Ive ventured back to MWO for about 2 rounds at a time for the past year +
I re-installed last night, and was very pleased this morning.
All my old builds are defunct, because PPCs and ACs got nerfed a bit...
BUT SRMS ACTUALLY DO DAMAGE!
I just got 4 kills 750+ dmg in my CN9-A....
I can't wait to try all my fast mediums\brawlers out to see what works.
Any tips for someone returning after essentially a year away?
0
Tis Good To Be Back!
Started by LordBraxton, Sep 27 2014 07:30 AM
1 reply to this topic
#1
Posted 27 September 2014 - 07:30 AM
#2
Posted 27 September 2014 - 08:07 AM
Ah, you discovered the Buckton Fix. (SRMs)
Yes, SRMs rock people's worlds, now. PPCs are hardly defunct, btw, they're just harder to hit with at range. Not sure when was the last time you played so you may've noticed ACs getting nerfed from x3 range to x2. They're still good, though.
Anyway, tips... assuming you have only IS mechs, the first thing you'll notice is clan mechs going around. Clan mechs, with a few exceptions, tend to rely on lasers and missiles. The big boys often sport gauss, erppc and UACs. Clan mechs tend to run hotter, too, unless a lot of potential firepower is sacrificed to the heat sink gods. Also, clan mechs can't change anything but their pod-space, so stuff like engine, structure/armor, etc, everything that is fixed gear in TT rules is also fixed in MWO. OTOH, they can swap out omnipods, which means they can change their hardpoints, so... when you see a Timberwolf Prime, you could be seeing a Timberwolf with Prime arms and S torsos for jumpjet action, for example.
Clan AC/UACs don't fire single slugs, but a stream of slugs. This is both good and bad. Spreads damage around but also actually helps putting some damage in at all. IS ACs are typically considered better, though, because of the pinpoint damage nature.
Clan lasers are hot but outrange IS lasers and are often lighter and smaller, too. Clan doesn't have PPC but has ERPPC that deals additional splash damage to adjacent sections.
Clan SRMs deal slightly less damage, but are half-weight on the launchers.
Clan LRMs streamfire over up to as long as a second and are very vulnerable to AMS. But are half-weight launchers and have no minimum range (just diminished non-linear damage below 180m). Ironically, despite heavier launchers, IS LRMs are largely considered to be better.
Clan XL engines don't die to a single side torso loss... nor currently have any penalty when losing a side torso. This is set to change, but what it means is that you won't kill a clan mech unless you kill both side torsos or the CT. Or both legs, naturally. Bear this in mind when fighting a clan mech.
Random note that might be helpful, too.... most clan-mechs have the bulk of their guns on their arms. Stuff like the Nova are particularly bad at that, so blowing off an arm if you have the chance is usually an excellent idea. Also, most clan-mechs aren't optimized, stuck with standard structure, armor, or both, jumpjets, etc. Nova, for example, has 16t of pod-space. On a 50t mech. Eww.
Anyway... IS ACs are still great if you know how to use them, IS lasers are far from useless (but you need to get closer) and SRMs and LRMs are your friends. Bring an AMS if you can, always helps. Radar Deprivation module is new and awesome to screw with LRM boats. Weapon modules no longer screw you with additional heat, either, so if you have the GXP and CB to spare, it may be worth grabbing some, perhaps particularly the range ones for IS weapons. 500m large laser?
Oh, and of course, always bring your ECM if you can carry one. (that hasn't changed......)
Yes, SRMs rock people's worlds, now. PPCs are hardly defunct, btw, they're just harder to hit with at range. Not sure when was the last time you played so you may've noticed ACs getting nerfed from x3 range to x2. They're still good, though.
Anyway, tips... assuming you have only IS mechs, the first thing you'll notice is clan mechs going around. Clan mechs, with a few exceptions, tend to rely on lasers and missiles. The big boys often sport gauss, erppc and UACs. Clan mechs tend to run hotter, too, unless a lot of potential firepower is sacrificed to the heat sink gods. Also, clan mechs can't change anything but their pod-space, so stuff like engine, structure/armor, etc, everything that is fixed gear in TT rules is also fixed in MWO. OTOH, they can swap out omnipods, which means they can change their hardpoints, so... when you see a Timberwolf Prime, you could be seeing a Timberwolf with Prime arms and S torsos for jumpjet action, for example.
Clan AC/UACs don't fire single slugs, but a stream of slugs. This is both good and bad. Spreads damage around but also actually helps putting some damage in at all. IS ACs are typically considered better, though, because of the pinpoint damage nature.
Clan lasers are hot but outrange IS lasers and are often lighter and smaller, too. Clan doesn't have PPC but has ERPPC that deals additional splash damage to adjacent sections.
Clan SRMs deal slightly less damage, but are half-weight on the launchers.
Clan LRMs streamfire over up to as long as a second and are very vulnerable to AMS. But are half-weight launchers and have no minimum range (just diminished non-linear damage below 180m). Ironically, despite heavier launchers, IS LRMs are largely considered to be better.
Clan XL engines don't die to a single side torso loss... nor currently have any penalty when losing a side torso. This is set to change, but what it means is that you won't kill a clan mech unless you kill both side torsos or the CT. Or both legs, naturally. Bear this in mind when fighting a clan mech.
Random note that might be helpful, too.... most clan-mechs have the bulk of their guns on their arms. Stuff like the Nova are particularly bad at that, so blowing off an arm if you have the chance is usually an excellent idea. Also, most clan-mechs aren't optimized, stuck with standard structure, armor, or both, jumpjets, etc. Nova, for example, has 16t of pod-space. On a 50t mech. Eww.
Anyway... IS ACs are still great if you know how to use them, IS lasers are far from useless (but you need to get closer) and SRMs and LRMs are your friends. Bring an AMS if you can, always helps. Radar Deprivation module is new and awesome to screw with LRM boats. Weapon modules no longer screw you with additional heat, either, so if you have the GXP and CB to spare, it may be worth grabbing some, perhaps particularly the range ones for IS weapons. 500m large laser?
Oh, and of course, always bring your ECM if you can carry one. (that hasn't changed......)
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