c-COM-2D: The best of the bunch in many cases, has ECM (makes it extremely hard to detect, and can prevent the enemy from getting a lock on friendly mechs within 180 Meters of it) to be a good scout, has 3 missile hardpoints, giving it one of the highest burst alphas a light can get, and is an all around excellent commando at any role. I use it as a light hunter.
d-COM-3A: extremely balanced hardpoint allocation, also very versatile and has really good firepower. an work as escort, assassin, or satellite.
3-Spider: the entire line has jumpjets out the wazoo, very mobile with decent firepower.
Spoiler
a-SDR-5D: weird energy hardpoint allocation, but has great mobility and firepower, is also a great scout due to ECM, and jumpjets.
b-SDR-5K: Possibly the best assassin in the game, handles very similar to the Locust 1V, but with more weight, armor and jump jets,
c-SDR-5V: very misunderstood by many players, is a great satellite and a good escort. Don't use it too agressively you're better off using your speed and jumpjets to weaken people or kill them off, it also helps that it's one of very few mechs that have 3 Module slots, meaning when mastered it can bring a great amount of utility to the team with 4 modules (ex:UAV,Arty,Airstrike,Target Info Gathering)
b-SDR-5K: Possibly the best assassin in the game, handles very similar to the Locust 1V, but with more weight, armor and jump jets,
c-SDR-5V: very misunderstood by many players, is a great satellite and a good escort. Don't use it too agressively you're better off using your speed and jumpjets to weaken people or kill them off, it also helps that it's one of very few mechs that have 3 Module slots, meaning when mastered it can bring a great amount of utility to the team with 4 modules (ex:UAV,Arty,Airstrike,Target Info Gathering)
4-Jenner: the light gunboats, they have great firepower, and good mobility (due to jumpjets) but are awful at being scouts. However they excel at other roles. They have ears.
Spoiler
a-JR7-D: The versatile one in the bunch, 2 energy, 2 missile, great light hunter, and all-rounder, better used for escorts and satellite roles. In the midst of a fray you're better off running around and hitting everyone in the back
b-JR7-F: the gunboat light mech, 6 MLs are the most common build on this Jenner, it has great firepower for it's weight class, and with it's mobility and speed is very deadly. Best used as a BnZer or assassin.
c-JR7-K: Almost identical to the JR7-D but with one less missile hardpoint. Don't scoff at it, that means it can get more heatsinks/armor/AMS and ammo which means it can be a bigger threat than the JR7-D
b-JR7-F: the gunboat light mech, 6 MLs are the most common build on this Jenner, it has great firepower for it's weight class, and with it's mobility and speed is very deadly. Best used as a BnZer or assassin.
c-JR7-K: Almost identical to the JR7-D but with one less missile hardpoint. Don't scoff at it, that means it can get more heatsinks/armor/AMS and ammo which means it can be a bigger threat than the JR7-D
5-Raven: a very versatile chassis, good for multiple non-traditional light roles. Two variants in it are possibly the most mishandled mechs in the entire game.
Spoiler
a-RVN-2X: The first of the mishandled brothers(or sisters), very underrated because it's top speed is 140Kph which is somewhat low for a light, However, it is an excellent escort mech, one build used on it with great success(not by me) is max XL engine, 4MLs, 1SRM6(with 3 tons ammo) ,AMS(with 2 tons ammo) it is a great escort mech, and in the midst of the fray will be overlooked by the bigger mechs.
b-RVN-3L: The most famous of the line and anyone that knows a bit about lights recommends it. Not to say it's a bad mech, it's not. It fulfills the traditional light roles of scout, harasser, and disrupter. It also has one of the best information gathering suites in the game. Has ECM to sneak around, BAP to get good sensor range, and carries good firepower.
c-RVN-4X: The second mishandled sibling, possibly the best satellite out of all the lights. I have seen this thing running around with 2xAC2s, AC5, UAC5, LB10X. with an XL250 and max armor, plus a medium laser or two, this thing will pack a wallop and add great firepower to whichever mech it was satelliting. I have seen a 4PPC stalker being hunted by an enemy JMS under 90Ms survive because the stalker kept twisting to spread damage and the raven was causing so much damage to the JMS that it switched to chase it. Which gave the stalker enough time and distance for a 91 Meter alpha into the rear CT of the JMS. This mech is also a very good escort.
b-RVN-3L: The most famous of the line and anyone that knows a bit about lights recommends it. Not to say it's a bad mech, it's not. It fulfills the traditional light roles of scout, harasser, and disrupter. It also has one of the best information gathering suites in the game. Has ECM to sneak around, BAP to get good sensor range, and carries good firepower.
c-RVN-4X: The second mishandled sibling, possibly the best satellite out of all the lights. I have seen this thing running around with 2xAC2s, AC5, UAC5, LB10X. with an XL250 and max armor, plus a medium laser or two, this thing will pack a wallop and add great firepower to whichever mech it was satelliting. I have seen a 4PPC stalker being hunted by an enemy JMS under 90Ms survive because the stalker kept twisting to spread damage and the raven was causing so much damage to the JMS that it switched to chase it. Which gave the stalker enough time and distance for a 91 Meter alpha into the rear CT of the JMS. This mech is also a very good escort.
6-Firestarter: These small beasts are quite versatile at what they can do. Jumpjets give them mobility, excess of hardpoints allows them to mount terrifying firepower for their weight class, and they have decent armor and the speed of a light to boot. They qualify for most roles, except for scout, and FSU. The can be decent scouts, but their huge size (almost that of a hunchback) for a light, makes them easy to spot.
They operate in a similar manner to spiders and share many features. While the XL295 gives them max speed, some of their more balanced builds use smaller engine ratings, such as 285, or 280. You lose some speed, but gain enough space for extra firepower and heatsinks.
Spoiler
a-FS9-A: 8 energy hardpoints, 6 jumpjets, and the speed of a light mech. It's a very scary light to duel as it can out-damage plenty of mechs that are heavier than it. However, it suffers greatly from heat issues. As such it is recommended to run it with an XL 280 or 285. On the other hand, it excels as a light hunter, and as a satellite since it can almost match the firepower of whatever mech it's escorting, which makes the choice to ignore or focus it down /really/ difficult. Using larger calibers of laser weaponry can make it a fun sniper, however, it is a 35 ton chassis, so you will be mediocre as a sniper.
b-FS9-H: The only Firestarter, other than the hero version, to have weapons other than energy. it has 2 ballistic slots that are mounted with machine guns by default. The firepoewr from the 2MGs is decent when it comes to crit hunting and honestly the mech with an all ML setup plus 2MGs is a real threat, especially late game where it can kill most exposed parts and mechs in short order. Another configuration seen on it is actually done with 2AC5s in the torsos. The mech is slower, but the firepower catches many people off guard. I have seen function well as a second string, BnZ, escort, and satellite mech
c-FS9-K: Everything that applies to the FS9-A applies to the FS9-K as it is a downsized version of it. It has 6 energy hardpoints instead of the 8. However, don't let that fool you, as that extra weight from the 2 missing MLs, can be used for extra heatsinks, AMS, or bigger engine. Also, the other difference is that the K has 3 energy hardpoints in the arms, instead of the 2 in the A. Making the arms more valuable.
d-FS9-S: 7 energy hardpoints, but 2 AMS slots, by far the best escort mech out of the firestarter line simply due to the double AMS. The 7 energy slots mean that it will still deliver decent firepower even while carrying smaller sized lasers that it's brothers. A common set up for it is to run it with 6MLs and 2 AMS, but give the AMS 3 tons of ammo, to make sure that they can help cover the team against LRMs, and streaks for extended periods of time. Can do what the other FS9 variants do, but by and large excels as escort.
b-FS9-H: The only Firestarter, other than the hero version, to have weapons other than energy. it has 2 ballistic slots that are mounted with machine guns by default. The firepoewr from the 2MGs is decent when it comes to crit hunting and honestly the mech with an all ML setup plus 2MGs is a real threat, especially late game where it can kill most exposed parts and mechs in short order. Another configuration seen on it is actually done with 2AC5s in the torsos. The mech is slower, but the firepower catches many people off guard. I have seen function well as a second string, BnZ, escort, and satellite mech
c-FS9-K: Everything that applies to the FS9-A applies to the FS9-K as it is a downsized version of it. It has 6 energy hardpoints instead of the 8. However, don't let that fool you, as that extra weight from the 2 missing MLs, can be used for extra heatsinks, AMS, or bigger engine. Also, the other difference is that the K has 3 energy hardpoints in the arms, instead of the 2 in the A. Making the arms more valuable.
d-FS9-S: 7 energy hardpoints, but 2 AMS slots, by far the best escort mech out of the firestarter line simply due to the double AMS. The 7 energy slots mean that it will still deliver decent firepower even while carrying smaller sized lasers that it's brothers. A common set up for it is to run it with 6MLs and 2 AMS, but give the AMS 3 tons of ammo, to make sure that they can help cover the team against LRMs, and streaks for extended periods of time. Can do what the other FS9 variants do, but by and large excels as escort.
Medium mechs 40 to 55 tons:
Spoiler
Mediums are the standbay mechs, they are the bulk of the armed forces, as they can fit into each role and have a great firepower-to-weight ratio mixed in with their speed and agility. Medium wolf packs are a scary thing to behold. Other than the Cicada, you will hear the word "versatile" thrown around everywhere with the medium mechs. That's because they are not intended to be boats optimized for one task, but rather, to fulfill what is needed on the front line. They can fit nicely into almost any set up out there. Which means they aren't as desirable by optimizers (usually ones who don't know what they're talking about). However, for a team, they are essential. In lore, there are more medium mechs than any other mech on any battlefield. If an Atlas is the seargeant, the squad he wants is mediums.
They can keep pace with lights to support in forward recon missions, and they can brawl with assaults when it's time to punch someone's face in.
If lights are the scalpel these guys are the swiss army knife.
1-Cicada: The honorary Light mech, they handle much like Jenners and Ravens, no jump packs, but versatile loadout, mostly ballistic and energy, though it is a medium mech, it is much closer in play style to lights. The have ears.
2-Blackjack: The chassis has no arms or ears, but rather all weapons are mounted on the shoulders, giving no horizontal but extreme vertical movement (in the lore they could rotate their weapons to fire behind them. The chassis also has a couple of jumpjet capable variants. They also make for great ballistic platforms.
The entire line (except for the 1-X in some occasions) excels as a fire support unit and as a suppression unit.
3-Centurion: This chassis is famous for being one of the toughest mechs out there, the only one where I can safely say "I'm in good condition" while it's at 49% health. It is famous also for the left "shield" arm (centurions mounted hatchets in there, but melee isn't coded into the game yet, so it's a shield arm for now), and also for it's zombie build. All the weaponry is on one side so great torso twisting is what you need to pilot this mech effectively. Brawling is possibly the best thing the centurion line excels in. Much like their namesake they get close and bloody with their enemies.
4-Hunchback: This chassis is famous for the big "hunch" on the right shoulder (except for the SP variant). Usually that's where most of their weaponry is located. It is also the first thing an enemy will target and attempt to destroy. Torso twisting is mandatory. All the variants are very versatile and can work with any composition the team has. The SP variant has been recommended by many people as one of the best mechs to start with as a beginner.
Note: Since people always go for the hunch and most pugs out there don't lock on that often, I have seen people leave the hunch empty and just bait the enemy into attacking it.
5-Trebuchet: A great mech that has well rounded performance and good potential for multi roles. It is lovingly called "Trenchbucket". One thing to note is that it's torso has great twist speed, and with proper twisting and use of it's bulky arms it can be a very good brawler. I've seen it being used effectively as a jump sniper. However I prefer it more as a second line mech and a skirmisher.
6-Griffin: A very nimble medium with a compact size and decent firepower. The layouts and hardpoint allocations allow it to work in interesting ways. They work very well as mobile LRM platforms, and even as brawlers because they can mount a decent number of missile and energy slots. Their left arm is universally empty, allowing it to be used as a shield much like the Centurion's left arm. They have jumpjets to help them navigate terrain quickly, and they also possess the most torso twist in the game. (130 degrees, the closes is Cicadas at 125) Allowing them to look almost directly behind them while running away from threats.
Remember that all Griffins have a shield arm.
7-Kintaro: This medium mech handles and plays more like a light mech, the commando to be specific. It even looks like the commando's much older brother. It also shares the same focus on energy/missile load outs. The Kintaros are famous light hunters because they can mount a big engine and lots of streaks.
Or in the other direction, a smaller engine and LOADS of LRMs that can make even the Griffin and Trebuchet blush. Sadly, it does not have the Jumpjets that the griffin or Trebuchet do. However, that means more space for ammo, heatsinks, AMS, or bigger engine.
8-Shadowhak: The taller brother of the Hunchback. The shadowhawk has it's own hunch as well, this time on the left side torso instead of the right side torso, the hunch is notably smaller than that of the Hunchback, in widhth, however it makes up for it in height as it can reach as high as the cockpit if not higher. This mech is Jump jet capable and is also quite the ballistic platform, finding it's specialization to be mostly in fire support, sniper, and suppression roles. It is also quite viable as a light hunter, however, limited torso twisting range and speed, mean that it suffers as a brawler, as such, it should be better used at long range engagements where it can bring it's mighty arsenal to bare. The left arm in two of the variants is empty and is used as a shield arm.
9-Wolverine: Much like a few other mediums, the left arm on this mech is completely empty. Meaning you have a shield arm. As such torso twisting is mandatory. The wolverine is a mech that follows the same steps as the Griffin with almost as much torso twist (125), and just as much speed, and mobility (only one wolverine variant doesn't have JJs)
They can keep pace with lights to support in forward recon missions, and they can brawl with assaults when it's time to punch someone's face in.
If lights are the scalpel these guys are the swiss army knife.
1-Cicada: The honorary Light mech, they handle much like Jenners and Ravens, no jump packs, but versatile loadout, mostly ballistic and energy, though it is a medium mech, it is much closer in play style to lights. The have ears.
Spoiler
a-CDA-2A: all energy means it will run hot, but will never have ammo problems. probably the tankiest of the bunch. All weapons are in the torso, which means the ears are used for protection as extra armor. Great as a sniper, harasser, and light hunter, can work as a satellite, but it is honestly a waste of potential. With all weapons in the torso, long range fire becomes a better use of the mech.
b-CDA-2B: similar to the 2A, one less energy hardpoint though, but now the ears have weapons on them which means you can shoot up and down now. Much like the JR7-K do not underestimate it because it has fewer weapons. That extra weight allows it to pack more heatsinks/armor/AMS.
c-CDA-3C: very versatile, excels as a satellite or assassin. Can possibly be used for suppression with AC2s, but running it as a bigger version of the LCT-1V or the SDR-5K can be a lot more fun and more rewarding.
d-CDA-3M: The only Cicada that is ECM capable, can be a great sniper, satellite, or BnZ mech. Wouldn't use it for escort, but it can be a great light chaser/hunter with an LBX10.
b-CDA-2B: similar to the 2A, one less energy hardpoint though, but now the ears have weapons on them which means you can shoot up and down now. Much like the JR7-K do not underestimate it because it has fewer weapons. That extra weight allows it to pack more heatsinks/armor/AMS.
c-CDA-3C: very versatile, excels as a satellite or assassin. Can possibly be used for suppression with AC2s, but running it as a bigger version of the LCT-1V or the SDR-5K can be a lot more fun and more rewarding.
d-CDA-3M: The only Cicada that is ECM capable, can be a great sniper, satellite, or BnZ mech. Wouldn't use it for escort, but it can be a great light chaser/hunter with an LBX10.
2-Blackjack: The chassis has no arms or ears, but rather all weapons are mounted on the shoulders, giving no horizontal but extreme vertical movement (in the lore they could rotate their weapons to fire behind them. The chassis also has a couple of jumpjet capable variants. They also make for great ballistic platforms.
The entire line (except for the 1-X in some occasions) excels as a fire support unit and as a suppression unit.
Spoiler
a-BJ-1:a good balance between energy and ballistic performance for it's weight. because of the shoulder set up it can mount any ballistic weapon in the game in the "arms" it is not unusual to see one these running around with an AC20 strapped to one of it's shoulders. mobile and JJ capable.
b-BJ-1DC: almost identical to the BJ-1 but with 2 more energy hardpoints, and no jumpjets. Works in a very similar fashion but can choose to drop the ballistics to use energy (can be a bad idea) or even switch to Machineguns to become a great mobile assassin.
c-BJ-1X: very underestimated and underrated because of the all energy loadout that will cause heat, and lack of Jumpjets. It does get a bigger engine instead so it is much faster. However, make no mistake this mech can be a beast of a brawler, I would recommend it more for Fire Support and Satellite purposes. As a brawler it has pinpoint accuracy with all 8 energy weapons (6MLs,2MPLs(in side torsos) is my favorite loadout)
d-BJ-3: all energy loadout like the 1X but fewer hardpoints(2 less) and a lesser engine size (equal to other BJs) but she gets Jumpjets, and of course extra weight to use in comparison to the 1X will work in the same roles as the 1X, and can be a good escort mech too.
a-BJ-1:a good balance between energy and ballistic performance for it's weight. because of the shoulder set up it can mount any ballistic weapon in the game in the "arms" it is not unusual to see one these running around with an AC20 strapped to one of it's shoulders. mobile and JJ capable.
b-BJ-1DC: almost identical to the BJ-1 but with 2 more energy hardpoints, and no jumpjets. Works in a very similar fashion but can choose to drop the ballistics to use energy (can be a bad idea) or even switch to Machineguns to become a great mobile assassin.
c-BJ-1X: very underestimated and underrated because of the all energy loadout that will cause heat, and lack of Jumpjets. It does get a bigger engine instead so it is much faster. However, make no mistake this mech can be a beast of a brawler, I would recommend it more for Fire Support and Satellite purposes. As a brawler it has pinpoint accuracy with all 8 energy weapons (6MLs,2MPLs(in side torsos) is my favorite loadout)
d-BJ-3: all energy loadout like the 1X but fewer hardpoints(2 less) and a lesser engine size (equal to other BJs) but she gets Jumpjets, and of course extra weight to use in comparison to the 1X will work in the same roles as the 1X, and can be a good escort mech too.
3-Centurion: This chassis is famous for being one of the toughest mechs out there, the only one where I can safely say "I'm in good condition" while it's at 49% health. It is famous also for the left "shield" arm (centurions mounted hatchets in there, but melee isn't coded into the game yet, so it's a shield arm for now), and also for it's zombie build. All the weaponry is on one side so great torso twisting is what you need to pilot this mech effectively. Brawling is possibly the best thing the centurion line excels in. Much like their namesake they get close and bloody with their enemies.
Spoiler
a-CN9-A: possibly the most famous of the zombies, good speed, good firepower, can hold a ballistic weapon in the right arm. Works well as a skirmisher and brawler. LBX10 or AC5 work really well with this variant. It can even be a light hunter with three SSRMs and LBX10.
b-CN9-AL: works like the CN9-A but uses energy in the arms, I've had some success with using LLs in the arm, and creating a 1, 2 punch system with the LLs and the MLs+SRMs in the torso, plus the LLs allow for poking from range. Again, good skirmisher, and a great brawler.
c-CN9-D: having 2 ballistic slots gives it more versatility than the 9A, strapping 2 AC2s on the arm with SRM4s and MLs can do wonders to your enemies' existence (AC 10 can be used with fewer weapons in there). Again, great skirmisher, and a great brawler. It can even double as a FSU/suppressor with the AC2 set up. Of note is also that it can mount an XL390, massive for it's size, but it means it can go to speeds of up to 139Kph, making it the fastest medium mech in the game, and almost on par with lights. Bear in mind that it will not carry much in terms of weaponry if you install an XL390 (has to be XL, the STD version is too heavy to put in the CN9-D)
a-CN9-A: possibly the most famous of the zombies, good speed, good firepower, can hold a ballistic weapon in the right arm. Works well as a skirmisher and brawler. LBX10 or AC5 work really well with this variant. It can even be a light hunter with three SSRMs and LBX10.
b-CN9-AL: works like the CN9-A but uses energy in the arms, I've had some success with using LLs in the arm, and creating a 1, 2 punch system with the LLs and the MLs+SRMs in the torso, plus the LLs allow for poking from range. Again, good skirmisher, and a great brawler.
c-CN9-D: having 2 ballistic slots gives it more versatility than the 9A, strapping 2 AC2s on the arm with SRM4s and MLs can do wonders to your enemies' existence (AC 10 can be used with fewer weapons in there). Again, great skirmisher, and a great brawler. It can even double as a FSU/suppressor with the AC2 set up. Of note is also that it can mount an XL390, massive for it's size, but it means it can go to speeds of up to 139Kph, making it the fastest medium mech in the game, and almost on par with lights. Bear in mind that it will not carry much in terms of weaponry if you install an XL390 (has to be XL, the STD version is too heavy to put in the CN9-D)
4-Hunchback: This chassis is famous for the big "hunch" on the right shoulder (except for the SP variant). Usually that's where most of their weaponry is located. It is also the first thing an enemy will target and attempt to destroy. Torso twisting is mandatory. All the variants are very versatile and can work with any composition the team has. The SP variant has been recommended by many people as one of the best mechs to start with as a beginner.
Note: Since people always go for the hunch and most pugs out there don't lock on that often, I have seen people leave the hunch empty and just bait the enemy into attacking it.
Spoiler
a-HBK-4G: more commonly seen with an AC20 in it's hunch, it is a force to be reckoned with. good mobility
and decent firepower with a spread out hardpoint setup. It's a great brawler and satellite. I wouldn't use it for escort duties that often as the firepower it can provide is better utilized in the other two roles.
It can make for a great killer with 3 MGs in the hunch 1ML in the head, and 2LLs in the arms, max engine(with internal DHS), 2 tons of MG ammo and an extra DHS if you get FF. (without FF you don't get the single external DHS)
b-HBK-4H: This one is another brawler, replaces the 3 Ballistics for 1 Ballistic and 2 more energy hardpoints, for more laser goodness. I would not recommend the Machine Gun build on this guy as it will do you no good. However, slapping one big Ballistic weapon, plus a boat load (almost literally) of lasers can offer great firepower that can sustain itself ill the wee hours of the match. Due to the lack of extra ballistic hardpoints it can use the extra space and weight for more heatsinks, or a REALLY big gun. At max engine rating with all lasers blasting this thing is a terror to behold. Works as a good brawler and light huner.
c-HBK-4J: this baby has the second most energy hardpoints (second to the 4P of course.) and 2 missile hardpoints, which allows for a great one, two, punch against most mech. The lasers are have three in the hunch where the missiles at, so when firing in salvos you can rest assured, your SRMs will strike exactly where your laser had landed. Don't use LRM 10s in it, as it is a waste of potential. Use it instead as an escort, satellite, and second string brawler.
d-HBK-4P: possibly the most famous for having 9 energy points. That means this thing can boat MLs better than some assaults do. There are mechs literally twice it's weight that can't do that. Running it with SPLs has some great potential for managing heat issues. With the bulk of firepower being torso mounted (6 in hunch, and 1 in head) that means you won't have as much range for hitting targets with your torso ones. However, unless you're staring a huge cliff in the face and trying to aim high, you should be fine.
Works as a good BnZ and assassin mech, also a decent brawler.
e-HBK-4SP: The most versatile of the bunch, and the least hunchie of them all. The 4SP is an avatar of balance in it's shape and hitpoint assignments. The lack of a hunch, plus the overall welcoming hardpoint set up have consipered to make the 4SP a very great threat. It is best utilized a s an assassin and flanker. It's brawling potential is quite heavy as well.
a-HBK-4G: more commonly seen with an AC20 in it's hunch, it is a force to be reckoned with. good mobility
and decent firepower with a spread out hardpoint setup. It's a great brawler and satellite. I wouldn't use it for escort duties that often as the firepower it can provide is better utilized in the other two roles.
It can make for a great killer with 3 MGs in the hunch 1ML in the head, and 2LLs in the arms, max engine(with internal DHS), 2 tons of MG ammo and an extra DHS if you get FF. (without FF you don't get the single external DHS)
b-HBK-4H: This one is another brawler, replaces the 3 Ballistics for 1 Ballistic and 2 more energy hardpoints, for more laser goodness. I would not recommend the Machine Gun build on this guy as it will do you no good. However, slapping one big Ballistic weapon, plus a boat load (almost literally) of lasers can offer great firepower that can sustain itself ill the wee hours of the match. Due to the lack of extra ballistic hardpoints it can use the extra space and weight for more heatsinks, or a REALLY big gun. At max engine rating with all lasers blasting this thing is a terror to behold. Works as a good brawler and light huner.
c-HBK-4J: this baby has the second most energy hardpoints (second to the 4P of course.) and 2 missile hardpoints, which allows for a great one, two, punch against most mech. The lasers are have three in the hunch where the missiles at, so when firing in salvos you can rest assured, your SRMs will strike exactly where your laser had landed. Don't use LRM 10s in it, as it is a waste of potential. Use it instead as an escort, satellite, and second string brawler.
d-HBK-4P: possibly the most famous for having 9 energy points. That means this thing can boat MLs better than some assaults do. There are mechs literally twice it's weight that can't do that. Running it with SPLs has some great potential for managing heat issues. With the bulk of firepower being torso mounted (6 in hunch, and 1 in head) that means you won't have as much range for hitting targets with your torso ones. However, unless you're staring a huge cliff in the face and trying to aim high, you should be fine.
Works as a good BnZ and assassin mech, also a decent brawler.
e-HBK-4SP: The most versatile of the bunch, and the least hunchie of them all. The 4SP is an avatar of balance in it's shape and hitpoint assignments. The lack of a hunch, plus the overall welcoming hardpoint set up have consipered to make the 4SP a very great threat. It is best utilized a s an assassin and flanker. It's brawling potential is quite heavy as well.
5-Trebuchet: A great mech that has well rounded performance and good potential for multi roles. It is lovingly called "Trenchbucket". One thing to note is that it's torso has great twist speed, and with proper twisting and use of it's bulky arms it can be a very good brawler. I've seen it being used effectively as a jump sniper. However I prefer it more as a second line mech and a skirmisher.
Spoiler
a-TBT-3C: Great skirmisher and works really well at providing support using LRM15s. On the other hand you can load it with streaks and use it as a light hunter. Much like most TBTs, it works great as a second line unit. It is also a good satellite. Has great speed (on account of having a bigger engine size than other TBTs) to also work with light mech lances. for forward recon and protection. Does no have jumpjets, but the CT mounted energy weapon can be very useful if going for a zombie build.
b-TBT-5J: I would like to believe the "5J" stands for 5 jumpjets, as this thing has 5 jumpjets. It is extremely mobile as far as medium mechs go. Get wild and crazy with it. The 5 energy points in the arms means that it can be used as a sniper mech, it also has the JJs to make that happen properly. Works really well as a skirmisher as well, and if LRMs are equipped they should be used as a secondary weapon to provide assistance and collect some precious C-Bills and XP from Assists. Otherwise slap SRMs in there for best brawling potential.
c-TBT-5N: Almost identical to the 3C, except one of the energy hardpoints was moved to the arm from the CT. I would not recommend it for front line combat as the weapons are all in the arms (except for one missile slot in a side torso. In brawls torso twisting spreads damage to the arms and other parts, which in this case is counter-productive. Use it as a skirmisher, FSU, and suppression unit.
d-TBT-7K: 2 Ballistic hardpoints really change how this mech handles in comparison to the other TBTs with it being in the torso it adds the potential for brawling, or a BnZ mech with rapid fire (if using AC2 or a UAC5) Also, a close in assassin with an AC20. However, it's best role due to hardpoint layout is definitely as a Suppression and FSU mech. Using long range weaponry on this mech is advisable as the only arm weapons are missiles, (Streaks, or SRM2s, are recommended since it has only 2 ports)for close range defense and last resort offense.
e-TBT-7M: The weird brother of the TBT family. It has Jumpjets, but it also has a missile hardpoint in the left torso that has only 1 tube. Meaning it will fire one missile at a time, that's where the NARC is located in the stock version. I honestly recommend not using that slot for anything bigger than an SRM4. The NARC is actually not a bad choice for something to put there. As long as you have the skills to use it properly, and the team that can benefit from it. However, arm mounted energy weapons are great for aiming freely. This is another mech that can excel as a F.S.U or Suppression unit, with 2 LRM15s and Large Lasers, or other energy based long range weaponry,it can provide decent firepower and support to anything within 800 meters of it. That is it's sphere of influence. Abuse it and the mobility it has.
a-TBT-3C: Great skirmisher and works really well at providing support using LRM15s. On the other hand you can load it with streaks and use it as a light hunter. Much like most TBTs, it works great as a second line unit. It is also a good satellite. Has great speed (on account of having a bigger engine size than other TBTs) to also work with light mech lances. for forward recon and protection. Does no have jumpjets, but the CT mounted energy weapon can be very useful if going for a zombie build.
b-TBT-5J: I would like to believe the "5J" stands for 5 jumpjets, as this thing has 5 jumpjets. It is extremely mobile as far as medium mechs go. Get wild and crazy with it. The 5 energy points in the arms means that it can be used as a sniper mech, it also has the JJs to make that happen properly. Works really well as a skirmisher as well, and if LRMs are equipped they should be used as a secondary weapon to provide assistance and collect some precious C-Bills and XP from Assists. Otherwise slap SRMs in there for best brawling potential.
c-TBT-5N: Almost identical to the 3C, except one of the energy hardpoints was moved to the arm from the CT. I would not recommend it for front line combat as the weapons are all in the arms (except for one missile slot in a side torso. In brawls torso twisting spreads damage to the arms and other parts, which in this case is counter-productive. Use it as a skirmisher, FSU, and suppression unit.
d-TBT-7K: 2 Ballistic hardpoints really change how this mech handles in comparison to the other TBTs with it being in the torso it adds the potential for brawling, or a BnZ mech with rapid fire (if using AC2 or a UAC5) Also, a close in assassin with an AC20. However, it's best role due to hardpoint layout is definitely as a Suppression and FSU mech. Using long range weaponry on this mech is advisable as the only arm weapons are missiles, (Streaks, or SRM2s, are recommended since it has only 2 ports)for close range defense and last resort offense.
e-TBT-7M: The weird brother of the TBT family. It has Jumpjets, but it also has a missile hardpoint in the left torso that has only 1 tube. Meaning it will fire one missile at a time, that's where the NARC is located in the stock version. I honestly recommend not using that slot for anything bigger than an SRM4. The NARC is actually not a bad choice for something to put there. As long as you have the skills to use it properly, and the team that can benefit from it. However, arm mounted energy weapons are great for aiming freely. This is another mech that can excel as a F.S.U or Suppression unit, with 2 LRM15s and Large Lasers, or other energy based long range weaponry,it can provide decent firepower and support to anything within 800 meters of it. That is it's sphere of influence. Abuse it and the mobility it has.
6-Griffin: A very nimble medium with a compact size and decent firepower. The layouts and hardpoint allocations allow it to work in interesting ways. They work very well as mobile LRM platforms, and even as brawlers because they can mount a decent number of missile and energy slots. Their left arm is universally empty, allowing it to be used as a shield much like the Centurion's left arm. They have jumpjets to help them navigate terrain quickly, and they also possess the most torso twist in the game. (130 degrees, the closes is Cicadas at 125) Allowing them to look almost directly behind them while running away from threats.
Spoiler
a-GRF-1N: 3 Missile hardpoints, and 3 energy hardpoints. All in the right arm and right torso. Sadly that means everyone will ALWAYS try and go for the right side of your mech. However if you torso twist and spread the damage, you can mitigate that and absorb marvelous amounts of damage without losing any firepower. This variant is a very good large tube LRM platform, the missiles have a total of 40 tubes in the torso (1x20 tube pod and 2x10 tube pods) allowing for good saturation fire. It is very good as a skirmisher, harasser, brawler(with SRMs), and escort (with SSRMs) the 7 jumpjets and the 360 max engine mean it has great mobility.
b-GRF-1S: this variant is more geared towards direct fire combat, it has two missile hardpoints that can launch 3 missiles per salvo( 1x20+1x10), but it has 4 energy weapons along with all the mobility goodness that comes from the griffin chassis. Much better as a second line mech and harasser. Can work decently well as a mobile sniper.
c-GRF-3M: The most expensive of the Griffin variants (almost double the cost), however, it comes with an XL275 instead of the stock STD275. This one drops all pretense of subtlety and prefer to bludgeon its enemies with a hammer, made of missiles. It can fire a staggering 50 missile salvo from it's right side torso bays (1x20+3x10) {you can downgrade the LRM20 for a 15 plus 3x LRM10s to keep the XL there} and has 2 energy weapons for backup. Recommended for F.S.U. and suppression duties as the shower of missiles this mech can dish out is not to be under-estimated (for comparison the CPLT-A1 can throw 60 LRMs per salvo, and that's a heavy with a 10 ton advantage). It can be used as a skirmisher/harasser, however a more dedicated approach to being indirect fire support is a more efficient way to utilize them.
b-GRF-1S: this variant is more geared towards direct fire combat, it has two missile hardpoints that can launch 3 missiles per salvo( 1x20+1x10), but it has 4 energy weapons along with all the mobility goodness that comes from the griffin chassis. Much better as a second line mech and harasser. Can work decently well as a mobile sniper.
c-GRF-3M: The most expensive of the Griffin variants (almost double the cost), however, it comes with an XL275 instead of the stock STD275. This one drops all pretense of subtlety and prefer to bludgeon its enemies with a hammer, made of missiles. It can fire a staggering 50 missile salvo from it's right side torso bays (1x20+3x10) {you can downgrade the LRM20 for a 15 plus 3x LRM10s to keep the XL there} and has 2 energy weapons for backup. Recommended for F.S.U. and suppression duties as the shower of missiles this mech can dish out is not to be under-estimated (for comparison the CPLT-A1 can throw 60 LRMs per salvo, and that's a heavy with a 10 ton advantage). It can be used as a skirmisher/harasser, however a more dedicated approach to being indirect fire support is a more efficient way to utilize them.
Remember that all Griffins have a shield arm.
7-Kintaro: This medium mech handles and plays more like a light mech, the commando to be specific. It even looks like the commando's much older brother. It also shares the same focus on energy/missile load outs. The Kintaros are famous light hunters because they can mount a big engine and lots of streaks.
Or in the other direction, a smaller engine and LOADS of LRMs that can make even the Griffin and Trebuchet blush. Sadly, it does not have the Jumpjets that the griffin or Trebuchet do. However, that means more space for ammo, heatsinks, AMS, or bigger engine.
Spoiler
a-KTO-18: 5 missiles points, and 2 energy. This mech follows the same approach as the GRF-3M. Having this mech run around with 5 LRM 10s, or a mix of 10s and 15s is a terrifying sight to behold. They can and WILL drown you in missiles just like the GRF-3M does. It is recommended for FSU and suppression duties as well. When mounted with Streaks it is a scary light hunter, as it can keep up with most of them long enough to cripple and then kill them. It can go at speeds exceeding 110Kph, while carrying a scary amount of streaks. In light hunter configuration it is recommended as an escort. If equipped with SRMs, it can fare quite well as a brawler, and a satellite. The Kintaro is also a decent flanker.
b-KTO-19: The middle child of the Kintaro line. It carries 3 energy weapons, and 4 missile weapons. Suitable more for the front line than the 18, it can fare rather well as a brawler with MPLs and SRMs. the fact that it can still mount a scary amount of LRMs means that it is also viable for F.S.U. and suppression duties, the extra energy hardpoint allows it to carry decent firepower even after unloading all of it's missiles.
c-KTO-20: The 20 is the only Kintaro with more energy weapons than missiles. However it still has a respectable 3 missile hardpoints. All 3 of which can fire 20 missiles per salvo each. As such, it still retains potential as a mobile LRM platform, however, the 4 energy hardpoints allow it to have better presence on the frontline compared to the other two variants. Everything that applies to the other Kintaros applies here. With emphasis on the energy potential of this mech. In long and extended engagements it will contribute rather well as the 4 laser points mean it can deliver a scary punch throughout the entire battle.
b-KTO-19: The middle child of the Kintaro line. It carries 3 energy weapons, and 4 missile weapons. Suitable more for the front line than the 18, it can fare rather well as a brawler with MPLs and SRMs. the fact that it can still mount a scary amount of LRMs means that it is also viable for F.S.U. and suppression duties, the extra energy hardpoint allows it to carry decent firepower even after unloading all of it's missiles.
c-KTO-20: The 20 is the only Kintaro with more energy weapons than missiles. However it still has a respectable 3 missile hardpoints. All 3 of which can fire 20 missiles per salvo each. As such, it still retains potential as a mobile LRM platform, however, the 4 energy hardpoints allow it to have better presence on the frontline compared to the other two variants. Everything that applies to the other Kintaros applies here. With emphasis on the energy potential of this mech. In long and extended engagements it will contribute rather well as the 4 laser points mean it can deliver a scary punch throughout the entire battle.
8-Shadowhak: The taller brother of the Hunchback. The shadowhawk has it's own hunch as well, this time on the left side torso instead of the right side torso, the hunch is notably smaller than that of the Hunchback, in widhth, however it makes up for it in height as it can reach as high as the cockpit if not higher. This mech is Jump jet capable and is also quite the ballistic platform, finding it's specialization to be mostly in fire support, sniper, and suppression roles. It is also quite viable as a light hunter, however, limited torso twisting range and speed, mean that it suffers as a brawler, as such, it should be better used at long range engagements where it can bring it's mighty arsenal to bare. The left arm in two of the variants is empty and is used as a shield arm.
Spoiler
a-SHD-2D2: The more missile oriented one of the bunch. The 2H is a very decent Light hunter due to it's ability to mount plenty of streaks along with possibly a big Autocannon, such as an AC10, or LB-10X AC. Both give it great damage potential that happens to be a major threat to lights. That configuration makes it very suitable for escort and satellite duty.
On the other hand, it can also be a decent LRM platform that can fire 30 missiles per salvo (2x10+2x5) suitable for harassment and maybe suppression, but not for a proper F.S.U. as such skirmisher duty is more acceptable for it with LRMs. It is also the only SHD variant, so far, with a weapon in the left arm.
b-SHD-2H: 3 ballistic, 3 missile, and 1 energy. This variant is made for hurting people from long range. A common set up on it is 3 AC2s with a fallback energy weapon. Which is very powerful for suppression fire and F.S.U actions. It is the first of the shadowhawk line to feel the curse of the hunch, as losing the hunch means losing a significant amount of firepower. It is also used as a light hunter with 3 Streaks, 3MGs, and 1 ML/MPL. Which allows it to also be quite the late game threat with it's high crit damage potential due to having the Machine guns focus firing. Works really well for F.S.U. and suppression with Multiple ACs and/or few LRMs. Also works very well as a light hunter/late game crit seeker with MGs, and Streaks.
c-SHD-5M: The more sensible of the three and capable of filling any gap. It does suffer from the "jack-of-all-trades-master-of-none" Syndrome. It can do almost anything well, but not as good as other mechs dedicated to it. Don't let that discourage you, the 5M is one of the most versatile mechs on the field and will always have a place on any team in any composition, not just at the start, but throughout the battle.
SPECIAL NOTE: every variant of the shadowhawk is also capable of being a great sniper with a Gauss+ERPPC combo. As such in that configuration which all three are capable of using identically, they are also great snipers.
On the other hand, it can also be a decent LRM platform that can fire 30 missiles per salvo (2x10+2x5) suitable for harassment and maybe suppression, but not for a proper F.S.U. as such skirmisher duty is more acceptable for it with LRMs. It is also the only SHD variant, so far, with a weapon in the left arm.
b-SHD-2H: 3 ballistic, 3 missile, and 1 energy. This variant is made for hurting people from long range. A common set up on it is 3 AC2s with a fallback energy weapon. Which is very powerful for suppression fire and F.S.U actions. It is the first of the shadowhawk line to feel the curse of the hunch, as losing the hunch means losing a significant amount of firepower. It is also used as a light hunter with 3 Streaks, 3MGs, and 1 ML/MPL. Which allows it to also be quite the late game threat with it's high crit damage potential due to having the Machine guns focus firing. Works really well for F.S.U. and suppression with Multiple ACs and/or few LRMs. Also works very well as a light hunter/late game crit seeker with MGs, and Streaks.
c-SHD-5M: The more sensible of the three and capable of filling any gap. It does suffer from the "jack-of-all-trades-master-of-none" Syndrome. It can do almost anything well, but not as good as other mechs dedicated to it. Don't let that discourage you, the 5M is one of the most versatile mechs on the field and will always have a place on any team in any composition, not just at the start, but throughout the battle.
SPECIAL NOTE: every variant of the shadowhawk is also capable of being a great sniper with a Gauss+ERPPC combo. As such in that configuration which all three are capable of using identically, they are also great snipers.
9-Wolverine: Much like a few other mediums, the left arm on this mech is completely empty. Meaning you have a shield arm. As such torso twisting is mandatory. The wolverine is a mech that follows the same steps as the Griffin with almost as much torso twist (125), and just as much speed, and mobility (only one wolverine variant doesn't have JJs)
Spoiler
WVR-6K: the more energy oriented of the three with 5 energy points and 1 (10 tube) missile point. It is also the only variant without Jump jets, however it compensates by having a bigger max engine than the others. The main focus is the right arm mounted weaponry, which means that the arms on this mech are not both discard-able, and the left can be used as shield without sacrificing firepower. The LRMs are best used for harassment than for actual damage because of the smaller payload. However, with it's speed and mobility the Wolverine is as nasty as the animal it was named for. It's better suited for brawls as a second string brawler, since it's guaranteed to survive for a while and do enough damage to finish off what the first string crippled. It is also a great satellite mech with a decent punch.
b-WVR-6R: this variant follows a 1, 2, 3 punch system, with 1 energy, 2 Ballistic, and 3 Missile hardpoints. It also uses Jumpjets, allowing for great mobility, the set up allows it to be a great light hunter with lasers, machine guns, and streaks. Or a skirmisher at long range with LRMs for support and suppression, as it can fire off 30 in one salvo (3x10). Best used as a support unit for another LRM boat, firing at the same target as them, flooding the AMS with more missiles than it can handle and helping destroy mechs faster that way.
c-WVR-7K: missiles and energy only. Can fire 30 missiles in one salvo as well. Useful for suppression and over-saturating enemy AMS. The 3 energy hardpoints should be used for carrying bigger than average laser weaponry. used with good effect as a second string mech, and a harasser/skirmisher.
b-WVR-6R: this variant follows a 1, 2, 3 punch system, with 1 energy, 2 Ballistic, and 3 Missile hardpoints. It also uses Jumpjets, allowing for great mobility, the set up allows it to be a great light hunter with lasers, machine guns, and streaks. Or a skirmisher at long range with LRMs for support and suppression, as it can fire off 30 in one salvo (3x10). Best used as a support unit for another LRM boat, firing at the same target as them, flooding the AMS with more missiles than it can handle and helping destroy mechs faster that way.
c-WVR-7K: missiles and energy only. Can fire 30 missiles in one salvo as well. Useful for suppression and over-saturating enemy AMS. The 3 energy hardpoints should be used for carrying bigger than average laser weaponry. used with good effect as a second string mech, and a harasser/skirmisher.
Heavy Mechs 60 to 75 tons
Edited by IraqiWalker, 30 March 2014 - 10:57 AM.