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Building A Stable For 3X4?

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#21 Ursh

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Posted 13 May 2014 - 10:13 PM

My stable:

Lights: Raven 3L, Spider 5D, Jenner F, Locusts that I refuse to play
Medium: Cents, Shawks, Hbacks, Blackjacks, Cicadas
Heavy: Jaegers, Cataphracts, Catapults, Tbolts, Flame
Assault: Atlases, Stalkers, Battlemasters, Highlanders

#22 Spheroid

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Posted 13 May 2014 - 10:15 PM

My list of most flexible chassis by weight class.

Light: Firestarter-H or S
Medium: Shadow Hawk 2D2
Heavy: Jager-S or Orion
Assault: Stalker-3F

Edited by Spheroid, 13 May 2014 - 10:19 PM.


#23 MortVent

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Posted 13 May 2014 - 10:31 PM

Now I'm curious why people are picking mechs for utility rather than those that match their preferred playstyle?

#24 Mynder

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Posted 13 May 2014 - 11:06 PM

As far as "can't really go wrong with these" goes, I'd suggest the following:

Lights: Jenner/Firestarter (a matter of preference), Ravens (although most only like the 3L)
Medium: Shadowhawk (it's like putting jets and better weapon mounts on your Cents)
Heavy: Jaegermechs/Cataphracts, if you like to brawl: Orion
Assault: Victor (mobility), Highlander (good mix of armor, firepower and mobility), Atlas

Cents and Hunchbacks still work well, Catapults work a bit better since they sized down the cockpit hitbox, but your CT will still be a huge target, Atlas remains the "Charge Leader" archetype, the DDC adds an ECM bubble on top and is well-liked.

#25 Buckminster

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Posted 14 May 2014 - 02:11 AM

View PostMortVent, on 13 May 2014 - 10:31 PM, said:

Now I'm curious why people are picking mechs for utility rather than those that match their preferred playstyle?

When someone comes in and says "I'm still finding my style", I tend to suggest utility mechs because they can be made to fit a play style. Having flexible variants allows you to figure out what you like.

If someone comes in fresh and buys a Catapult but quickly learns that they don't like missiles, then that's a lot of grinding coming up, and that can lead to players getting frustrated and quitting. (I know that the Jester and K2 aren't missiles, and there are non-missile C1 builds, but you get my point)

If that same person buys a Shadow Hawk, they can focus on the torso ballistic, focus on the torso missiles, focus on the energy points, or build a balanced mech that takes some of each. They aren't shoe horned into something.

That said, I LOVE my Jagers. It's very tempting to tell everyone to make giant dakka mechs, there's nothing I love more than just watching shell after shell after shell fly down range. Catch someone off guard and a couple volleys of quad AC5s will ruin their day quick. But from spectating a lot of other players, it's clear to me that ballistics just aren't for everyone.

Edited by Buckminster, 14 May 2014 - 02:14 AM.


#26 crossflip

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Posted 14 May 2014 - 02:38 AM

Firestarter, Hunchback, Dragon, Banshee. As you can see I prefer coolness and badassery over effectiveness.

#27 Pekiti

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Posted 14 May 2014 - 03:42 AM

View Postcrossflip, on 14 May 2014 - 02:38 AM, said:

Firestarter, Hunchback, Dragon, Banshee. As you can see I prefer coolness and badassery over effectiveness.

LOL

You remind me of a guy I knew in the Army, he'd be the only one who went out of the plane backwards, giving us two thumbs up and grinning like a lunatic.

#28 Bront

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Posted 14 May 2014 - 11:25 AM

I'll tell you what's popular, that's usually a good sign of what's generally good to have.

Lights: Jenners, Firestarters, Ravens and Spiders - The 3 35 tonners (2 are great for combat, 1 is a very good support light), and the Spider (good support/scout mech) are popular. Commandos are OK, but underwhelming, and Locusts are likely to die if you sneeze.

Mediums: Shadowhawks are generally considered the kings of mediums, but Griffins, Centurians, Hunchbacks and Blackjacks are popular on the field, and the Cicada is an oversized Jenner with an ECM Variant. Even Kintaros make ok light hunters. Trebs are about the only mediums you don't see much of.

Heavies: Cataphrats and Jagers are the top two heavies, but Orions are sturdy, Catapults are still popular, and Thunderbolts can brawl pretty well. Dragons and Quickdraws are the rare heavies. They're hurt by being light for heavies, and having large profiles.

Assaults: Just about anything but Awesomes are common here (though an Awesome in good hands can do OK), but Victors and Highlanders are top heavies due to the ability to mount JJs. The Atlas is thelargest mech in the game, and the Banshee isn't that much smaller, the Stalker is a durrable walking weapon mount, and the Battle Master is pretty quick and versitile for it's size.

Some mechs tend to be better than others, few mechs are truely inferior (though some variants are, *caugh*STK-4N*caugh*), so find a playstyle you like and a mech to suit it.

#29 Alaskan Nobody

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Posted 14 May 2014 - 12:46 PM

View PostShinVector, on 13 May 2014 - 04:54 PM, said:


Not limited to the Locust. All future 20 ton light mechs will have no real purpose in the game when they have so, little armour that getting 1shotted by a single ac20 is possible.
*One of PGI's failures when it comes to role warfare in this game.

.....light mechs were in danger of one shot from an AC/20 even moreso in TT.

Heck - every mech was in danger of a 1shot from an AC/20 in TT. ;)

#30 Orbit Rain

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Posted 17 May 2014 - 07:31 AM

Do your founder's variants. Yes, they are awesome...baselines to work off of.

#31 Appogee

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Posted 17 May 2014 - 08:00 AM

Optimal hangar for the bay-challenged...

Lights: Firestarters, or Jenners.
Mediums: Shadowhawks.
Heavies: Phracts or Jagers.
Assaults: Highlanders or Atlases.

But bays cost the equivalent of a buck and half. Less than half the cost of a cup of coffee. Just add more bays.

#32 Void Angel

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Posted 17 May 2014 - 08:30 AM

View PostPekiti, on 13 May 2014 - 05:56 PM, said:


The game has changed so much since Beta, I wasn't sure if my Founder's set were even 'average' choices anymore. Not everyone has the Founder's set, either, so I was hoping to find out whether or not they (Jenner, Hunch, Cat, Atlas) were recommended outside of the Founder's benefits.

They're still solid. The Hunches (that have hunches) are at a disadvantage now that HSR is working - their excellent torso twistingand buffed max engine just don't compensate for the vulnerability of the hunch. Similarly, the Atlas isn't as strong as it used to be;with engagement ranges being held open by the dominance of long-ranged weaponry, many Atlas pilots are sacrificing brawling power for long-range weaponry - where the Atlas' huge profile and low hardpoints generally lessen its advantages in toughness and firepower. However, both chassis are still viable and fun to play, so you should be fine.

View Postcrossflip, on 14 May 2014 - 02:38 AM, said:

Firestarter, Hunchback, Dragon, Banshee. As you can see I prefer coolness and badassery over effectiveness.

Actually, the Firestarter is one of the most effective and annoying lights there is right now. You have a strong short-range/backstabbing arsenal (particularly the Ember,) at a time when many lights are unable to stop you because they're all ECM Girl Scout Sniper builds. =)

#33 Bront

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Posted 18 May 2014 - 06:13 AM

View PostAppogee, on 17 May 2014 - 08:00 AM, said:

Optimal hangar for the bay-challenged...

Lights: Firestarters, or Jenners.
Mediums: Shadowhawks.
Heavies: Phracts or Jagers.
Assaults: Highlanders or Atlases.

But bays cost the equivalent of a buck and half. Less than half the cost of a cup of coffee. Just add more bays.

Replace Atlases with Victors, and you've got something, though most assaults are workable. Atlases are too easy to side core a the moment, and it's mostly DDC or bust on the Atlas.

#34 Amsro

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Posted 18 May 2014 - 06:57 AM

View PostPekiti, on 13 May 2014 - 04:32 PM, said:

OK, I've read a bit about the 3/3/3/3 thing, and it occurs to me that having a couple of mechs in each weight class (i.e., for all four weight classes) would be a good thing, if I don't want to sit around waiting to get into a match or run with some friends.

The question becomes "Which mechs would make a good stable for a relatively new player"?

Here's some assumptions to work with:

I have 8 to 12 mech bays available (no more than 12).
I can afford to buy Premium time in 30 day chunks when I want it.
I have not yet mastered or elited any mechs, though I have unlocked the basic efficiency(s) on several chassis.
I have no particular 'favorite' play style, but I enjoy the Hunchback and own several already.
As a Founder, I have the Founder mechs available as well.


So which mechs/builds would you recommend to create a 'stable' for the 3/3/3/3 limits?


If you have the founder mechs, then collect 3 of each.

- 3 Jenner
- 3 Hunchback
- 3 Catapult
- 3 Atlas

I have all but the hunchback, and they are all great mechs. This will make use of your founders mechs, while at the same time mastering them. All mechs are better once fully elited and 2X basic'd.

Good luck.!

#35 Dan Nashe

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Posted 18 May 2014 - 07:31 AM

The four founders are good. Jenner and ddc are top notch.

Lights:
(Jenner d, f and oxide, k is just a worse, but can be leveled and sold to master other two)
Raven 3l best ECM light in competitive, although spider d is more fun and as good in Solo drops and has a role as a scout in some 12s teams)
I like fire starters (ember is king) more than jenners, but they're not "better".
So: Jenner d, Jenner f & raven 3l or spider 5d for 3 mech bays.
Other ravens and spiders not good, just basic and sell, swap engines to save money.

Medium: 3 shadow hawks.
But hunchbacks are fun and solid mechs. Ac20, 9 ml, and fun 4sp, now that they raised the speed cap.
But shadow is your go to 12 man mech now

Heavy: catapults are good and fine.
But you'd want a ctf 3d for variety and 12 man teams. If restricted to 3 mech bays, I'd lose one of the missile cats for a 3d.
And Ilya is great too. If you have spares and like heros.

Assault: ddc, victor (hero or one that can fit ac20 and 2 ppcs), highlander 733c (or one that can do ac20 2 ppcs) are king.
But just having a ddc is fine, atlases are good.

Edited by DanNashe, 18 May 2014 - 07:33 AM.


#36 Appogee

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Posted 18 May 2014 - 07:38 AM

View PostBront, on 18 May 2014 - 06:13 AM, said:

Replace Atlases with Victors, and you've got something, though most assaults are workable. Atlases are too easy to side core a the moment, and it's mostly DDC or bust on the Atlas.

I prefer Victors, but since the nerf they really have no compelling advantage over a Highlander, but they have the disadvantage of much less armor.

Edited by Appogee, 18 May 2014 - 07:39 AM.


#37 Bront

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Posted 18 May 2014 - 08:42 AM

View PostAppogee, on 18 May 2014 - 07:38 AM, said:

I prefer Victors, but since the nerf they really have no compelling advantage over a Highlander, but they have the disadvantage of much less armor.

Actually, they are still significantly more agile than highlanders, and get much better bang for their buck with Jump Jets (2 victor JJs is the equivalent of 4 Highlander JJs, so 2 tons vs 8, sucks up most of the tonnage advantage if you want JJs). Not to mention a higher engine cap means they can be significantly faster.

#38 Void Angel

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Posted 18 May 2014 - 11:20 AM

View PostBront, on 18 May 2014 - 06:13 AM, said:

Replace Atlases with Victors, and you've got something, though most assaults are workable. Atlases are too easy to side core a the moment, and it's mostly DDC or bust on the Atlas.

View PostAppogee, on 18 May 2014 - 07:38 AM, said:

I prefer Victors, but since the nerf they really have no compelling advantage over a Highlander, but they have the disadvantage of much less armor.

View PostBront, on 18 May 2014 - 08:42 AM, said:

Actually, they are still significantly more agile than highlanders, and get much better bang for their buck with Jump Jets (2 victor JJs is the equivalent of 4 Highlander JJs, so 2 tons vs 8, sucks up most of the tonnage advantage if you want JJs). Not to mention a higher engine cap means they can be significantly faster.

Like Bront says, Victors are actually the only really efficient dedicated jump sniper at the assault weight class - since the jump jet nerf, I can personally attest that the Highlander feels like it's being lifted up by a crane, not rising into the air on wings of fire. Victors' jump jets are much more efficient at lifting it off the ground - you can tell just by watching them.

As for the Atlas, while its arms need to be reworked, it's still an extremely tough 'mech which can protect its torsos somewhat with proper twisting. It's just harder than it should be, and makes the Atlas not quite as good for its tonnage - however since nothing else quite has the Atlas' tonnage, the 'mech can still hold its own, particularly with ECM to sow confusion.

Edited by Void Angel, 18 May 2014 - 11:21 AM.


#39 Appogee

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Posted 18 May 2014 - 11:22 AM

If you could have only one or two Assaults - which was the point of this thread - then I still don't think many would take a Victor over a Highlander, Stalker, Atlas or even a Banshee. (Unless you want to spend the match jump-sniping, in which case I agree they are the better chocie.)

#40 Void Angel

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Posted 18 May 2014 - 11:38 AM

He's already got an Atlas, so heavy, slow firepower is covered - of the alternatives, given that he wants a variety of role options, the Victor is the best choice. The Victor does the mobile Assault chassis thing better than any other 'mech, and it's the only Assault 'mech that can jump efficiently enough to jump snipe.





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