Edited by John McFianna, 04 March 2014 - 11:06 AM.


Medium Mechs - What To Expect?
Started by Mott, Jan 23 2014 09:55 AM
70 replies to this topic
#61
Posted 04 March 2014 - 10:57 AM
A lot of Mediums make superb mobile LRM support mechs. Put in 2 LRM15A in, 3-4 Mlasers, enough ammo. Works fine for Kintaros, Griffins, Hell everything with 2 decent-tubed ,missile slots. stay around 250Mm behind your front and let fly, spice with a Mlaser salvo where needed.
#62
Posted 04 March 2014 - 11:00 AM
I'm leaning a little more towards the WVR... it seems slightly stockier than the others and as mobile. I don't like the hawk's blindspots nor the number of them on the battlefield.
I guess with the vertical maneuverability none of those options have handling similar to the Hunchies, correct?
I guess with the vertical maneuverability none of those options have handling similar to the Hunchies, correct?
#63
Posted 04 March 2014 - 11:05 AM
The issue is that all 55 ton mechs are roughly equally maneuverable. Mentioned already is that the Wolverine seems to get the most vertical range of look, and the Griffins get the most horizontal range.
The Kintaros equal Griffins in horizontal range; but in a different way. Instead of torso range they get the same range through the use of their arms. (Or was it vice-versa?) Either way both Kintaros and Griffins get the same horizontal range through one facet or another.
Griffins are very right torso invested; most of their weapons are on the right and once that's gone, you're out.
So long as you keep the engine rating 15 points above what you would run in your Hunchback, they should have the same turning and accelerating speeds or pretty close to it once mastered. So if you use a 250, gotta have a 265 to get the same result. 275? 290 to get the same result. But honestly most of them go quite a bit faster.
The faster you go, the slower you turn though. Cutting speed back before you make a sharp turn makes a big difference.
The Kintaros equal Griffins in horizontal range; but in a different way. Instead of torso range they get the same range through the use of their arms. (Or was it vice-versa?) Either way both Kintaros and Griffins get the same horizontal range through one facet or another.
Griffins are very right torso invested; most of their weapons are on the right and once that's gone, you're out.
Mott, on 04 March 2014 - 11:00 AM, said:
I guess with the vertical maneuverability none of those options have handling similar to the Hunchies, correct?
So long as you keep the engine rating 15 points above what you would run in your Hunchback, they should have the same turning and accelerating speeds or pretty close to it once mastered. So if you use a 250, gotta have a 265 to get the same result. 275? 290 to get the same result. But honestly most of them go quite a bit faster.
The faster you go, the slower you turn though. Cutting speed back before you make a sharp turn makes a big difference.
#64
Posted 04 March 2014 - 11:11 AM
Since you're looking at the Wolverine..
#65
Posted 04 March 2014 - 11:18 AM
Adam pope, on 23 January 2014 - 11:27 AM, said:
I honestly think mediums are plenty well covered with armor weapons and speed,and it just a mere matter of playing smart and not getting in the sights of half the enemy team,even an atlas would melt under that pressure
Good points there I think. You summed it up well but the thing is it takes more effort in a medium to achieve the same you would in a heavy.
Say for example a medium pilot to get 500 damage has to put in an effort of 8 out of 10. a heavy pilot would need 6 out of 10 and an assault would, need say 5 out of 10. right now as it stands you only play them IF you just like that chassis. If you want to be competitive (ugh hate that term) go heavy or assault. It's just easier and less stress intensive:)
#66
Posted 04 March 2014 - 04:28 PM
I honestly would not recommend a Shadowhawk for brawling. The mech has the turn speed of a tractor with 8 trailers hitched to it's back. I personally believe that their roles as second line mechs, skirmishers, and fire support units are where they excel. I wouldn't want them in the thick of the fight half the time.
Don't get me wrong. I'm not saying it can't work, just that my preference is towards using them in range of 300+ meters.
Don't get me wrong. I'm not saying it can't work, just that my preference is towards using them in range of 300+ meters.
#67
Posted 08 March 2014 - 06:38 AM
Koniving, on 04 March 2014 - 11:11 AM, said:
Since you came across 13:21 of awesome!
Kon, you are a legend:)
If there is a man who can make a "I've just snorted 4kg of powdered wenslydale cheese and washed it down with a benilyn and beetroot juice chaser build" it's you sir:) +1
Edited by kamiko kross, 08 March 2014 - 06:40 AM.
#68
Posted 08 March 2014 - 08:15 AM
kamiko kross, on 08 March 2014 - 06:38 AM, said:
Kon, you are a legend:)
If there is a man who can make a "I've just snorted 4kg of powdered wenslydale cheese and washed it down with a benilyn and beetroot juice chaser build" it's you sir:) +1
If there is a man who can make a "I've just snorted 4kg of powdered wenslydale cheese and washed it down with a benilyn and beetroot juice chaser build" it's you sir:) +1
Why thank you. Though I think I might also be thankful I have no idea what those are.
#71
Posted 10 March 2014 - 09:45 AM
Mott, on 04 March 2014 - 11:00 AM, said:
I'm leaning a little more towards the WVR... it seems slightly stockier than the others and as mobile. I don't like the hawk's blindspots nor the number of them on the battlefield.
I guess with the vertical maneuverability none of those options have handling similar to the Hunchies, correct?
I guess with the vertical maneuverability none of those options have handling similar to the Hunchies, correct?
The 6R is pretty much my favorite mech in the game right now. The reason why is because it's versatile. I run with an AC2+AC5 gun-arm, 3 streaks and the face laser, and with that loadout, I can fight through just about any scenario I run across (which is good considering I've taken to pugging almost exclusively of late). If a fight stays at long range? You have the dakka (3 tons per gun is highly recommended). If it turns into a skirmish? You can fire from insane angles (Wolvy has the best torso pitch of the 55 tonners), and that's a nice advantage to have in a skirmish. You can use your jets to elevate over targets and obstacles easily. You can fight on hills and ridges with no issues... It's just a very fun and solid mech in every regard. It even has enough torso twist and arm traverse that you can literally fire behind yourself

The 7K is also pretty awesome for many of the same reasons. In my case, I just focus on using the extra tonnage from not having ballistics on a bigger engine. Streaks + LL/2MLs @~114 kph = good times

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