So I've elected to drop back into the solo queue, and play (literally: "play: /pla/ verb 1. engage in activity for enjoyment and recreation rather than serious or practical purpose.") with mechs I had previously skipped over.
I'm a fan of Davion, I'm a fan of mediums, but I had never taken the time and invested the effort to achieve any degree of competence in Cents. Even earned my freebie -AL
With the recent sale I snagged $15 worth of MC and rolled into a Yen-Lo and a CS9-A(C). First stop: kitted out the A(C) with a stock config; AC/10, 2x mLas, LRM10.
Lore Correct? Yes.
Super Effective? I don't care.
I didn't go so lore correct as to shed down to TT armor values, and I've a larger engine and double heatsinks... so the character I'm playing served under Prince Victor in multiple engagements against the Clans and for his decorated service was awarded upgraded tech for his ride, he's just that good.
I'm loving this mech with this build. I'm putting out damage numbers lower than I think I ever have.
I have to strain my efforts more into staying alive than aggressively stomping this mech or that. (Staying alive while dealing damage of course, not running and hiding).
The Cent is considered the FedSun's "Trooper mech". It's most common, general purpose machine. Even as a kid I found that idea rather fascinating. Imagine warehouses just adjacent to the massive lostech mech production facility where rows of CN9's stand waiting to be loaded into dropships for transport to various garrisons and training camps. The concept of a trooper mech period was interesting; this machine might not be the absolute best at anything, but we've got the wherewithal to produce it in reasonable numbers, so we're going to use it.
Lessee, on that count Davion has the Cent; Liao the Vindicator; DCMS has the Panther and Dragon but I'm not sure what medium. What about the Lyrans? (no, not an Atlas)
Anyway; the shortcomings is actually what is making this thing so interesting. I've got over 80 machines in my stables, many of them rocking popular flavors of meta; but what makes this thing so much fun is it's shortcomings and limitations.
Advice for the freshly minted pilot in the Armed Forces of the Federated Suns:
First off, stay alive MechWarrior.
Quite a few Comstar Bills went into training you and keeping that machine functioning. Your CN9 is a capable, flexible BattleMech; it can take a few scratches while you find cover, but you will learn to find and use cover. Even the heaviest armored Assault class monster will wither under concentrated fire, and we're not trusting you with an Assault mech yet, not by a long shot, so find that cover and don't give the other side the chance to put multiple guns on you.
Next: The Heavy and Assault class machines in your company carry more weight, both literally and figuratively than you. They can move the mountains, your job is to lend a hand and protect their flanks. Yes, I said "protect". The big boys are seriously vulnerable to flanking maneuvers, especially when they're trading hammer blows with the big guns on the other side. Your job isn't to play the Grim Reaper, executing enemy mechs and racking up kill after kill. No no son, your job is to play back-door guard. To run those pesky lights and mediums away from our flanks so the big boys can do the real work. Now when the opportunity presents itself, put a round or two into the enemy assaults, sure thing. But don't get so distracted by pie in the sky notions of glory that you forget your job or needlessly expose yourself. Getting all starry eyed daydreaming about being the conquering hero while on the business end of an Atlas or Daishi will nix your career real quick.
(oops, RL calling, to be continued)
Edited by juxstapo, 02 August 2014 - 04:39 PM.