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'mechs, Weight Classes And You: A Guide To Your Role On The Battle Field.


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#21 zudukai

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Posted 14 May 2014 - 05:09 PM

View PostReXspec, on 14 May 2014 - 03:12 PM, said:

Not to sound snide, but that is... incorrect.

To quote Technical Readout: 3058 Upgrade, pp. 172-173, "Hunchback IIC Profile:"

"The Hunchback IIC is a Clan-tech refit of the venerable Hunchback. Its meager six tons of armor, coupled with paltry ammunition and lack of long-range weapons, led Inner Sphere observers to conclude that this 'Mech was a last-ditch effort for failed warriors to die with glory. In truth, the assignment of a Hunchback IIC was essentially a death sentence. Warriors given this machine were not expected to survive their next battle. However, despite the attrition rates expected for pilots of this BattleMech, the number of Hunchback IICs within all Clans has remained more or less constant, a surprisingly high 3% of the entire touman of each Clan."

Sure, it was armed with some intimidating weapons, but it was essentially two (or four) guns on legs. It moved VERY slowly, had paper-thin armor, and had barely enough ammunition or enough heatsinks to fire two volleys of it's main weapons before it ran out of ammunition or overheated.

This is one of the few instances, in fact, where the Inner Sphere variant of a 'mech is actually an overall better then it's clan counterpart.

ok sure, in TT, on paper, she would not slug, but current simulations of the hunchback would fare just as well against assaults as the IIC would, minus jumpjets and lighter weapons, and that is long enough to drop that firepower into a few assaultmechs rear CT, and win the planet.

let us disagree then.

#22 ReXspec

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Posted 14 May 2014 - 05:21 PM

View Postzudukai, on 14 May 2014 - 05:09 PM, said:

ok sure, in TT, on paper, she would not slug, but current simulations of the hunchback would fare just as well against assaults as the IIC would, minus jumpjets and lighter weapons, and that is long enough to drop that firepower into a few assaultmechs rear CT, and win the planet.

let us disagree then.


Even in games such as MW4 the Hunchback IIC was little more then a glass short-sword: You use it once to stab someone in a vulnerable place then the thing broke.

I really can't imagine the Hunchback IIC fairing very well in MWO either unless you swapped at least one of it's heavy weapons for a bigger engine and more armor--which is basically what the I.S.' version of the Hunchback does except for the fact that it is missing jumpjets.

Edited by ReXspec, 14 May 2014 - 05:21 PM.


#23 Alaskan Nobody

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Posted 14 May 2014 - 05:38 PM

View PostReXspec, on 14 May 2014 - 05:21 PM, said:

I really can't imagine the Hunchback IIC fairing very well in MWO either unless you swapped at least one of it's heavy weapons for a bigger engine and more armor--which is basically what the I.S.' version of the Hunchback does except for the fact that it is missing jumpjets.

I think it has some potential on some maps such as River City, where ambushes can be devastating
But yeah, on the whole - it is not designed to survive.

#24 ReXspec

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Posted 23 May 2014 - 09:28 AM

BUMP

#25 LordKnightFandragon

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Posted 25 May 2014 - 07:19 AM

Victors are jump snipers?

Well, I turned mine into a ground pounder.....I maxed armor, slapped on a AC10 and ERPPC with Stk SRM2s....idk if it will be worth a crap in the long run.....but meh...im bad at Jump sniping, soooo

Edited by LordKnightFandragon, 25 May 2014 - 07:21 AM.


#26 ReXspec

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Posted 25 May 2014 - 11:58 AM

View PostLordKnightFandragon, on 25 May 2014 - 07:19 AM, said:

Victors are jump snipers?

Well, I turned mine into a ground pounder.....I maxed armor, slapped on a AC10 and ERPPC with Stk SRM2s....idk if it will be worth a crap in the long run.....but meh...im bad at Jump sniping, soooo


Yes. As of right now, Victors and Highlander's make very effective jump snipers. 2x PPC 2x AC5 on the chassis are what are commonly known as the so-called "meta."

Edited by ReXspec, 25 May 2014 - 11:59 AM.


#27 Ursh

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Posted 25 May 2014 - 01:18 PM

Spider 5D, not 5K
Cicada 3M, not 2A

#28 Hammer Hand

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Posted 25 May 2014 - 02:17 PM

Great post! Thanks!

#29 ReXspec

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Posted 28 May 2014 - 09:44 PM

View PostUrsh, on 25 May 2014 - 01:18 PM, said:

Spider 5D, not 5K
Cicada 3M, not 2A


No idea what you're talking about. The proto-variant designations (which are the ones that are used in this guide) were pulled off of the original battletech manuals. So no. The variant designations will not change unless they do not match up with the tech manual's information.

View PostHammer Hand, on 25 May 2014 - 02:17 PM, said:

Great post! Thanks!

No problem! :D

Edited by ReXspec, 28 May 2014 - 09:45 PM.


#30 Cellinor

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Posted 30 May 2014 - 11:51 AM

Not sure if this it the right place for this post but I would like to add the following:

I am a pugger. I actually enjoy it. However I have found a some things I think should be considered by the Mech community. Let me just say I just started playing this game recently so take what I say with a grain of salt.

Lights - I found a good group often decides matches. 2 roles work well; wolf packs and Light Mech defense. I really like wolf packs that go out & decimate stragglers or solo artists. IMO a Light fails when it decides to play sniper; yeah you are the last one to die but die you will because the other team took out your Assaults and Heavies.

Mediums - I love these guys. Great versatility. But in the absence of Lights someone has to kill the other team's Lights & mediums are often the best at doing this. My problem/mistake, & one I see other Mediums make, "don't start the battles!" Harass if you need something to do but don't try to go toe to toe with an enemy lance just because you got there 1st. More so wit Mediums than when I am piloting a Light, I feel like a Jack Russell running around the feet of an owner (assault) trying to get them to go faster.

Heavies/Assaults - LRM boat cool...np. Sniper...awesome. But hey! The Lights and Mediums need someone to close with the other team. Just say'n.

#31 ReXspec

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Posted 30 May 2014 - 12:26 PM

View PostCellinor, on 30 May 2014 - 11:51 AM, said:

Not sure if this it the right place for this post but I would like to add the following:

I am a pugger. I actually enjoy it. However I have found a some things I think should be considered by the Mech community. Let me just say I just started playing this game recently so take what I say with a grain of salt.

Lights - I found a good group often decides matches. 2 roles work well; wolf packs and Light Mech defense. I really like wolf packs that go out & decimate stragglers or solo artists. IMO a Light fails when it decides to play sniper; yeah you are the last one to die but die you will because the other team took out your Assaults and Heavies.

Mediums - I love these guys. Great versatility. But in the absence of Lights someone has to kill the other team's Lights & mediums are often the best at doing this. My problem/mistake, & one I see other Mediums make, "don't start the battles!" Harass if you need something to do but don't try to go toe to toe with an enemy lance just because you got there 1st. More so wit Mediums than when I am piloting a Light, I feel like a Jack Russell running around the feet of an owner (assault) trying to get them to go faster.

Heavies/Assaults - LRM boat cool...np. Sniper...awesome. But hey! The Lights and Mediums need someone to close with the other team. Just say'n.


'Mechs can be fitted to a variety of roles based on variant and weight. However, there are 'mechs that were designed to a specific purpose. Not to mention their mechanical capabilities (such has weight or hardpoints) may simply bar them from roles that are simply beyond their physical capabilities. Just don't fall into the trap of thinking that certain weight-classes or variants are barred to a specific role or configuration.

The goal of this thread isn't to make people think that certain 'mechs are confined to specific role. No. The goal of this thread to give new players a reference point to start from in regards to choosing specific 'mechs, and then choose a 'mech that plays to their play-style's strengths, and then go from there.

For the most part, your analysis of weight-classes are correct, BUT (not to sound presumptuous, or anything) it is clear you have not seen all that the weight-classes or variants have to offer as far as roles go (heck, I haven't either, but I have played Battletech for most of my life and have played MWO since beta. I'd like to think experience backs up my claims in addition to canon sources). Just remain flexible and open minded; try to realize there may be builds you have not seen and that they may be WAYYY more effective at a specific role then you originally thought. ;)

Edited by ReXspec, 30 May 2014 - 12:28 PM.


#32 Colby Boucher

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Posted 30 May 2014 - 01:36 PM

Something like this should actually be included with each mech in-game. It would save SO much grief for new players!

#33 ReXspec

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Posted 30 May 2014 - 01:58 PM

View PostColby Boucher, on 30 May 2014 - 01:36 PM, said:

Something like this should actually be included with each mech in-game. It would save SO much grief for new players!

Thank you! And I agree, but it seems references like this will have to stay in the forums for the time being. :<

Edited by ReXspec, 30 May 2014 - 01:58 PM.


#34 ReXspec

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Posted 16 June 2014 - 05:33 PM

-UPDATE!-

HUGE update to this thread is incoming! I'll add Clan 'mechs as soon as possible, but just know it is going to take a while. The Dire Wolf, Warhawk, Summoner, and Timber Wolf have been tested extensively, but the Storm Crow, Adder, Nova, and Kit Fox still need to be tested just for consistency's sake.

I've played ALL of those Clan 'mechs extensively on TT and in various other mechwarrior iterations, and, for the most part, these 'mechs behave in the a similar manner that the clan 'mech in M.W.O. do, however, with the inclusion of Omni-hardpoints, exploration of a 'mechs full capabilities is now a little bit... tedious and will take extensive research. Therefore, what will probably end up happening is I'll simply default to a 'mechs full hardware and firepower capabilities and explain potential roles based on omni-hardpoint combinations.

Considering that upgrades and internal parts are rather static, that should make the task somewhat easier.

Sorry it took so long to update. X_x See you on the battlefield, pilots!

Edited by ReXspec, 16 June 2014 - 05:36 PM.






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