

1St Mech Advice
#1
Posted 06 March 2014 - 05:02 PM
I really need some advice. I am looking to build my 1st mech, but I am on a budget. I currently have 13,100,840 Cbills. I like a variety of play styles, but I am not a very good sniper (like it ok just not good).
Here are some builds (in no particular order) I made on Smurfy
JM6-DD
DHS
Endo
XL260
LB10X x 2
MG x 4
2ML
DHS - added 2
2T MG Ammo
4T LB10X Ammo
BLR-1S
DHS
Endo
STD340
2 LRM 15
3 ML
1 LL
DHS - added 3
4T LRM Ammo
SHD-5M
DHS
Endo
XL275
1 LRM 10
1 LRM 5
1 UAC 5
2 ML
3 JJ
2T LRM Ammo
2T UAC 5 Ammo
Please let me know what you think of these.
Also if you have any suggestions for a build on my budget I would be interested in your suggestions.
Thanks in advance
#2
Posted 06 March 2014 - 05:06 PM
#3
Posted 06 March 2014 - 05:18 PM
#4
Posted 06 March 2014 - 05:37 PM
http://mwo.smurfy-ne...5f9f4214f94f139
7 ton LBX ammo and a 280xl engine instead with almost max armor. The Shadow Hawk is a really good mech too but you want to focus on ballistics more or SRMs/SSRMs. On top of that you picked a UAC5 for it; the UAC5 is a good weapon but with the jamming mechanic, makes it very newb unfriendly. Try to aim for an AC10 or 2 AC2/5s if you choose them. Here are my personal builds for my Jagermechs and Shadow Hawks so that you can get some ideas and help with the next 2 (you need to master them so 3 of 1 type of mech is needed).
Shadow Hawks
SHD-2D2 Twin LLs to backup the UAC5 when it jams.
SHD-2H This is a long range harasser and watch that left torso lose that and you will die very quickly.
SHD-5M This mech runs hot so try to stay 3-400 meters picking the enemy apart while they have issues hitting you.
Jagermechs
JM6-A Use the LRMs and UAC5s together for a devastating attack
JM6-DD Very few mechs can stand up to this mech and if any part loses its armor say goodbye
JM6-S Long range direct fire support but can run hot.
Edited by FireSlade, 06 March 2014 - 05:38 PM.
#6
Posted 06 March 2014 - 06:10 PM
The Battlemaster is pretty decent for a balanced multi-situation build
The Shadowhawk is decent, but don't bother with the UAC...as your only ballistic it will jam all the time and leave you frustrated and dead when you need it the most. My three shads...one is dual ac5, one is an ac20 and one a gauss. With the high mounted ballistic hardpoints, build your shadowhawk around a powerful ballistic instead of lrms.
#7
Posted 06 March 2014 - 06:19 PM
Arctourus, on 06 March 2014 - 06:10 PM, said:
The Battlemaster is pretty decent for a balanced multi-situation build
The Shadowhawk is decent, but don't bother with the UAC...as your only ballistic it will jam all the time and leave you frustrated and dead when you need it the most. My three shads...one is dual ac5, one is an ac20 and one a gauss. With the high mounted ballistic hardpoints, build your shadowhawk around a powerful ballistic instead of lrms.
UAC only gets you dead if you always try to double tap. And forget you have 2 mediums and 4 streaks backing it up. All those large ballistics you are recommending tend to make a slow Shad, and slow shads are dead shads.
#9
Posted 06 March 2014 - 06:56 PM
My shads are all fairly quick...slowest is the 2d2 with a smaller engine to accommodate the ac20. About 80 kph with speed tweak. Also included are two mlas, an srm4 and some jump jets. Works like a dream. The phoenix variant has two ac5s, an mlas and jump jets and runs about 100 kph. My 5m a gauss, erllas and mlas with jump jets and also around 100 kph (97 I think). All are fairly fast, very nimble and pack a great punch.
Note, he didn't have streaks in his loadout, he had lrms. That's why I mentioned pulling those out. Streaks or even SRMS would make a good choice unless your plan is to go ranged all the time, or maybe throw in a smallish lrm for harassing.
Edit: just noticed you had posted a loadout Bishop...I was referring to his, not yours.
Edited by Arctourus, 06 March 2014 - 06:58 PM.
#10
Posted 06 March 2014 - 07:16 PM
#11
Posted 06 March 2014 - 07:25 PM
#12
Posted 06 March 2014 - 07:38 PM
DHS
Endo
XL275
2 SSRM 2
1 UAC 5 (thought the LL is a good back up for when this jams)
1 ML
1 LL
3 JJ
2T SSRM Ammo
2T UAC 5 Ammo
#13
Posted 06 March 2014 - 08:06 PM
#15
Posted 07 March 2014 - 01:28 AM
Another note, mechs need a minimum of 10 heat sinks. Engines come with integral heat sink slots equal to engine rating divided by 25, rounded down. If that number is less than 10 (i.e., your engine rating is below 250) you will need to make up the difference by addign additional heat sinks. If that number is 10 or more, the engine will come with the minimum number of heat sinks, and you may even be able to stuff more heat sinks into the engine. (E.g., 300/25=12, so a 300 rated engine comes with 10 heat sinks, and can fit an additional 2 inside the engine if you wish to pay the tonnage and c-bills to load them in.)
Many folks have linked to the Smurfy mechlab. It's a great tool, use it. Play around with builds, see what you can do.Don't be afraid to play around with heat sinks, engines, and upgrade options in Smurfy; it won't cost you anything and will help you get in the habit of squeezing every last drop of performance from your mechs.
Double heat sinks are pretty much a must-have upgrade (one or two niche designs can get by without them, though). Endo steel structure is usually good, and most mechs can handle it. Ferro armor is kind of a crappy upgrade, only use it if you have a LOT of crits available and already have endo steel (some mechs can make use of both endo and ferro, mostly lights and a handful of mediums, but every once in a while you stumble upon a heavy or even assault build that can use them).
#16
Posted 07 March 2014 - 01:57 AM
Jagermechs, Shadowhawks and almost everything else popular really needs an XL engine to come into their own, making them really expensive to get started. Hunchbacks however only need Endo and DHS before you can kit them out with any build you want.
The G variant lets you fool around with ballistic focused builds, 1 AC20, 2 UAC5's or LB-X, triple AC2, the HBK-4G can do the lot of them.
The J variant has lots of energy slots for you to test energy builds out on, the chassis is heavy enough to pack some big energy guns and 15~ DHS to back them up, 3 PPC builds, 9 small/medium laser builds, 2 ERLL with 7 smalls, almost everything energy related can be stuffed into a HBK-4J with enough DHS to keep it practical.
The SP variant gives you a solid platform to fool around with Missiles, from duel LRM15's to a pair of SRM6's with a huge STD engine, the HBK-4SP sports enough energy for backup weapons while equipped with a TAG and has some great hitboxes to round it all out. The only missile related thing it doesn't do it boat Streaks.
Hunchbacks, a top choice for a first mech since they pave the way for all others. Cheap to build, a dream to drive and they give a sample into all other mech varieties in the game.
Edited by CheeseThief, 07 March 2014 - 02:00 AM.
#17
Posted 07 March 2014 - 02:21 AM
Christopher Steiner, on 06 March 2014 - 07:38 PM, said:
DHS
Endo
XL275
2 SSRM 2
1 UAC 5 (thought the LL is a good back up for when this jams)
1 ML
1 LL
3 JJ
2T SSRM Ammo
2T UAC 5 Ammo
A pair of streak launchers is a bit smaller than most people run. To be fair they usually prefer to go for as many as possible, backed up by a Beagle Active Probe to cut through ECM field. ECM will stop you from getting a lock on otherwise. That is why most people like the 2D2, as it has four missile launchers.
Also, an XL280 is just as good as an XL275. You get a bit more speed, but both reactors weigh the same. However, the 5H comes with an XL275 already installed, so no need to spend millions for such a minor improvement.
One other thing with streak missiles is to get the sensor range module. It will boost the effectiveness of BAP and it's range that it cuts through ECM so you can use it to get a lock on from 180 to 250 meters, which is useful as streak missiles have a range of 270 meters.
#18
Posted 07 March 2014 - 05:43 AM
CheeseThief, on 07 March 2014 - 01:57 AM, said:
Jagermechs, Shadowhawks and almost everything else popular really needs an XL engine to come into their own, making them really expensive to get started. Hunchbacks however only need Endo and DHS before you can kit them out with any build you want.
The G variant lets you fool around with ballistic focused builds, 1 AC20, 2 UAC5's or LB-X, triple AC2, the HBK-4G can do the lot of them.
The J variant has lots of energy slots for you to test energy builds out on, the chassis is heavy enough to pack some big energy guns and 15~ DHS to back them up, 3 PPC builds, 9 small/medium laser builds, 2 ERLL with 7 smalls, almost everything energy related can be stuffed into a HBK-4J with enough DHS to keep it practical.
The SP variant gives you a solid platform to fool around with Missiles, from duel LRM15's to a pair of SRM6's with a huge STD engine, the HBK-4SP sports enough energy for backup weapons while equipped with a TAG and has some great hitboxes to round it all out. The only missile related thing it doesn't do it boat Streaks.
Hunchbacks, a top choice for a first mech since they pave the way for all others. Cheap to build, a dream to drive and they give a sample into all other mech varieties in the game.
Love hunchbacks, don't consider them a good beginner mech. Because no matter how you twist, until you get real good at situational awareness, they will snatch that hunch. Thus, in all likelihood one will start playing the game learning bad habits, like NOT twisting as you move to spread damage. Also, the 2D2 and 2P can largely do anything the 4G or 4H or 4J can do, only with more armor, better survivability and jump jets. The big advantage the Hunchie has is it's agility (I agree, it is a dream to drive, and i do love mine), but that is something better taken advantage of by skilled players. I'll take the great hitboxes and versatility of even a non XL Shadowhawk, with it's ape arms for absorbing damage as a starter (and heck, competition, ) ride, any day.
That said, cadet bonus easily allows one to buy the SHD-5M first, as suggested by Mr David, and then you have a 275XL you can swap between chassis. So not really that much more of an investment.
#19
Posted 07 March 2014 - 06:10 AM
Hans Von Lohman, on 07 March 2014 - 02:21 AM, said:
Technically that's misinformation, even though the end result is 100% correct. Sensor range does nothing to BAP, BAP's ECM disabling range stays 150m despite the module. The way ECM works is that it cuts down the distance it can be detected, normally to 200m, and messes up enemies' targeting when within 180m. So even without BAP or Sensor Range module, you can target and get a lock when an ECM mech is 180-200m from you. It's pretty hard to keep an enemy within this short distance range, so the 50m extra that you get from the module is helpful here.
BAP gives you 0-150m of active lockable distance against ECM mechs by countering one ECM unit within this range completely, you get the 180-200m bit for free always, and finally you can get 200-250m by equipping the Advanced Sensor Range module.
#20
Posted 07 March 2014 - 06:16 AM
Bishop Steiner, on 06 March 2014 - 06:03 PM, said:
best do everything all purpose build for the best do everything all purpose mech.
Make sure to twist a lot and have fun
There's bucket's of viable builds on the mech....
You can streak boat, SRM boat, LRM boat, put PPC's on it, plunk an AC20 backed by some medium lasers or SRMS or SSRMs..
Bishop's build is great though, and it does mixed builds very nice.
It's just a really versatile mech that has hitboxes and a hard point layout that's hard to match.
What it's not going to do great is dakka... if you're looking for heavy ballistics the jager dd or a cataphract are a better bet.
If you think you'll like the 2D2, I'd encourage you to look at Victors as well.. they're sort the the Shadowhawk's big brother in play style.
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