Things You Should Know About Clan Mechs
#1
Posted 22 June 2014 - 04:03 AM
To start:
Targeting Computers are not working. They are supposed to be implemented in the main July patch
Unlike TT rules, clan LRMs currently have a 180m minimum range
What other tips/advice is out there?
#2
Posted 22 June 2014 - 04:07 AM
Quote
Next patch theyre lowering the minimum range on C-LRMs though. C-LRMs will do full damage at 100m and then under 100m the damage will drop off linearly to 0m
#3
Posted 22 June 2014 - 05:33 AM
im losing much more since im playing my clan mechs!
#4
Posted 22 June 2014 - 06:31 AM
LRMs are pretty useless if you move from cover to cover
Their lights move very slowly. If the player is trying to play his light the same way he would an IS light... show him the error of his ways and kill him instantly.
ER PPCs and clan ER Larges have insane range. Don't stare into the sun while completely exposed. If they can see you, odds are they can hit you.
#6
Posted 22 June 2014 - 06:38 AM
Anyone who didn't get clan packs should immediately try and grind the 1500 gxp and 6 mil c-bills and get this module as soon as they can grind it.
Given the speed of most IS mechs compared to clan mechs, this module is pretty much a must for nearly any IS pilot.
#7
Posted 22 June 2014 - 06:43 AM
vondano, on 22 June 2014 - 05:33 AM, said:
im losing much more since im playing my clan mechs!
They're not OP for the same reason that the Atlas is not OP: they focus PUG fire very well. 1v1 a Dire Wolf will obliterate anything, but when one shows up on the battlefield it is immediately focused down by everyone. Add this to the fact that they really need to be out in the open for a while for their weapons to be stronger and they end up not being anywhere near as powerful as you'd expect. It's kind of hilarious that stupid PUGs make those Timberwolves and Dire Wolves not such a big deal at all because everyone wants to shoot them down.
I would be interested to see how this works in coordinated team games though.
#8
Posted 22 June 2014 - 06:48 AM
Khobai, on 22 June 2014 - 04:07 AM, said:
Next patch theyre lowering the minimum range on C-LRMs though. C-LRMs will do full damage at 100m and then under 100m the damage will drop off linearly to 0m
Unless the plan's changed, you're misunderstood and completely mischaracterized how it'll work.
Damage will work on an exponential curve. Under 100m or so damage will be minimal. Beyond 100m that's when the missiles will start doing real damage.
So, if PGI's changed the plan, link to source please.
#9
Posted 22 June 2014 - 06:49 AM
That being said, this has only happened to me like twice (both times on Frozen City, where a lot of the buildings are too small to block 100% of the incoming LRMs). The rest of the time the standard L2C protocols work fine, but I just worry that they might be a tad OP if we start seeing more Light mechs carrying NARCs around.
Edited by Doctor Proctor, 22 June 2014 - 06:50 AM.
#10
Posted 22 June 2014 - 06:57 AM
Hitting an enemy with one is no easy feat. The thing travels slow, seems slower than an AC/20 shot. The range is fairly short and the Narcer risks instant death from FLD to apply the suction. LRM proof cover still negates it as does being inside another friendly mech's ECM field. I've Narc'd lots of fat juicy assaults only to have the signal shut down by some pesky Raven or Spider running around near by. Those things are damn near impossible to hit with a Narc, so shutting down their ECM isn't going to happen.
Narc has to be this good to make it worth taking.
Edited by PanchoTortilla, 22 June 2014 - 07:07 AM.
#11
Posted 22 June 2014 - 07:04 AM
vondano, on 22 June 2014 - 05:33 AM, said:
im losing much more since im playing my clan mechs!
This.
Also worth noting is my average damage per match has shot up. Only had two sub 300 damage rounds, mostly due to stupid loadouts and positional errors. As a rough average I'm hitting ~400 per match (not including the stupid rounds, or the 15 damage round when I let my brother try the Adder Prime).
In contrast, my kills per match has dropped. Normally a 400 damage game is a guaranteed two or three kills. Not so much with clans.
I attribute the above to the DOT nature of the weapons and the damage spreading. Still, not OP and great fun.
#12
Posted 22 June 2014 - 07:15 AM
PanchoTortilla, on 22 June 2014 - 06:57 AM, said:
Hitting an enemy with one is no easy feat. The thing travels slow, seems slower than an AC/20 shot. The range is fairly short and the Narcer risks instant death from FLD to apply the suction. LRM proof cover still negates it as does being inside another friendly mech's ECM field. I've Narc'd lots of fat juicy assaults only to have the signal shut down by some pesky Raven or Spider running around near by. Those things are damn near impossible to hit with a Narc, so shutting down their ECM isn't going to happen.
Narc has to be this good to make it worth taking.
I'm not questioning the functionality of NARC, I'm saying that NARC + 200 tubes of LRMs on the enemy team is really strong. CLRM's are so light that practically EVERY mech has them now, which changes the battle calculus compared to the IS mechs where it's more of a crap shoot.
#13
Posted 22 June 2014 - 07:17 AM
They have more damage over time and can load more weapons but they take longer to reap the full damage. The meta still belongs to the IS.
Clans can do more damage but have to risk more exposure to get all of it. They shine in concentrated fire, but that is kinda wrong, lore-wise, yes?
I dont see much difference in lrm use other than there is more of it. To me it is still fairly inefficient. Clans can jam more in but because they stream fire i guess AMS gets to shoot more of them down.
Narc is stronger but still a waste of tonnage/space.
Streak SRM6 is nice...in theory. That 7 second reload is brutal in a brawl. I use regular SRM which after the fix, work WAY better than before.
Clans lack in the light dept. They are so slow(for MWO). TT they were decent in speed. The parity between the clan heavies speed and IS speed is way off compared to the parity between lights. The lights might as well be mini assaults for scouting roles.
#14
Posted 22 June 2014 - 07:20 AM
SpiralFace, on 22 June 2014 - 06:38 AM, said:
Please state exactly how it is OP. From what I can tell is allows you not to be hit by auto-aim munitions when no enemy is targeting you. Hardly a sky is falling situation like you claim.
So tell me what I missed.
#15
Posted 22 June 2014 - 07:31 AM
Renders a whole hell of alot of the potential LRM spam to nothing. Have had matches were my LRM heavy boats end the match with 600-700 missiles still in the racks.
The radar deprivation module also makes it hard on the LRM boats really forcing you into bringing the enemy under direct fire (enemy visable and targeted by you) rather than be able to stand back at range and unload missiles. It is almost imperative to have good close range weapons in addition to missiles at this point, something most clan mechs that mount LRMs can do nicely if built correctly.
#16
Posted 22 June 2014 - 07:57 AM
Lunatech, on 22 June 2014 - 07:04 AM, said:
This.
Also worth noting is my average damage per match has shot up. Only had two sub 300 damage rounds, mostly due to stupid loadouts and positional errors. As a rough average I'm hitting ~400 per match (not including the stupid rounds, or the 15 damage round when I let my brother try the Adder Prime).
In contrast, my kills per match has dropped. Normally a 400 damage game is a guaranteed two or three kills. Not so much with clans.
I attribute the above to the DOT nature of the weapons and the damage spreading. Still, not OP and great fun.
I agree, I honestly think I have had way better matches in IS mechs but I have way more fun in clan mechs. they take team work and more skill to do high damage and get a lot of kills, they are not meant to lone wolf thats for sure. I sold the IS mechs that I no longer cared to play in, I just kept my firestarter and spider champion I got way more damage and kills in those over all the other IS mechs I've used, and due to the clans expensive nature of changing loadouts I needed the cbills for tinkering anyways.
They are no op as so many people say in matches they can do great damage if you let them shoot you for the full time they need, they cant just turn their torso to protect their core without pretty much losing most of the firepower anyways.
#17
Posted 22 June 2014 - 08:19 AM
Doctor Proctor, on 22 June 2014 - 06:49 AM, said:
Well, it does come stock as an LRM40, and the Kit Fox-D comes stock with an LRM35+NARC.
#18
Posted 22 June 2014 - 09:16 AM
Mcgral18, on 22 June 2014 - 08:19 AM, said:
Well, it does come stock as an LRM40, and the Kit Fox-D comes stock with an LRM35+NARC.
I hadn't looked at the Clan loadouts since I didn't buy a package, so I didn't know it was that bad. Some dedicated LRM Heavies, like the Cats, don't pack much more than an LRM40. And this thing is a LIGHT mech!
#19
Posted 22 June 2014 - 09:21 AM
Tetryon88, on 22 June 2014 - 06:31 AM, said:
LRMs are pretty useless if you move from cover to cover
Their lights move very slowly. If the player is trying to play his light the same way he would an IS light... show him the error of his ways and kill him instantly.
ER PPCs and clan ER Larges have insane range. Don't stare into the sun while completely exposed. If they can see you, odds are they can hit you.
ER PPC has the same range as the IS version.
ER LArges (and Mediums!) on the other hand... yeah. Those blue shafts can hurt, even from 1500 meters out.
Doctor Proctor, on 22 June 2014 - 09:16 AM, said:
and it's barely faster than a kitted out Catapult, and has half the armor.
#20
Posted 22 June 2014 - 09:31 AM
Bishop Steiner, on 22 June 2014 - 09:21 AM, said:
True, but that's a lot of firepower in such a small package. Come 3/3/3/3 3 Adders with LRM40s could be devastating as LRM support, rather than Light scouts. As I said, I'm not saying "ZOMG TEH SKY IS FALLING", just that the sheer amount of CLRMs that some of the clan mechs can take could become problematic in the future.
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