Mechwarrior Game Vs Mechwarrior Online
#1
Posted 23 July 2014 - 05:08 AM
I was thinking of using the builds from Smurfy on one of the standalone games to test them out before purchasing and outfitting my first mech to save the c-bills and test my playstyle with the loadouts.
I have all of them from days gone by. I am a newb to MWO but not to the mechwarrior franchise or the battletech universe. Just need a bit of refresher.
BTW.... I love the game.
So far enjoying the medium and lights. Most success running those chassis with the trial mechs.
Most survived and damage dealt on spiders/jenners and Blackjacks.
#2
Posted 23 July 2014 - 05:21 AM
Edited by Sudden, 23 July 2014 - 05:21 AM.
#3
Posted 23 July 2014 - 05:24 AM
#4
Posted 23 July 2014 - 06:06 AM
BlindJustice, on 23 July 2014 - 05:08 AM, said:
I was thinking of using the builds from Smurfy on one of the standalone games to test them out before purchasing and outfitting my first mech to save the c-bills and test my playstyle with the loadouts.
I have all of them from days gone by. I am a newb to MWO but not to the mechwarrior franchise or the battletech universe. Just need a bit of refresher.
BTW.... I love the game.
So far enjoying the medium and lights. Most success running those chassis with the trial mechs.
Most survived and damage dealt on spiders/jenners and Blackjacks.
Extremely different.
If you were to compare it to MW4... Then whatever loadout you have would be the same as having a 250 engine and 10 DHS in MWO with elite skills unlocked. (2.0 cooling, 60 threshold. In MWO it'd be 2.3/sec cooling and 60 threshold). Though weapon heats are not the same; the larger lasers are hotter in MW4.
If MW3 (original), then any build that would work here would be absolute garbage in MW3. 30 threshold, 2/sec cooling for 10 DHS. It'd be shutdown city; good news is it'd train you to deal with ghost heat as ghost heat is trying to simulate a 30 threshold on alpha strikes. Funny, that. Simply fixing the threshold to 30 would do wonders.
If MW3 Pirate's Moon or MW2, your threshold would be 40 with 2/sec cooling for 10 DHS. In MW2 the weapons are much cooler (for that arcadey feel) and on MW3 with or without pirate's moon the larger weapons are hotter while the smaller weapons are colder. A small laser and an AC/2 or AC/5 would generate identical heat (1 heat) while a medium laser would generate 3 heat (in MWO it's 2 heat and 4 heat). The ER Large Laser would generate 12 heat (where in MWO it generates 8.5).
In MW3 and 4, PPCs and ER PPCs are essentially identical heat and damage-wise to MWO.
I should note the best way to simulate MW3 Pirates Moon or MW2's threshold and cooling is to take a build with 10 Single Heatsinks in MWO with NO UNLOCKS and double how fast it cools. As that's 40 threshold, 1/s cooling. So double the speed and 2/s cooling with 40 threshold.
Threshold, short for heat threshold, is defined as the maximum amount of heat you can have generated and undissipated (cooled) at any given time before the reactor shuts down.
30 threshold means 30 points/units of heat will shut you down. (Example: ER Large Laser in MW3 is 12 heat. 3 ER Large Lasers and you shutdown at 36 heat if fired at the same time. If fired one at a time your heat might be lower but if you fired 3 in less than 7 seconds with 10 SHS, you'd still hit 30 heat and shutdown).
For MWO, to find out how much threshold you'd get (as unlike any other Mechwarrior game, MWO has a rising threshold), refer to this heat simulator and note that skill unlocks (as checkboxes) and engine sizes will affect your cooling speed and threshold.
This is the threshold/cooling of a Dire Wolf Prime in its stock configuration with no unlocks.
And this is its performance in a more canonical fighting style [in how the weapons are fired]. (Skip to 6:10 for the beginning of the fight).
And this is the fight from the opposing side. Skip to 3:50.
Edited by Koniving, 23 July 2014 - 06:18 AM.
#5
Posted 23 July 2014 - 10:11 AM
BTW: I am taking advice for first mech and have narrowed it down to Huntchback and Jenner. But I can just play as the Trial Jenner if I want something different or until I decide to buy one. I figure, why own something that I can play for free, when I can buy a different type. I may go Raven instead of Jenner if I buy a light. But I only have 10 mil to spend so I can only afford one full setup and minimum backup armaments. I play mostly as a skirmisher that knows how to spot for the LRM Boats.
Edited by BlindJustice, 23 July 2014 - 10:16 AM.
#6
Posted 23 July 2014 - 10:30 AM
This is a slow light (after speed tweak). The design was based off of what I used for a Jenner, but enhanced with more lasers instead of twin PPCs. (The video has the order of events jumbled up; you'll see the end before you see the middle. Sorry about that).
For the Hunchback you can easily get away without replacing the engine, but know that with a 200 engine you definitely won't be winning any marathons. This is my most recent Hunchback vid. I'll probably have more in the near future.
Standard 200 engine. 320 armor (just like stock, but rearranged). 2 PPCs right torso with 4 Medium Lasers, tag in the head, and 2 medium lasers on the arms.
It was changed from an XL 275 engine (very expensive), 3 PPCs and several smaller lasers.
Hunchbacks (and slow lights) thrive on tight, compact spaces or in the company of other larger machines. Don't expect to solo anything. You're part of a lance, stick with them.
Edited by Koniving, 23 July 2014 - 10:33 AM.
#7
Posted 23 July 2014 - 10:50 AM
#8
Posted 23 July 2014 - 11:02 AM
BlindJustice, on 23 July 2014 - 10:50 AM, said:
It cuts through ECM so long as you are out of ECM range, and assists those with LRMs, including yourself. Some call it a requirement of you plan on going solo in an LRM boat.
#9
Posted 23 July 2014 - 11:04 AM
Red1769, on 23 July 2014 - 11:02 AM, said:
It cuts through ECM so long as you are out of ECM range, and assists those with LRMs, including yourself. Some call it a requirement of you plan on going solo in an LRM boat.
So a laser pointer. Not necessary.
#10
Posted 23 July 2014 - 11:07 AM
For example, this is a wall. |
But. When you go to shoot... This is the wall. The dash represents an invisible surface that blocks bullets. |-
It looks clear, but if you fire you will hit the invisible wall and NOT penetrate.
A TAG will show you where those invisible walls are.
It also marks the enemy for others to attack. Any allies that can shoot missiles at it will see that symbol and will be more likely to shoot at it because it says "I am attacking this target, please support me."
#11
Posted 23 July 2014 - 11:15 AM
Koniving, on 23 July 2014 - 11:07 AM, said:
For example, this is a wall. |
But. When you go to shoot... This is the wall. The dash represents an invisible surface that blocks bullets. |-
It looks clear, but if you fire you will hit the invisible wall and NOT penetrate.
A TAG will show you where those invisible walls are.
It also marks the enemy for others to attack. Any allies that can shoot missiles at it will see that symbol and will be more likely to shoot at it because it says "I am attacking this target, please support me."
ah so not necessary but gives an advantage for spotting and saying shoot here!
#12
Posted 23 July 2014 - 11:21 AM
Here it is for the most part. Note though 5 heatsinks are added, there are 8 already in the engine. You don't want to be the center of attention. The weapons are intended to be used individually. The PPCs can pump out 20 damage instantly (for 20 units of heat; 10 per PPC.).
At first, it has these stats.
Cooling Rate : 2.30 heat/sec
Heat Threshold : 53
So at any one time you can generate 52 heat without shutting down. Two PPCs is 20 heat (20 damage). 6 ML is 24 heat for 30 damage (4 heat each and 5 damage each) but that damage is spread over the length of the beam. It's hot, that's true.
Ideally you do not want to fire everything at once. Instead, use PPCs for the hardened targets. Use lasers on targets that are too difficult to hit with PPCs (particularly fast targets) or for emergencies. Both sets of weapon are slow to recharge so the heat can be managed if not rushed.
What you can do is exchange some firepower. Trade a laser for a heatsink, for example. (There's a reason it's a tag and not a medium laser in the head; ghost heat would wreck this mech, 7 ML fired at once = punishment).
But when elited, it'll get better.
Cooling Rate : 2.65 heat/sec
Heat Threshold : 63.6
And right the tag isn't necessary. Considering how hot the PPCs are, it definitely helps to make sure they don't go to waste. Replace it with a heatsink if you want. If you do, move one laser from the RT to the head so you'll still have a laser if you lose the side.
Another design had 3 PPCs to be fired one at a time and several small lasers (lighter, colder but less range; used more for emergencies). Firing 3 PPCs at once punishes you with excess heat, though. It's much faster using the XL 275.
Some other ideas that involve other Hunchbacks.
(And for fun...)
Edited by Koniving, 23 July 2014 - 11:32 AM.
#13
Posted 23 July 2014 - 03:28 PM
BlindJustice, on 23 July 2014 - 11:04 AM, said:
At least TAG is better than in MW4 Mercs Mekpak 3.1. That game's TAG literally does nothing but give you a fancy small laser that does no damage but weighs more. Also, Command Console used to be really really useless (3 tons of utterly nothing) but now at least it buffs a bit of stats and aiming, so it's viable for some mechs and loadouts, same as targeting computer.
Try all 12 of the trials and also remember mastering a mech requires 3 variants to master that chassis. I believe you are finished with your Cadet Bonus, but still, pick wisely, as your first mech will likely take a bit of time to finish. The Hunchback is not bad of a choice, I still run it once in a while, but remember that you'd want to have a 46-2 armor allocation to that big ol' hunch (except 4SP or Grid Iron). The rear torso of that right side is really tiny, therefore 46-2 works wonders. Also note that DHS > SHS, but you might want to skim on that (most people wouldn't recommend that at all but I did save a bit of cash early on without buying it).
Oh and also, Heroes cost MC but give a 30% C-bill bonus and a neat paint job, an extra variant worth, and other options that are special. Champions however are just preupgraded mechs and give 10% XP bonus.
#14
Posted 23 July 2014 - 04:09 PM
I figure I would most likely run Mediums and Lights. I like heavy's but I can always use one of the Trials for that. I like being able to move around the map and have a chance of escape should I make a turn that puts me in front of a couple of enemy mechs that are bigger than me.
#15
Posted 23 July 2014 - 08:14 PM
BlindJustice, on 23 July 2014 - 04:09 PM, said:
I figure I would most likely run Mediums and Lights. I like heavy's but I can always use one of the Trials for that. I like being able to move around the map and have a chance of escape should I make a turn that puts me in front of a couple of enemy mechs that are bigger than me.
Remember that as a Hunchie you'd likely be targeted heavily on that hunch. Try that 4P out if you haven't already, as it's neat and usable. (Wait is HBK-4P(C) in trials atm?)
You might want to lend PGI some support later on as you play, as Mech Bays will cost MC (well a couple bucks so it wouldn't be bad in comparison to hefty costing heroes and stuff.) Good luck out there, and maybe try to play with Smurfy in order to fine desired builds for the Hunchbacks.
#16
Posted 23 July 2014 - 08:27 PM
MW 4 used a hardpoint system - BUUUUUUT you got as many hardpoints as the original item had crits. For example - a MW4 Hunchback would give you 10 ballistic 'slots.' You could put any combination of 10 ballistic slots into there - whether that be ten machine guns or one gauss.
I didn't do really any multi in either game. Both were more fun as far as playing goes though.
#17
Posted 23 July 2014 - 08:59 PM
Also, MWO=/=MW2, MWO=/=MW3, MWO=/=MW4
This game does not play like any previous ones. And I don't simply mean because stats are different. This game feels different and behaves differently and you are playing against humans, not AIs.
#18
Posted 23 July 2014 - 09:07 PM
TheCaptainJZ, on 23 July 2014 - 08:59 PM, said:
Also, MWO=/=MW2, MWO=/=MW3, MWO=/=MW4
This game does not play like any previous ones. And I don't simply mean because stats are different. This game feels different and behaves differently and you are playing against humans, not AIs.
I wasn't going to compare them as Human vs AI, just sample building and trying out heat management in a game environment. But thanks for the advise on the TAG. I may implement it into a mech design in my next variant or add it to my first one depending how it plays. Right now I put an AMS in it to slow down the missile magnet problem that I seem to have. For some reason they target the little guy and leave my big brothers alone.
too bad I haven't got the chance to try it out. Its been 8 min in search mode so far.
#19
Posted 23 July 2014 - 09:10 PM
BlindJustice, on 23 July 2014 - 09:07 PM, said:
I wasn't going to compare them as Human vs AI, just sample building and trying out heat management in a game environment. But thanks for the advise on the TAG. I may implement it into a mech design in my next variant or add it to my first one depending how it plays. Right now I put an AMS in it to slow down the missile magnet problem that I seem to have. For some reason they target the little guy and leave my big brothers alone.
too bad I haven't got the chance to try it out. Its been 8 min in search mode so far.
I run nearly all my mechs with AMS. TAG is useful for some extra xp and cbills too.
If you would like to group up, I can hop on and play some rounds.
Edited by TheCaptainJZ, 23 July 2014 - 09:11 PM.
#20
Posted 23 July 2014 - 10:09 PM
next two rounds were MUCH better. Survived with everything intact and had a few kills to go with it. I run out of AMS since I am able to carry only a half ton but it held out long enough to either help take out missiles targeting a team mate or myself. But I have enough to get me to cover and limit the damage.
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