The Quick Road To Success - Try My Guide To Mwo!
#1
Posted 01 April 2014 - 11:19 PM
I invite you to read my blog, where I will be sharing tips and advise on all things Mechwarrior.
Credibility?
- Currently I have a KDR of 1.67 in my Muromets, 3 in my Phoenix Locust, 3.2 in my Heavy Metal and 5 in my DDC
- Just under 2,000 matches played
- Former Seraphim Training Academy teacher
http://guidetomechwa....wordpress.com/
Play smart,
RF
#2
Posted 01 April 2014 - 11:22 PM
#3
Posted 02 April 2014 - 12:03 AM
#4
Posted 02 April 2014 - 01:13 AM
Group up + play smart = victory
right?
#5
Posted 02 April 2014 - 06:02 AM
#6
Posted 02 April 2014 - 12:10 PM
#7
Posted 02 April 2014 - 03:25 PM
Pshhhh, You sir have not met my COM-2D. I brawl with bigger mechs all the time. Doesn't mean I win, but I do Brawl.
All joking aside, Good guide, and I like it. It could use some sprucing up with a few more build suggestions (ERLL Cicadas instead of just MLs) just nit-picky stuff like that. All in all, 9/10 would read again. (Can't give you a 10, don't want you getting too comfortable XP).
Edited by IraqiWalker, 02 April 2014 - 03:26 PM.
#8
Posted 02 April 2014 - 03:27 PM
#9
Posted 02 April 2014 - 03:35 PM
IraqiWalker, on 02 April 2014 - 03:25 PM, said:
Pshhhh, You sir have not met my COM-2D. I brawl with bigger mechs all the time. Doesn't mean I win, but I do Brawl.
All joking aside, Good guide, and I like it. It could use some sprucing up with a few more build suggestions (ERLL Cicadas instead of just MLs) just nit-picky stuff like that. All in all, 9/10 would read again. (Can't give you a 10, don't want you getting too comfortable XP).
That would be a flaw. They're supposed to be from Italy. see the clip
The correct terminology... are you listening PGI?... is "you SHOULDN'T be able to brawl in a light". The problem is... you can in SOME lights. That should be fixed. A heavy or light hunting medium should be able to stomp lights one on one consistantly. A light should be able to brawl other lights and some mediums with the rare missile boat who didn't take enough backup weaponry.
Edited by Kjudoon, 02 April 2014 - 04:41 PM.
#10
Posted 02 April 2014 - 04:39 PM
I've added a title page with a link to the Introduction to help make things chronological
#12
Posted 17 April 2014 - 08:19 PM
#13
Posted 17 April 2014 - 09:25 PM
http://guidetomechwa...d-where-to-aim/
#14
Posted 18 April 2014 - 06:01 PM
http://guidetomechwa....wordpress.com/
My next page will be on "How to pick your targets". I will also look at creating pages dedicated to advice for Missile Boating, Jump Sniping, Brawling, Scouting and Skirmishing
#15
Posted 25 April 2014 - 02:07 AM
No more getting ROFLstomped - learn to ROFLstomp your enemies today!
http://guidetomechwa....wordpress.com/
#16
Posted 15 May 2014 - 10:21 PM
#17
Posted 17 May 2014 - 09:09 PM
http://guidetomechwa...ow-to-lrm-boat/
Next up... brawling!
#18
Posted 17 May 2014 - 11:20 PM
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Strength: speedy and nimble.
Weaknesses: Little armor, limited weight and space for weapons. No jump jets. No articulated arms.
Use: Not much. I'd suggest it to someone who wants a challenge and to learn how to be a strong light pilot. You MUST avoid being seen, know how to use terrain as extra armor, and be able to hit weak points on the enemy. Not a good choice for a new player, or even an experienced player who is just starting with lights.
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Strengths: Fastest mech in the game with max engine and speed tweak (excepting the ECM variant). Better weapons loads than Locust or Spider. Nimble. Decent hero. One variant has ECM. Articulated arms.
Weaknesses: Weight still limits weapons choices, not strongly armored. No jump jets.
Use: Scouting, harassing. This is not a good choice for a new player, but for someone who is familiar with running a light this can be a very effective mech.
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Strengths: One variant has ECM, and is the only JJ capable mech out there currently. Except for the ECM variant they can be as fast as a Locust. Lightest JJ capable mechs. Has a reputation for being hard to hit. Articulated arms.
Weaknesses: Limited hardpoints. The 5V has only 2 energy points in the CT, which means 2 Med Pulse Lasers at best.
Use: Scouting, harassing, and annoying the living crapola out of the enemy. Not a bad choice for a new player, but the 5V grind may be difficult. The 5K champion build is actually a pretty good trial mech. Other 5D builds: ERPPC and tag in arm, ERLLas in torso 2MLas in arm.
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Strengths: Decent hardpoints for standard variants. Has an ECM variant that has a couple effective builds (note the ECM variant is faster than the other standard variants). Weapons are mounted at cockpit level.
Weaknesses: Those long, long legs are damage magnets. Slow for light mechs: aside from the hero and ECM variant they are the slowest light mechs around. Only a few variants have jump jets. No articulated arms.
Use: Flexible. The ECM variant can be a scout, spotter, harasser, and/or sniper. The other variants are generally escorts, scouts, or harassers. The hero variant is ammo dependent, but fastest of all the Ravens and has jump jets. Not a bad choice for a new player, but it will be a challenge to learn how to protect the legs and find a role for the non-ECM variants.
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Strengths: Decent speed, maneuverable, has jump jets (except the hero), weapons are mounted level with the cockpit or higher.
Weaknesses: No articulated arms.
Use: Scouting, harassing, striking. Good for new players. The trail variant has a good load out. Probably one of the best light mechs to start with. The hero variant is ammo dependent and has no jump jets. No ballistic variant.
Quote
Strengths: Decent speed, maneuverable, has jump jets. Lots of hardpoints, most of any lights. Articulated arms.
Weaknesses: Weapons are lower than the cockpit. Torso elevation is limited, making torso mounted weapons less useful than the arm mounted ones. Can run very hot. Not quite as fast as Jenners.
Use: Much like the Jenners. Some variants have ballistic slots, but none have missile slots. Another good choice for new players. Probably the best light hero.
#19
Posted 18 May 2014 - 12:03 AM
How? We simply stuck together as a group and worked as a team.
The formula is so simple: Group up + play smart = Victory
Learn to improve your game instantly! http://guidetomechwa....wordpress.com/
#20
Posted 18 May 2014 - 12:09 AM
Don't forget the rule of thumb: 1 ton of ammo for every 5 tubes. that will keep you with 36 salvos for a round which is good for LRMishing but you will probably need more for boating.
Also, I never run without an XL because you often need to reposition quickly, (try to keep your speed over 70kph as well. Slower is dangerous for being able to act on your situational awareness, let alone ability to reposition for firing solutions to help your team fast.
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