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The Quick Road To Success - Try My Guide To Mwo!


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#1 RapidFire7

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Posted 01 April 2014 - 11:19 PM

Are you new to Mechwarrior Online or are you struggling to find success in the game?

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 Kjudoon

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Posted 01 April 2014 - 11:22 PM

That's a very pretty looking blog. Sorry about the lithium grease on the floor. I'm not decent enough for places like that. :wub:

#3 RapidFire7

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Posted 02 April 2014 - 12:03 AM

naww thanks Kjudoon - it is a free wordpress account and I can't modify the theme or layout so it looks a tad fancy :wub:

#4 Turist0AT

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Posted 02 April 2014 - 01:13 AM

let me guess

Group up + play smart = victory


right?

#5 AlmightyAeng

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Posted 02 April 2014 - 06:02 AM

If you're looking to inspire people to play, you may want to switch your 'current status' forum section away from what it's currently posting: "So sick of everything...need a loooooooooooong break"

#6 RapidFire7

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Posted 02 April 2014 - 12:10 PM

Good point Ghost Badger and yes Turist :angry:

#7 IraqiWalker

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Posted 02 April 2014 - 03:25 PM

(remember you cannot brawl in a light)

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 Koniving

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Posted 02 April 2014 - 03:27 PM

Pity it doesn't go in reverse; oldest post first and newest post at the bottom.

#9 Kjudoon

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Posted 02 April 2014 - 03:35 PM

View PostIraqiWalker, on 02 April 2014 - 03:25 PM, said:

(remember you cannot brawl in a light)

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 RapidFire7

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Posted 02 April 2014 - 04:39 PM

Thanks for your feedback guys!

I've added a title page with a link to the Introduction to help make things chronological

#11 RapidFire7

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Posted 16 April 2014 - 07:25 PM

New post - Assault Mechs

http://guidetomechwa.../assault-mechs/

#12 RapidFire7

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Posted 17 April 2014 - 08:19 PM

How to move with your fellow puggers:

http://guidetomechwa...h-your-puggers/

#13 RapidFire7

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Posted 17 April 2014 - 09:25 PM

How to aim and where to aim - featuring resources from Koreanese and Joe Decker:

http://guidetomechwa...d-where-to-aim/

#14 RapidFire7

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Posted 18 April 2014 - 06:01 PM

Redone the title page so now it is a tad easier to find everything. I will try to figure out some sort of menu bar too if I can.

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 RapidFire7

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Posted 25 April 2014 - 02:07 AM

Was just in a game where I was the last survivor on Crimson Strait - everyone broke off into groups of 2 and did their own thing... some went to the island, some went through the tunnel and some thought they could take on the defense turrets (who were already outnumbered by enemies!)

No more getting ROFLstomped - learn to ROFLstomp your enemies today!
http://guidetomechwa....wordpress.com/

#16 RapidFire7

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Posted 15 May 2014 - 10:21 PM

How to poptart: http://guidetomechwa...how-to-poptart/

Coming up:
- How to brawl
- How to LRM boat

#17 RapidFire7

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Posted 17 May 2014 - 09:09 PM

Learn to be an effective LRM-boater fast!

http://guidetomechwa...ow-to-lrm-boat/

Next up... brawling!

#18 Ertur

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Posted 17 May 2014 - 11:20 PM

Quote

The Locust is a 20-ton, fast moving mech. Its weaknesses are it’s limited firepower due to being so light, however I heard that they do well in deep water ;-)

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.

Quote

The Commando is a waste of C-Bills, apart from the ECM variant that does well with escorting Assault Mechs. Another plus is that the Commando can stock Streak SRMs on some variants.

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.



Quote

The Spider is more of a spotting mech – as it has very limited hardpoints and can stock a huge amount of Jump Jets. The 5D with an ECM and 3 Medium Pulse Lasers can be extremely annoying.

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.

Quote

The Raven can do a bit of everything – it can be moderately fast, equips enough armour to survive long enough, and you can spare enough tonnage for a few extra bits and bobs. Not to mention that with an average of 5 mixed hardpoints, you can’t really go wrong with this pesky bird.

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.

Quote

The Jenner has been one of the consistent top-tier mechs, with its ability to boat multiple Medium Lasers, it can definitely rip armour to shreds in the time it takes to cook 2-minute noodles.

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

The Firestarter is a brand-new top-tier mech, with some variants being able to carry 8 medium lasers. The Firestarter is basically a Jenner on Steroids. Plus, you can move your arms sideways, unlike the Jenner.

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 RapidFire7

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Posted 18 May 2014 - 12:03 AM

After being rolled twice this evening, on my third PUG drop, I took company command and we steamrolled the enemy.
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 Kjudoon

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Posted 18 May 2014 - 12:09 AM

RE: LRMs

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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