Choice Of Second Mech
#1
Posted 02 August 2014 - 11:06 AM
I recently started playing MWO and asked what would be a great second mech.
I was told to first get my Hunchback elite so I did.
I currently own three Hunchback's (4SP - 4P and 4G) and they are all elite.
I'm selling the 4G (not sure about selling the 4P or 4SP) and wondering what would be a great second mech?
I thought that i liked the ballistics of the 4G until I figured out how much fun you can have with 9ML in a 4P .
So what would be a great mehc for me too buy and why?
greetings,
UnrealGK
#2
Posted 02 August 2014 - 11:24 AM
If you really like laserboating, then maybe an even bigger laserboat might be fun. The Timberwolf would be a solid choice if you wanted to drop some cash on the game for a clan pack/a la carte purchase, and IS assault mechs like the Awesome, Battlemaster, and Banshee can all bring a big fat standard engine and lots of lasers.
Obviously if you want to try a different style of play there are tons of other choices.
#3
Posted 02 August 2014 - 11:49 AM
But for Inner Sphere, next would be a BlackJack, forgot which one it is but can boat a decent amount of lasers without breaking the bank.
#4
Posted 02 August 2014 - 11:49 AM
1) Commando! Fast hit and run tactics are always enjoyable
2) Raven! A classic you can't go wrong with.
3) Cicada! Is it a light? Is it a medium? Nobody knows!
4) Shadowhawk! Versatile and tough.
5) Catapult! Another classic. Not much versatility, but you want missiles? Forgetaboutit!
6) Orion! Atlas Jr? Yes please!
7) Awesome! Don't let the negative hype fool you, this mech's an ass kicker.
8) Atlas! Why get Jr when big papa is right here?
Of course, there are some great clan mechs, but those cost real money for a few more months.
#5
Posted 02 August 2014 - 11:53 AM
For that purpose I would not mind to trade in some speed.
I also noticed that medium lasers are not doing any kind of damage long range, I would like something that would also do some damage long range.
I HATE LRM but that is only because i can't use it and it is sometimes hard to take cover from it
Also i currently don't want to spend any real money on mech's at this time (maybe later).
Edited by UnrealGK, 02 August 2014 - 11:54 AM.
#6
Posted 02 August 2014 - 11:59 AM
UnrealGK, on 02 August 2014 - 11:53 AM, said:
For that purpose I would not mind to trade in some speed.
I also noticed that medium lasers are not doing any kind of damage long range, I would like something that would also do some damage long range.
I HATE LRM but that is only because i can't use it and it is sometimes hard to take cover from it
Also i currently don't want to spend any real money on mech's at this time (maybe later).
If you like speed and taking hits, BlackJack with Large Lasers or ER Large and small lasers for up close.
If you want a fast one, BJ-1X with a Standard 295 and speed tweak will take you to 116.8 KPH. But I only use two medium lasers and 6 small lasers for that.
-EDIT-
Torso twist when taking hits.
Edited by Ryvucz, 02 August 2014 - 12:00 PM.
#7
Posted 02 August 2014 - 12:05 PM
Weapons have different ranges. Medium lasers top out at 540m with optimal damage done up to 270m. You can find out all game data, like weapon stats, @Smurfy. It is also a handy mechlab for planning purchases without spending Cbills.
Edited by Modo44, 02 August 2014 - 12:06 PM.
#8
Posted 02 August 2014 - 12:12 PM
The only problem I have is that I can't for the life of me find a build on any of the other Thunderbolts that works for me. But if you like the 4P, you'll probably like the Thunderbolt-5SS. (Customer Satisfaction NOT guaranteed. No Substitutions, exchanges, or refunds)
#9
Posted 02 August 2014 - 12:57 PM
Inner Sphere: Battlemaster (most variants), Thunderbolts, Shadowhawk (2K), Wolverines, Banshee.
Almost every single one can also use SRMs and has at least a ballistic variant for a bit of 4G nostalgia, too.
Piece one together here.
(In 4 weeks you can also try a Nova for cbills. Nova (Blackhawk) can carry up to 12 energy weapons and they are arm mounted for high flexibility.)
By reasonably fast I mean both fast for what they are and able to take quite a bit of abuse.
#10
Posted 02 August 2014 - 01:05 PM
Despite all the guff Awesomes have gotten over the history of the game, the recent quirks have helped the Awesome a fair bit. Still among the worst hitboxes in the game, but that 17% protection to CT and reduced heat generation and increased dissipation has made it interesting.
I've made some semi-heat neutral PPC boats that can fire triple PPCs on Terra Therma 5 times back to back before slowing down, YAY STANDARD HEATSINKS OF AWESOMENESS! (Seriously. Sure the build I used has got less armor than the typical maxed out Cicada, but they don't know that... Everyone aims for the center torso).
Glee.
So if you like having a great view, the Awesome is actually a not-as-terrible-as-the-negative-hype-may-imply choice for energy boating, too.
Especially if you wanna get away with laughing in the face of ghost heat. The 5 ER LL build is great too!
Edited by Koniving, 02 August 2014 - 01:18 PM.
#11
Posted 03 August 2014 - 12:37 AM
Catapult K2 / Jester
Firebrand
Quickdraw 5K
Thunderbolt 5SS & 9S
#12
Posted 03 August 2014 - 05:17 AM
But, as other people have said, there are plenty of other mechs to consider. I'm a Hunchback pilot myself, so I understand your pain. Thunderbolt, Battlemaster, Wolverine, Banshee, Blackjack and (to some extent) Firestarter are all worthwhile choices. Why the Firestarter? Well, you've got more speed, and the shorter range of those Medium Lasers is rapidly changed when you've got the extra speed.
Personally, I support the suggestions of the Thunderbolt, it's basically an armored wrecking ball with the capability of carrying a similar config to a Hunchback. Plus it has a rather nice view. One of my favourite variations is a short-ranged smasher with SRMs. Five Medium Pulse Lasers, two SRM4s. As long as you don't alpha, and keep the arm and torso MPLs separate, you can rip open the backsides of enemy Assault mechs before they can retaliate, and since you're reasonably nimble for your size, you can keep out of the direct line of fire, at least when fighting a Dire Wolf or Stalker. I've had a few brilliant games in it, and quite a few not-so-brilliant ones.
#13
Posted 05 August 2014 - 11:35 AM
I think i will buy a Thunderbolt but are there any Thunderbolts that i shouldn't buy?
#14
Posted 05 August 2014 - 02:59 PM
#15
Posted 05 August 2014 - 03:03 PM
#16
Posted 05 August 2014 - 03:36 PM
Lights
Firestarter. The best is the Ember for real money
RVN-3L. The only good RVN, unfortunately you're going to have to drop CBills for 2 other variants
Jenner-F. See above about RVNs
Mediums
Shadowhawks. The best is the 2K variant.
Heavy
Forget about IS heavies. Just save up for Timberwolf CBill release in November or drop real money for it now. Most IS heavies suffer from hitbox issues. Jagermechs are fun but extremely fragile. The CTF-3D has been nerfed to hell due to the JJ changes.
Assault
Victors. The best is the Dragon Slayer, which is still the strongest IS mech
Stalkers. The best is the Misery
Atlas DDC. The rest are just giant target boards
#17
Posted 05 August 2014 - 03:42 PM
Heavy would be the best choice, imo.
You get more firepower and armor for similar speed. Heavies can push and brawl but get out if things go bad.
Jager or Cataphracts, you get nice IS pinpoint fl damage.
Clan, buy a timberwolf. The only option...until it gets the nerf bat treatment.
After that go assault or light. Assaults and lights are *****WAY***** less forgiving for piloting mistakes.
IS lights lack firepower and due to lack of Role Warfare, have the least relevancy(and im a light pilot!)
Lights have to use their mobility to solve problems. Now they have to be really sneaky, they can no longer run around with invincibility frames.
(lag shields)
They would be more like a thief in a rpg. Backstab and get out. Flank, harass, get out. Dont sit still unless you know you are safe. IS lights would be Jenner, Firestarter, Spider. Commandos are kinda outdated, Locusts are for the brave and suicidal- Charles Bronson Deathwish. Clan? Only the Kitfox. Kitfox is flexible, fun, and strong as most IS mediums. Adder is very limited.
Assaults carry lots of beef- firepower and armor, but once you commit to a spot, if it goes bad, you aint getting out of it anytime soon.
You are the pivot of a push, you cant do it alone, you need the group. But you are the heavy straight right punch- straight to the face! You WILL be targeted first, but hey, you can take it. As long as your team shoots down whatever you target, enemies will fall. Dont hang in the back of the map unless you really know what you are doing.
As far as heavy or assault, might as well wh*re out and do the meta thing.
2ppc+ac or 2ac+pps or combo of gauss/ppc/ac
Dont mess around with that lrm business, its for underhivers.
Koniving, on 02 August 2014 - 01:05 PM, said:
Despite all the guff Awesomes have gotten over the history of the game, the recent quirks have helped the Awesome a fair bit. Still among the worst hitboxes in the game, but that 17% protection to CT and reduced heat generation and increased dissipation has made it interesting.
I've made some semi-heat neutral PPC boats that can fire triple PPCs on Terra Therma 5 times back to back before slowing down, YAY STANDARD HEATSINKS OF AWESOMENESS! (Seriously. Sure the build I used has got less armor than the typical maxed out Cicada, but they don't know that... Everyone aims for the center torso).
Glee.
So if you like having a great view, the Awesome is actually a not-as-terrible-as-the-negative-hype-may-imply choice for energy boating, too.
Especially if you wanna get away with laughing in the face of ghost heat. The 5 ER LL build is great too!
Dude, im gonna have to try the Awesome in stock matches. After i get my meta Victors for regular play.
#18
Posted 06 August 2014 - 10:11 AM
UnrealGK, on 02 August 2014 - 11:06 AM, said:
I recently started playing MWO and asked what would be a great second mech.
I was told to first get my Hunchback elite so I did.
I currently own three Hunchback's (4SP - 4P and 4G) and they are all elite.
I'm selling the 4G (not sure about selling the 4P or 4SP) and wondering what would be a great second mech?
I thought that i liked the ballistics of the 4G until I figured out how much fun you can have with 9ML in a 4P .
So what would be a great mehc for me too buy and why?
greetings,
UnrealGK
Don't sell the 4G. I too prefer both the 4P and the 4SP for my laser-loving play style.
But honestly, the ability to tote around a clan-smashing AC20 is key at some points and you'll regret not having the option.
As a second mech, I'd suggest the BJs. If you've been able to elite your HBKs, you'll become an even better pilot by refining your skills with a lighter mech that has a wider range of possible (effective) loadouts!
It's fast, nimble and can carry knock-out power. My unit actually has 3 builds that are perfectly viable in competitive play.
#19
Posted 07 August 2014 - 12:38 PM
I think i would like the Thunderbolt, Jager, Cataphracts and the Shadowhawk.
That would be the four that are still on my mind.
I do have a question about the skill tree though,
I have unlocked the entire elite tree and so the basic of all my Hunchback's is 2X, but do I have to unlock the entire elite tree again if I'm going to play another medium for the basic skills to count 2X or is the first skill in basic that i unlock 2X right away?
#20
Posted 07 August 2014 - 03:27 PM
To unlock master tier skills i need to complete 3 of any medium mech. Thus i can complete say, 2 hunchbacks and 1 centurion to unlock master tier skills for all mediums.
Skills and xp earned for each mech you own counts for that mech only, so if you play centurions you will need to redo the skill tree for 3 of them to unlock elite and complete elite for the 2x bonus.
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