

Question About Mech Type
#1
Posted 26 April 2014 - 07:16 AM
please help :s
#2
Posted 26 April 2014 - 07:23 AM
In terms of equipment, there are no class-only items. Engine limits vary from mech to mech (usually, smaller engines for smaller mechs).
For a good starter mech, I'd recommend the Shadow Hawk. It can get around places with good ground speed and jumpjets, while also having fairly decent armor and excellent hitboxes. It can also pack a very reasonable payload. It's a very well-rounded mech that can be used in a lot of different roles.
#3
Posted 26 April 2014 - 07:25 AM
for instance a "champion" type have max carry weight of 100 TON.
and the most heavy of lights have only 35 TON. (raven)
suggest you pick a mech in the heavy class
CATAPHRACT or CATAPULT, they are in the sweetspot not to large reasonable firepower, and armory.
Edited by Abisha, 26 April 2014 - 07:25 AM.
#4
Posted 26 April 2014 - 07:31 AM
btw, from the 4 trial mechs I was doing my best with Hunchback
#5
Posted 26 April 2014 - 07:34 AM
Aside from that guideline, you might tell us which Trial mechs you played and which ones you've enjoyed most and least. We can give you far more effective purchasing advice if you give us some parameters.
#6
Posted 26 April 2014 - 07:41 AM
LookerM1r, on 26 April 2014 - 07:31 AM, said:
btw, from the 4 trial mechs I was doing my best with Hunchback
The Hunch is one of the better trials on at the moment.
If you take the Altas, you might feel very slow by comparison, but you'll have more armor and more weapons. The DDC is considered one of the best Atlai due to favourable hardpoints and ECM.
#7
Posted 26 April 2014 - 07:41 AM
LookerM1r, on 26 April 2014 - 07:31 AM, said:
btw, from the 4 trial mechs I was doing my best with Hunchback
The different variants have different hardpoints. For instance, of those you listed, only the D-DC can carry ECM.
Additionally, as you drop in the mechs you gain experience for that particular variant. There are 3 tiers of skills (basic, elite, master) and in order to unlock the elite tier you need basic skills maxed for 3 variants of the same chassis. Once you max Elite skills on 3 variants, you not only unlock the Master Skill level, but all your Basic level efficiencies have their effectiveness doubled (i.e. the 7.5% additional dissipation of the 'Cool Run' skill becomes 15% dissipation).
Edited by Ardney, 26 April 2014 - 07:42 AM.
#8
Posted 26 April 2014 - 07:42 AM
Abisha, on 26 April 2014 - 07:25 AM, said:
Ignore this.
Champion Mechs are special versions of existing mechs that give you a bonus to your XP when leveling them. The only 100 Ton mech in the game is the Atlas.
#9
Posted 26 April 2014 - 07:52 AM
LauLiao, on 26 April 2014 - 07:42 AM, said:
Ignore this.
Champion Mechs are special versions of existing mechs that give you a bonus to your XP when leveling them. The only 100 Ton mech in the game is the Atlas.
Dire wolf that's also a 100 tons mech.
and is soon ingame.
#10
Posted 26 April 2014 - 08:00 AM
Each class has its own strengths and limitations — as others have pointed out, heavy and assault 'Mechs are increasingly limited in potential for maneuverability, but have much broader options for weaponry.
More importantly, to a degree, there are some player expectations tied to weight that will likely become more pronounced this Tuesday, when each match is limited to 3 'Mechs of each class.
If you're in an assault (like an Atlas), your team will expect you to be intelligent about positioning and tactics (not get left behind easily, not make a wrong turn, not hang back during a push but paradoxically not charge in at the wrong time). If you purchase a D-DC variant, which offers substantial protection from missile fire among other things, your team will often rally around you as a shield. If you like to do good for your teammates, there's a fair amount of pressure.
My recommendation? Try a Hunchback, if you like it, or another medium 'Mech such as a Shadow Hawk, Griffin or Wolverine. Less pressure to perform a pivotal role and again, come Tuesday, the field will be a lot lighter, so you'll run into more enemies your size or smaller.
#11
Posted 26 April 2014 - 08:27 AM
Class: A battlemech's class is based off of it's weight. This designation is pretty arbitrary, but allows you to quickly categorize threats on the field. (IE: if you see a light mech, you can assume its going to be moving quickly but have thin armor).
- Light: 20 - 35 Tons
- Medium: 40 - 55 Tons
- Heavy: 60 - 75 Tons
- Assault: 80 - 100 Tons
Variant: A variant is a specific version of a chassis. If the chassis is the genus, the variant is the species. Variants have unique traits that differentiate them (different weapon / equipment hardpoints, different max engine sizes, different torso/arm maneuverability). For instance, the CPLT-A1 and the CPLT-C4 are both Catapults that carry missiles, but the CPLT-C4 also carries energy weapons.
The above terminology is important in the Pilot Lab (you need to unlock all the Basic Efficiencies for 3 Variants to unlock the Elite Efficiencies for the Chassis, while you need to unlock the Elite Efficiencies for 3 Chassis to unlock the Master Efficiency for 1 Class).
A good resource for doing research about mechs is http://mwo.smurfy-net.de/. This site contains lots of information regarding every mech currently in the game, and even has a mech-building page where you can experiment with different mechs (allowing you to figure out which mech you want to buy and what you want to put on it).
#12
Posted 26 April 2014 - 08:29 AM
If you want Atlases, here are some tips for the available variants:
AS7-D: 2 missile on the left side, 2 ballistic on the right side, 2 energy on the arms, and 2 energy in the CT. I like to run this one without missiles. Focus on a pair of ACs in the side, a pair of MLs in the center, and a pair of LLs in the arms. It can zombie pretty well if you are good at twisting to spread damage, and it can put out a lot of firepower at all ranges (I favor a pair of UAC5s for the ballistics).
AS7-D-DC: Always take ECM. Aside from that, I favor emphasizing the missiles, since they're the other thing that sets it apart from the other Atlas variants. I'm a fan of brawling, and SRMs should be getting steadily better as more hit registration fixes go live. You might try an AC20, 3x SRM6s, and 2x LLs. It'd run a bit hot, but it's beastly up-close.
AS7-K: This is only notable for coming with a stock XL300 (remove it ASAP; never run an XL Atlas) and for having dual AMS capability. I'd avoid this in general, but the engine is a versatile one (if you get into Jenners the XL300 is your standby engine) and double AMS has its uses. It's basically a less potent D variant.
AS7-RS: This one has a single ballistic, a pair of missiles, and, most notably, four energy in the arms. This is the Atlas to bring if you only want to use c-bills and want to play around with larger energy weapons. I briefly ran 2x LPLs and 2x PPCs, but I tend to favor medium or large lasers builds that use those missile hard points (a pair of LRM launchers, for instance). Even if you run arm lock on the other Atlases (which you shouldn't), turn it off for the RS or you lose the entire point of the variant.
Boars Head: This is pretty much an upgraded RS. It shifts more firepower to the arms (3 energy hard points on each), and it's even more necessary to turn arm lock off if you plan to run one of these. I'd probably do a 6 ML, AC20, LRM10 or 15 build if I could make it work, but I don't own one of these and have no intention of getting one.
In general, arm lock is not your friend in an Atlas. You need those arms to be moving freely to bring your lasers to bear on targets below or above you, or on anything moving quickly (some lights are short enough that, if arm lock is on, they can walk up to you and laugh since you can't depress your guns enough to shoot them).
Cover is your friend as well. The Atlas is all about positioning and timing. You need to protect yourself until you are needed, then you need to commit to your action; you're too slow to change your mind. If possible, try to use in-game chat to get your team to back your plays. If you aren't getting responses, then don't make your move. A well-run Atlas often dies, but in so doing it wins the game after both taking and dealing obscene amounts of damage.
AMS is also handy. If you buy a K, you must run twin AMS or else you might as well have not used the variant at all. In general, though, the Atlas is slow enough that an AMS can really help it out. Plus, the Atlas tends to be at the center of a team, so bringing an AMS benefits everyone.
#13
Posted 26 April 2014 - 08:35 AM
East Indy, on 26 April 2014 - 08:00 AM, said:
I believe I only did well in Hunchback because of the powerfull lasers

I got the free mech this weekend but I am not doing so well in that one because of not having enough good weapons, only really using the lasers and ER PPC(?) on it wich seem decent
#14
Posted 26 April 2014 - 08:44 AM
LookerM1r, on 26 April 2014 - 08:35 AM, said:

I got the free mech this weekend but I am not doing so well in that one because of not having enough good weapons, only really using the lasers and ER PPC(?) on it wich seem decent
If you have retained the flamers, don't. Swap them for more MLs and you'll see quite a boost in performance just from that change.
I've been running a LPL in the arm, 4 MLs in the torso mounts, and a pair of MGs in the other arm. Be sure to take advantage of the twin AMS capability, too. I recommend at least one ton of ammo per AMS as a general rule.
#15
Posted 26 April 2014 - 09:50 AM
#16
Posted 26 April 2014 - 09:55 AM
http://mwo.smurfy-net.de/mechlab
Under, NO Mechs Selected on the Left Side, you find all Mech-classes and futher the specific Mechs.
Edited by Revorn, 26 April 2014 - 09:55 AM.
#17
Posted 26 April 2014 - 09:58 AM

So I will ask this, which mech (preferably Atlas) has very good armour (I know Atlas has the most), and can carry medium lasers (and better) and weapons like the PPC, also I heard that the AC cannons are good, I have also noticed a mech that had automated defense againts rockets wich would be great. (If you really think Atlas is not good for MechWarrior newbies, give me suggestions for some similar mech)
And again, if I would decide to go Atlas (I really like to have armour, but also decent weapons), wich one should I choose, how should I play it and how should I equip it?
I am really new so I don't even know what most of the shortcuts mean :S like AMS, ECM and so on
#18
Posted 26 April 2014 - 10:18 AM
LookerM1r, on 26 April 2014 - 07:31 AM, said:
btw, from the 4 trial mechs I was doing my best with Hunchback
Do not get any Atlas as your first mech. The Atlas is the largest mech (physical size of the model) and usually the slowest mech on the battle field. This means they are easy targets and usually a prime target for most players on the other team. You can't 'run and gun' with an Atlas and have to be more patient and methodical in your play style. This applies to most mechs in the Assault class. You also can't solo in an Atlas. A solo atlas is usually a soon to be dead one.
Best starter mechs are ones with mobility (speed = life in many cases) and good firepower; several good choices in mediums e.g. ShadowHawk or Griffin. In Heavies the Cataphract chassis is a great one to start with.
When you are selecting your first mechs you want to remember it will take three of them to unlock all the skills and get all the bonuses; some chassis have better options of variants than others. Take a look at the build guides threads for ideas of how the different variants support different play styles and make your decision based on ones that support your desired play style.
Edited by EgoSlayer, 26 April 2014 - 10:19 AM.
#19
Posted 26 April 2014 - 10:32 AM
A Atlas can carry nearly any Weapon in Game but is a big, slow and bulky Taget,
Any Mech can have AMS ( Antimisslesystem )
Maybe you try some of the Trials futher, to see wath other Classes can offer to you.
Edited by Revorn, 26 April 2014 - 10:35 AM.
#20
Posted 26 April 2014 - 10:33 AM
Play with it for a bit, modify its load out to see if you like the weapons/speed/heat balance
Look at this build first: since it should not cost you too much
http://mwo.smurfy-ne...a2d0c503d0e6c39
This one is with 2 ERLarge laser for range, backed up with Med Lasers Srm6 and MG
Muskrat
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