

Mech Pick Advice
#1
Posted 18 October 2014 - 07:04 AM
I'm thinking of what mech to buy next but I'm having trouble finding anything.
I like symetry.
I like ballistic..especially gattling guns.
The Griffon looks neat, but no ballistics on any variant.
The Quickdraw also looks neat, but again, no ballistics.
Seriously, why aren't there variants with a few ballisitc slots?
The Shadow Hawk is great, if only I could mount guns on the other shoulder too.
The Summoner with Ultra AC's is also intimidating - but the arm asymetry is ugly and I hate misplaced cockpits.
The wolverine can have shoulder missile launchers and look neat... but Im not sure if it can mount ultra AC's and where the mounts are.
This game could really use a VR room like Planetside 2 has.
So any ideas?
#2
Posted 18 October 2014 - 07:19 AM
1 balllistic hardpoint in each side torso and 1 energy hardpoint in each arm+side torso. Perfect symetrical hardpoints.
You should also take a closer look at the Jagermech and its variants.
#3
Posted 18 October 2014 - 07:20 AM
For example, the Wolverine has one variant which can mount 2 ballistic in the right arm.
Many Inner sphere mechs are not built symetrically, especially for ballistic weapons (mechs such as the Shadowhawk, Orion, Atlas, mount ballistics in only one side torso, Cataphracts tend to have then in the RT and RA).
Mechs with a high degree of symmetry include Jenners, Firestarters, Hunchback 4SP, Blackjacks, Catapult variants, Jagermechs, The Cataphract 4X, Stalkers(except the 5M which has +1 missile on one side).
Generally Clan mechs offer superior symmetry.
#4
Posted 18 October 2014 - 07:38 AM
if you want to see the changes coming look under the command chair forum where Russ Bullock has been updating.
Edited by Summon3r, 18 October 2014 - 07:42 AM.
#5
Posted 18 October 2014 - 07:40 AM
Ballistics are fine, but not a style per se. Do you like to brawl or support. Those being the 2 main options currently.
Also symmetry can be a bad thing, depending. Do you tend to use XL or STD engines???
Torso twisting is a good skill to learn, it makes you harder to kill.
Once you can torso twist under fire and return fire under those circumstances, you may want asymmetric builds.
Research 'shield arm' and 'dead-siding'.
Ballistic mechs:
Shadowhawk one of the best. Got hurt by the ppr nerf but is still great.
Catapult K2, dual AC10, Dual AC20, Dual Gauss are all possible.
Jagermechs, former meta ballistic builds. Still viable.
Banshee E has 4 B on one torso and can boat 3AC5 or 2AC5+2AC2 in addition to some lasers
Blackjack can carry an AC20
Ember has 4MG and 4 laser. Though that might not be what you want.
Clan:
Kitfox can run AC5 and 3erml
Summoner can gauss+erppc...but that is for jump-sniping/poptarting.
DireWhale has a lot of ballistic options. 6AC5, 4Gauss, 4AC20...really its rediculous but hard to use.
Timberwolf: current best mech in game.
#6
Posted 18 October 2014 - 07:43 AM
Getting 2 more cataphact variants should be the best thing to do.
#7
Posted 18 October 2014 - 09:13 AM
Nothing wrong with symmetry, sometimes its very useful, but there is a whole bunch of advanced play becomes available after you let go of it.
Edited by UrsusMorologus, 18 October 2014 - 09:14 AM.
#8
Posted 18 October 2014 - 10:27 AM
There is one Wolverine that can mount ballistics.
This would be a screenshot of mine (left, flying) as captured by Lordred in his Camera Commando.

The Hunch (2 variants + hero) and Shadowhawk (5 out of 6 variants) can both carry ballistics but they have no symmetry.
Catapult can do ballistics on 1 variant.
Catapult K2. Note this isn't a Lordred screenshot.

To start getting good into ballistic weaponry you need to look into heavy to assault mechs. With it you begin to lose symmetry though.
There is the Dragon. Not super popular but effective. Isn't symmetrical.

Blackjacks (a medium) and feeds the symmetry need, but it's really limited on its ammo and speed due to this.

This one (of me) is sporting twin Ultra/5s and a small laser with few jumpjets and a few tons of ammo on an XL 180 engine.
Jagermech (a heavy) is the big brother to the Blackjack. It can hold 4 Ultra/5s but requires big sacrifices in armor and speed to do so with enough ammunition to keep them going.


There are many more mechs... but your best and most honest bets are Blackjack and Jagermech.

Besides, can you argue wtih that awesomeness?
#9
Posted 18 October 2014 - 11:12 AM
Cat 1X or 2X can be run as brawlers with single AC20 and medium lasers.
#10
Posted 18 October 2014 - 12:40 PM
Edited by Ryokens leap, 18 October 2014 - 12:42 PM.
#11
Posted 18 October 2014 - 09:58 PM

I will first say, that the 4X is one of my favorite mechs... a slow engine, the STD260, with dual AC-10's, and dual machine guns, with a pair of ML's is a great mech.. with as long as it takes to gather target, and seeing most people dont press R anyway, they most often take you as an AC-5 mech... boy are they surpised, when you have rapid fire AC-20 damage,,, and when that armor is gone, you rattle off those ML's and Machine guns...
that said,, to your Q, A thunder bolt is a very fun mech, and fits your multi weapon idea... Medium pulses, with AC,,, or LRMs/SRMS.. and everygy with light Machine guns and a fast engine. Don't be agraid to stuff an XL-300 in it either.. It is fast enough to grab cover, and a quick twister to spread damage.
The wolverine you mentioned is another great mech. All 3 play totally different. One is a great up close SPLAT mech (the one with out JJ's) The other you can load up an AC-10 with some missiles, and or energy... The last makes a great LRM 20 mech.. a fast flanker/skirmisher.
the hunchback is another great AC mech... while the hunch can be a bad thing, it will teach you to twist, and the 4g can pack a punch. the 4SP, IMO is one of the best lighter weight mechs around. Stick a pair of streaks, tag+bap, 4ML's, with an XL-275 and as many Heat sinks as you can pack is so fun.. (though some may say, less heat sinks, a std260m is the better way) Other options, are the up close SRMs, or stuff some LRMs in it.... they all work with different game plya.
Like the other person said, a catapult K2 is another great mech... AC-5's, 10's or even 20's... the BOOM cat is slow, but can really surprise people and if ya loose your arms so what!..
Last but not least, seeing you have the 4x the ILYA is one of the best mechs around... An odd build the AC-20, with Dual machine guns, and DUAL ERLL, or LL's is a very fun mech. Round it off with the 2x, for a Streak support mech, or the 3D as one of the best mechs in the game. It is a fast, JJ heavy, with tons of options..
You need 3 to get to master, for max potential...
Enjoy, and Good luck!
JC
#12
Posted 19 October 2014 - 01:07 AM
UrsusMorologus, on 18 October 2014 - 09:13 AM, said:
Nothing wrong with symmetry, sometimes its very useful, but there is a whole bunch of advanced play becomes available after you let go of it.
True, but a mech being symetrical is not a negative. After all, just because I CAN mount the same stuff on both arms, doesn't mean I will. You can use a assymetrical loadout on a symetrical mech. The oposite doesn't hold true.
******
EDIT:
Went to see the new update notes.The perk system feels game-y to me.
Some perks make little logical sense (Example: +20% range on weapon X? On mechs deisgned to be customized and have weapon switched? Just what quirk can give that specific weapon extra range? I dont' think a longer barrel for a gun is part of the mech)
Quirks make sense, just not weapon-specific ones.
#13
Posted 19 October 2014 - 01:42 AM
And maybe Timberwolf later.
The mech doesn't have to have ballistics (I love running around with a Firestarter and laz0ring mechs in the a**) but I am very big on the visuals.
As for my playstyle. Depends. I generally like a jack-of-all-trades approachwiht e medium/heavy, since in team play you should be able to fill in various gaps as necessary.This is why when playing in my cataphract, I usually stay back early game and just use my LRM5 on targets of opportunity.
The ER heavy laser for long range and 2 U-AC5's and 2 MG's for close range.I tried 4x Ac5's but theres simply not enough room, as I have to sacrifice the laser and missile for it.
Tried 2 AC10 but wasn't impressed. Maybe I just suck.
#14
Posted 19 October 2014 - 04:27 AM
Soronarr, on 19 October 2014 - 01:42 AM, said:
And maybe Timberwolf later.
The Blackjack is a good choice IMO. It has several several solid configurations, and will probably be getting a fair amount of love in the upcoming quirk pass.
#15
Posted 19 October 2014 - 04:36 AM
Soronarr, on 19 October 2014 - 01:07 AM, said:
It's not owning "all" variants, it's owning any three variants.
You need to complete the set of Basic skills on any three variants of a chassis in order to unlock the elite skills. (for example, any 3 Cataphracts)
you need to complete the set of elite skills on any three variants within a weight class in order to unlock the master skill. (for example, any 3 Heavy mechs of any chassis type)
Elite skills include faster fire rate, +10% faster run speed, faster power-up, and faster pinpoint(obsolete and due to be replaced) Completing all the Elite skills for a mech wil DOUBLE the effectiveness of your basic skills for that mech. Between speed Tweak and double basics, getting elite complete is very important to improving your mech.
Master skill gives you +1 module slot, which is a dual purpose mech module OR weapon module slot.
Edited by Redshift2k5, 19 October 2014 - 04:37 AM.
#16
Posted 19 October 2014 - 04:39 AM
Soronarr, on 19 October 2014 - 01:07 AM, said:
10% more speed. (this is a must. it doesn't sound much on paper but it works a lot.)
Faster fire rate (also important to most builds... especially ballistics).
power up faster. (good when you overheat and want to power back up faster)
and something else I forgot...
Also the master perk. Which gives you 1 more module. if you are a free player that spends no money, you got 4 mech bays, meaning you will get 4 mechs, upgrade your mechs, etc really fast. So modules become the main thing after this. having more of these will help.
From having all elite perks you get x2 basic perks. WHICH means you get better cooling effeciency, arm and torso twist speed, max temp, etc!
This is part of the skills perk system. Go to google or the ofrums to research more into this. (you need 3 variants of the mech to get elite unlocked. all 3 need basic everything. to get master you need 3 of the weight class. this can be the same 3 variants)
Redshift2k5, on 19 October 2014 - 04:36 AM, said:
It's not owning "all" variants, it's owning any three variants.
You need to complete the set of Basic skills on any three variants of a chassis in order to unlock the elite skills. (for example, any 3 Cataphracts)
you need to complete the set of elite skills on any three variants within a weight class in order to unlock the master skill. (for example, any 3 Heavy mechs of any chassis type)
Elite skills include faster fire rate, +10% faster run speed, faster power-up, and faster pinpoint(obsolete and due to be replaced) Completing all the Elite skills for a mech wil DOUBLE the effectiveness of your basic skills for that mech. Between speed Tweak and double basics, getting elite complete is very important to improving your mech.
Master skill gives you +1 module slot, which is a dual purpose mech module OR weapon module slot.
ninja.d...
#17
Posted 19 October 2014 - 04:46 AM
For fun, try cramming for AC5 on that 4X ... Symmetric blender.
Freaking ninjas.
#19
Posted 19 October 2014 - 05:29 AM
http://mwo.smurfy-ne...6c532cd71945b15
I run something similar ...
Left button for left UAC
Right button for right UAC
Another weapon group for all torso weapons
Another weapon group for all lasers
Another weapon group for all UACs
If you're still and lined up, keep tapping that all UAC button at range to shred. If you need to peek right/left around a building, just fire the UAC. If you face hug someone, use the all-lasers and all-UACs watching your heat.
It's not symmetric, but it actually plays pretty symmetricaly.
#20
Posted 19 October 2014 - 06:14 PM
Soltar, on 18 October 2014 - 07:19 AM, said:
1 balllistic hardpoint in each side torso and 1 energy hardpoint in each arm+side torso. Perfect symetrical hardpoints.
You should also take a closer look at the Jagermech and its variants.
I'll add in, the one mech where there is basically no downsides for XL
Had it for a while, Cats don't get side core'd. You can mount x2 ac2, a ******** of ammo, and x2 ll with decent heat efficency. Not my cup of tea exactly, but an admirable and respectable build no less.
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