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A New Player Needs Help.. Again


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#21 luxebo

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Posted 25 April 2014 - 10:04 PM

I personally run a single LPL and 2 SSRMs as my general build, but it's generally best with zombieing and brawling. You need to have tons of brawling experience and torso twist, therefore it plays slightly differently to the other's AL builds.

#22 Garou Wolfs Haven

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Posted 25 April 2014 - 10:50 PM

Have you spent some quality time with the trial mechs? They may not be the best builds but you can learn what works for you, ssuch as size, speed, weapons. You may find you do better with a larger or smaller mech. Find your play style and then build from there.

Once you've setteled on the mech, watch some videos and see what builds and tactics work in them and try them out. Also don't drop from the game when you die. Spectate and learn from watching others.

Be patient, most of us suck early on till we get the mech down and spend some skill points improving the mech and pilot skills.

Lastly make friends, team up and use Team Speak or Vent verbal communication with teammates really improve tactics on the battlefield.

#23 Mazzyplz

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Posted 26 April 2014 - 12:28 AM

View Postrocketgamecorner, on 25 April 2014 - 03:33 PM, said:

So i started this game about 8 months ago, but got tired of it kicking my ass, so i quit. I got good help from some pros in this forum, but it wasn't enough. I decided to come back to this game, and need help again.
I still play poorly. I rarely get kills, and die really quickly. I'm currently using the centurion CN9-AL, and have8 double heat sinks, an std 235 engine, double small pulse lasers, ER PPC and an AMS. Should i change anything? Any other tips? Any help is appreciated!



http://mwo.smurfy-ne...a4352df34992497

ok dude some streamlining had to be done, get a bigger engine. -take armor off your dead arm! that's what i do on some of my best mechs, the arm that doesn't have a hardpoint on it, you can live without much armor on it, trust me.

all your weapons are energy, drop the small lasers and use 2x SRM6s, with 300 warheads ammo
it will be just a bit more hot but will increase the damage and range significatly because they are ammo dependent not energy dependent, use them to get out of tight spots but try and pop shots with ERPPC!

the idea is to be a sniper at first and then when some of your friends are in danger you use the srms to try and shake em off of them, twisting your torso and using that AMS. also if you are using AMS save up for the AMS range module, trust me it makes a huge difference, if you don't get that just drop AMS altogether, belive me.



http://mwo.smurfy-ne...ca12d547c239dce

this is another alternative, artemis and erll instead of erppc. (if you don't want to manage heat)



remember, you are a sniper until a friendly needs you so you go bail them out (make sure it's warranted) if you can't run away after that (most likely you can't, it's a one time deal until they die or you die) just try and spend all 300 SRM warheads on them and -if you can spare the heat- the er weapon

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if you are having trouble with the 34% heat and you can't heat manage on the first build, change 1 ton of srm ammo for a heatsink OR try the 2nd build, frankly putting more heatsinks on this chassis is just pointless, with the engine and the double upgrade it's quite enough.

what you need to do is try and maximize the hardpoint usage with heavy weapons like this, notice i am not sacrificing engine size, just max dmg per hardpoint on alloted weight with all ranges covered. long range heavy weapon and short range heavy weapon. make sure you put the hottest weapon in the arm so you don't miss; you don't want to put an er large laser in the center torso because it hinders your aim, unless you're going for more than 1 and you want to zombie
(BTW make sure you turn off arm lock in the game options)


this is how you balance a mech

-ranges > erppc + brawling weaps for backup - all ranges covered. make sniper weap - the arm
-heat > above 30 is enough really if you can manage heat, and if you can't you should learn when to shoot
-damage, per hardpoint > you should try and get a good dmg number on the alpha, dont worry about dps

(dps doesn't reflect well with heavy weaps like SRM or PPC - it is more representative of green-red laser boats and the dps weapons like autocannon and machinegun that can drop a barrage - as long as you're shotgunning srm between torso twists and managing your heat -alpha is more important metric than DPS)


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if these builds don't work a lot better for you, then try this: it follows another design philosophy

http://mwo.smurfy-ne...621b924321ff0fe

it may look bad on paper (dps, heat...) but don't worry, you need to shoot the weapons at the appropiate range;
at long range the erppc, at medium the medium lasers (only) and at close range the medium lasers with the streaks. until you can reposition.

the difference with this build is that it makes use of every single hardpoint in the chassis-instead of going for heaviest weapons; and it's got streaks so you can have an easier time versus light mechs.

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all of these builds i am posting are multi range, because you need to be able to deal damage in every possible situation you can think of, if you can't return fire to the enemy you're giving them your armor away for free!! don't do that. every action in mwo is a transaction, think of it like that; even in game not just in the mechlab. if somebody is doing something and he's not your team mate, make them pay for it.

also use your arm can't stress this enough, take arm lock off the option menu.
with that you can shoot your erppc or erll separate from your torso weapons which is basically what you need to make clint eastwood-style shots

make sure you practice your dirty harry arm shots and managing the heat from erppc/srm/erll and managing your ranges in training grounds!! to get the timings and ranges just right!! (you can see the ranges next to the reticle) and practice shooting components and cockpits while you're at it and make sure you learn the maps!


once you have mastered all of these intermediate skills in the game you can start focusing on which spots are best for sniping on each map, accurately hit moving targets at long range, the individual weaknesses and strengths- and how to cripple- each mech in the game, how to deal with a heavy storm of LRMs, what part to shoot on each mech, when to shoot each part on a mech (leg?, sidetorso? center torso?) how to make cockpit shots at close ranges and how to deal with cheesy mechs and their many tricks, which mechs to shoot and which mechs to ignore at first, where in relation to your team should you stand? (front line? sidelines?), how to successfully do a hit and run attack, what's your ideal role in the team? who should you support?

all of those are advanced skills that make for better mechwarriors


if you're still bad with these builds (absolutely hopeless) then you could try putting LRM on the missile ports but you won't build the skill you want this way. reading the battlefield is a skill most effectively learned when you can't shoot indirectly.


EDIT:
http://mwo.smurfy-ne...4cf7810a203511a

streaks + large lasers zombie build

Edited by Mazzyplz, 27 April 2014 - 12:16 PM.


#24 Appogee

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Posted 26 April 2014 - 12:32 AM

Your slow engine and close range build are what's killing you.

Put in a combination of large laser and medium lasers, wait for other Mechs to start engaging in battle, and then engage from about 270-400 meters. You'll score good damage and be less exposed to incoming fire.

Your Mechs will be much more effective once you've Elited three of the same chassis. Ie 3 versions of a Centurion. It doubles all their basic tweaks, including heat management, speed, turning, accelerating and braking.





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