Jump to content

- - - - -

Trials And How To Play With Them


54 replies to this topic

#1 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 18 November 2014 - 06:47 PM

Here is a guide for the new or even experienced players still running trials (esp CW without a strong set of mechs). Each of these mechs have their merit, though not all mechs are easily played. Many mechs have their issues that must be exploited/guarded with caution, some obvious (ammo sufficient, overheated, armor, etc), some less obvious (ammo placement, weapon placement, mech variant, STD vs XL, etc). If you guys have trouble, ask here or look at the build in smurfy or in the mech details button approaching the trial: http://mwo.smurfy-net.de/mechlab

SDR-5K(C): This is a light scout mech. Use ER LL to snipe from a long distance, but when seeing a cored torso/part of a mech and close enough range, use MGs to fire at them. Remember, they are just like lasers, ignore the MG pallets. Also, always keep forward, and torso twist to survive and not lose the torso. Not a terrible mech overall but there’s better. Best grouping of weapons is ER LL group 1 MGs group 2.

RVN-3L(C): This is a light skirmisher scout mech. Use ML effectively, can fire more than 500 range but preferably under. SRMs are very effective and this is the first light champion with missiles. SRMs are not guided however so you must lead shots and hopefully hit them at extremely close ranges, and make sure to use that ECM well. Normally, J is the button for ECM so therefore always check your right hand corner to see whether you have ECM access or not. Counter if there is enemy ECM. Group 1 should be MLs, and group 2 should be SRMs.

JR7-F(C): This is a light skirmisher gunboat mech. Use ML at the 500 or less range, but use SL if you are starting to heat too much. Go around toward those that are separated, as you can quickly pick off any of the enemies. Group 1 would be ML; group 2 would be SL. JJs will save you and you can maneuver fast. Make sure you constantly move and also protect your CT front and back, as the Jenner’s CT is slightly larger than normal.

FS9-S(C): This is a light skirmisher gunboat mech. Use ML at the 500 or less range similar to the Jenner. Group one should be your zombie laser, while your two other arms should get one group per set of lasers. Make sure to constantly move and use JJs and tons of torso twist. Unlike most other light mechs you can actually use the arms as shields (although fragile shields). Also, always stick with other mechs in the team in order to give AMS support. This will also remove vulnerabilities to SSRM chain fire, which some mechs use.

CDA-2A(C): This is a light skirmisher gunboat mech. Very similar to the Jenner, it has more ML now and they’re in the torsos. Use the arms, as pure shields to protect you, XL again so don’t stand still and always keep moving. Also, group your ML into 2s between each torso so when you get heated, shoot 2 MLs at a time and don’t overheat.

BJ-1(C): This is a medium jump brawler mech. JJs and torso twist is everything on this mech. Aim up and down on the AC20 and don’t ever miss with the AC20. ML are your backup weapons when you finish your ammo. JJ everywhere and groups will be group 1 ML group 2 AC20. Very friendly mech when you know how to use it.

HBK-4P(C): This is a medium brawler mech. It’s very hot, but if you can group the lasers properly, you can possibly destroy the enemy quickly at knife fights. The groupings of this will be group 1 for 2 of the arm lasers, group 2 with head laser along with 2 other lasers, group 3 and 4 with more lasers. This will allow you to fire 7 lasers in different time periods from the hunch, and use those as the main force. Your arm lasers will be secondary. As always, torso twist and always use your left side as a shield and your right side as the main knife fighting tool. It’s strong, but you need torso twist.

CN9-A(C): This is a medium brawler mech. This mech relies all on the zombie ability. You should always use your arms to block and remember to protect your legs, as those are very easy to take off quickly. Use dead legs to protect your alive one, and use arms until you can’t, then use right torso, then left torso, as your SRMs are in your left torso. Missile bay door button is /, which is needed in order to fire SRMs faster. MPL should be group 1, and SRMs should be group 2. Once again, like the hunchie, you need torso twist.

KTO-18(C): This is a medium missile support mech. This mech relies on people spotting for him. Arms once again should be used as blockers and never remove your missile bay doors, as those are what protects your vulnerable center torso. The sides are also quite large and that is what makes this slightly harder to use than most of the other trials. One must be careful of where the mech is and not get himself stuck in a sticky situation. Final thing that is mandatory is that there should be a single group for MPL (group 1), a group 2 for all the missiles at once, and a group 3 for chain firing missiles. Only chain fire against a single non-ams target.

TBT-7M(C): This is a medium light hunter mech. This mech would require supreme torso twisting and knowing how to lock your missiles. The largeness of this mech’s size will limit its combat effectiveness, so basically pick off very weak sideliners and LRM boats way in the back. At least this mech has some speed so it can hunt down little lights. Group 1 MPL, Group 2 PPC for long range, and Group 3 for SSRMs.

GRF-1S(C): This is a medium brawler mech. This mech is quite strong and hits well, but you must use the left shield arm to dodge shots from range. You also have the ability to lose a side torso and get away, unlike many other mechs. Remember to go for the hurt mechs first, torso twist, aim for weak spots. The MLs are more accountable as you have much more ammo on them rather than the others. Group 1 ML, Group 2 SRMs.

SHD-2H(C): This is a medium sniper mech. This mech relies on severe amounts of jump jetting and sniping from afar, but really has weak points all over. Weak legs and arms make it easy to be disarmed. Make sure to torso twist and protect the torsos, as while some mechs (Hunchback trial, Atlas trial, etc) have a large spot open to hits, the ballistic hunch is capable of being taken out easily. Also, practice taking potshots and sniping from distances, although the slowness of this mech will limit it (and remember the 90 minimum range easily taken advantage of). Group 1 PPC, Group 2 chain fire the AC5s for screenshaking.

DRG-5N(C): This is a heavy sniper mech. Arms lock must be turned off with this mech, as you need it to aim with your gauss and LL. Gauss requires a charge, but don’t spend time charging it and picking a target, quickly push the fire button and let go quickly. Don’t let this arm blow up or you’d likely die to XL issue. Always torso twist, as if you don’t you might lose CT or the XL sides. Group 1 LL and group 2 Gauss.

QKD-4G(C): This is a heavy sniper mech. Speed is key to this guy, and torso twisting to not get focused down. ML arms should be used as shields and when enemies enter your 90 M minimum range of your PPCs, in which case you must leave that range. PPCs are in your torso, which works wonders. Sadly this mech didn’t come with XL, or the space would have been greater and same as speed, therefore you must be careful and torso twist to spread damage off your CT. Group 1 ML and group 2 PPCs.

CPLT-A1(C): This is a heavy fire support mech. This is better suited as a close support mech around 180m to 250m area is perfect. You need to get locks on people in order to be able to fire at people, and make sure you fire LRMs at long range up to 180m or the minimum range, don’t fire over 1000m, SSRMs when you get within 250m range. Also, be smart when to fire with LRMs, as you don’t want to hit a wall or mountain or something when firing the LRMs. Group 1 LRMs group 2 SSRMs. Push / for missile doors opening, as this will allow you to fire faster, but you can close them when needed.

TDR-9SE(C): This is a heavy fire support mech. Very similarly to the Quickdraw, it depends on jumping and sniping while torso twisting. It is more survivable than the Quickdraw but slightly slower, therefore slowing it’s potential. Once again 90 M is the minimum range of the mech, and it also teaches how to lead with lasers and lock SSRMs in a brawl. Torso twist while brawling if you end up in close range. Group 1 4 ML, Group 2 SSRMs, Group 3 PPC.

CTF-3D(C): This is a heavy brawler mech. There is a nice shotgun and LL and ML. LL are solely for sniping and picking the weak, LBX is nice for heated engagements and needed cooling, ML only for picking on lights in a brawl. LBX is very spread so try to use it only in closer ranges, but it’s still very far in aiming. Group 1 ML, Group 2 LL, Group 3 LBX. While torso twisting isn’t always needed here, it’s best to do so. JJs can get you out of sticky situations, but they’re very weak in jumping.

ON1-K(C): This is a heavy brawler mech. This mech is armed with basically the same weaponry as the HGN-733C(C), which covers the same general tips on how to brawl and midrange engagements. Torso twist a ton as the Orion is less mobile than most mechs and quite tall too, allowing more shots to be spread. Remember SSRMs need locks to fire and only use them for light mechs around and close range brawls. Group 1 LL, Group 2 AC10, Group 3 SSRMs.

VTR-9S(C): This is an assault brawler mech. This mech requires the usability of JJs, as you need to use it to fire at enemies. Also, you need to use Ultras in chain fire, as this will allow you to shake the crud out of the enemy. This will allow you some leeway from jamming, but still isn’t perfect. The mech is a bit sluggish, but JJs should help a ton. SRMs only close range and same as MPL. Lastly, group 1 should be MPL, group 2 Ultras, and group 3 SRMs.

STK-3F(C): This is an assault fire support mech. You must push / for missile bay doors open as with Centurion and Catapult. Chain fire, I cannot express this enough, your missiles to get off ghost heat. This is extremely important, so you can suppress people with LRMs. Also, you have an XL engine, which is awkward, so you have to protect both torsos at all times. Remain in the back so you can survive longer, and use TAG so you can get locks at all times. Ask for assistance and defense and spotting. Group 1 with TAG, group 2 MLs, group 3 with chain fired LRMs.

HGN-733C(C): This is an assault brawler mech. You must rely on the strength of the torso twist and protect your laser and AC10. It can snipe well and is extremely powerful when you brawl and snipe in the middle range. Gain locks with the SSRMs and shoot them against lights and other mechs. When ER LL become too hot, use AC10 and SSRMs. Group 1 with ER LL, group 2 AC10, and group 3 SSRMs.

BNC-3M(C): This is an assault fire support/brawler mech. It is definitely not meant for the faint hearted and runs extremely hot, far too hot for the average player not to mention the newer players. At least however this does teach the value of heat and is interesting; if you can't aim well, at least you can scratch em a bit here and there and that would slowly teach on aiming with lasers, then later with ACs/PPCs. This mech doesn't have arm movement remember, so be wary. Use arms as full shields. Group 1-2-3 for 2 LPLs each and if needed create a chain fire group or an alpha group.

AS7-RS(C): This is an assault fire support mech. Gauss is nice to support against enemies and once again like the Dragon, it’s a strong tool to snipe against people and you need to protect that torso or you’d likely become cored. LRMs are your main tool to destroy enemies and you need to use that in order to do the most damage. Lasers are your backup. Group 1 for ML, group 2 Gauss, and group 3 LRMs.

Mist Lynx Prime: This is a Clan light scout mech. More or less nightmare hardcore mode with no stops, as it has the lowest leg armor possible, all arm mounted weaponry, two ECM counterable weapons and two MGs, and the active probe only works at practically min range, forcing combat ineffectiveness on the LRMs and forcing the pilot into close close range, where he could be easily legged no problem. Have trouble playing this mech myself, if a new player thinks of this, may as well use the SDR-5K(C), better overall. Group 1 with MGs, Group 2 with SSRM4, group 3 with LRM 10 I guess works.

Kit Fox Prime: This is a Clan light fire support mech. It’s very difficult to use properly, though can be with the extreme range of the weapons on such a light mech. The speed makes such a mech feel like a Medium, therefore it’s best to play this mech like a Medium. Group 1 for CERLL and CLBX5, and Group 2 for CSSRM4 and CERSML will be versatile enough.

Kit Fox C: This is a Clan light fire support mech. It's still quite difficult, but with sufficient maneuvering and staying with your team you can use the AMS/ECM as a huge support buffer, along with the ER LL as a good striking weapon. The TAG is a tool that allows spotting targets from far away, but requires holding your laser on to the target specified. Also remember J is to change mode on ECM (push J whenever the enemy has ECM affecting your minimap, and push J again when in the clear supporting your team), and remember the button to turn off AMS (or it will keep on going for a while, read the options layout and get familiar with it). Group 1 should be the ER LL, group 2 with tag, and group 3 with SPL and MGs.

Adder Prime: This is a Clan light fire support mech. It’s quite neat in a sniper match, and it doesn’t have a limit in range due to ER PPCs. It’s flamer is practically useless however at the moment. It’s power in a sniping match is coupled by both it’s utility in it’s height and it’s decent heat. Make sure to not enter brawls however, or this mech won’t last long at all. Group 1 for chained PPCs, group 2 for alphas, group 3 for flamer just cause.

Ice Ferret Prime: This is a Clan medium scout mech. It's a very fast medium mech, capable of sniping from afar, unlike most of the other lights in rotation. It can scoot out and shoot once, diving back into cover, and if another light comes in, the small laser and streaks help a bit along with direct PPC fire. Do not engage directly into an enemy, as it is still slightly slower than the average light and has issues with arm only weaponry, so flank and sneak around. Group 1 with ER PPC, group 2 with ER SL, group 3 with SSRM4.

Nova Prime: This is a Clan medium brawler. It’s even hotter than the above mentioned HBK-4P(C). This makes it quite difficult to use, though it now has JJs and no hunch. The issue without the hunch however is that it cannot fire as high as it should. Group 1 should be either 3 CERMLs or 6 CERMLs, and Group 2 should be 6 CERMLs or 3 again, with Group 3 and 4 as optional groups for 3 CERMLs combos.

Stormcrow Prime: This is a Clan medium sniper mech. It’s a neat combat mech and will destroy when used well. However, watch the face time during a close combat match, any of the stronger closer ranged mechs can out brawl you. In a sniping match your Stormcrow can do extremely well, but in close range it won’t suffice. The mech is powerful though in this configuration; there aren’t many failures and issues. Group 1 should be CERMLs, group 2 should be CERLLs.

Stormcrow C: This is a Clan medium brawler. It's a neat striker also and can walk into battle without too much fear. The MPL are in high mounted hardpoints, so you can fire them without excessive fear. Also, the LPL and LBX are very powerful in taking down highly armored enemies. Watch out for heat buildup however, if you are under cooling issues then only fire the LBX for a while. Remember the LPL is your best ranged option, as the other two weaponry are more suited in close range. Group 1 MPL, Group 2 LPL, Group 3 LBX-10.

Mad Dog Prime: This is a Clan heavy fire support mech. It's a fast enough heavy with strong missile hardpoints. However it has issues with lower mounted weaponry in the arms and how hot the build runs. To limit heat only fire one set of pulses at a time. Try not to use the LPL extensively. Always take some cover around the area otherwise the mad dog won't survive. Group 1 MPL, Group 2 LPL, Group 3 LRMs.

Hellbringer Prime: This is a Clan heavy sniper mech. It's a very hot mech, but treat it's ER PPCs as back up. Firing an alpha nearly overheats the mech. Remember MGs are constant and good for cooling periods, with the SSRM6 as more backup. The ML are still hot, but are highly mounted and can do damage. Try to lose arms and always guard the Left torso for that ECM. Also remember J to change modes, as said J to counter and J again to repeat disrupting. Group 1 with MLs, group 2 with MGs, group 3 with SSRM6, and group 4 with ER PPCs.

Summoner Prime: This is a Clan heavy brawler. It’s a nice little combat mech very similar to that of the Cataphract. Fire your LRMs as a screenshaker or combat helper and the LBX PPC combo in order to split parts of mechs with your mech. It will crit many locations if used properly and it will be decently useful and not too hot to use. Group 1 PPC, Group 2 LBX, Group 3 LRMs.

Timber Wolf Prime: This is a Clan heavy fire support mech. The LRMs will hit hard, and so will the CERLLs. The rest is for self defense in a brawl, but should be unnecessary when using the rest of the fire support weapons well. Fight at range, but if needed finish them off in close range, the iconic clan mech can finish anything close range too. Group 1 CERLLs, Group 2 all close range (MGs, CERMPLs), and Group 3 LRMs.

Gargoyle Prime: This is a Clan assault brawler. It's very hard to move around hills and terrain, but it is a hard hitter when flanking and playing sneaky. The issues is that the armor and ammo levels are low and the low slung arms are an issue in the fight. It is difficult to play, but it can do some damage in close range. Group 1 ER SML, group 2 LBX5s, group 3 SRM6s.

Warhawk Prime: This is a Clan assault boating sniper. The overheat is a major issue, so use those PPCs sparingly. Careful of brawls again, as this mech is not made for anything closer. The LRMs can also be used as spotting and indirect hits off of enemies, plus the screenshake is ludicrous. Group 1 Chain fire PPCs, Group 2 LRM10. Never fire more than one at a time unless in a desperate death situation (then press \ if about to die with enemies near).

Dire Wolf Prime: This is a Clan assault boating brawler. It’s very niche in usefulness and will be powerful if used correctly. However be prepared to be the ultimate target on the field and be prepared to lag behind others. Careful on your firing of weapons and this mech requires many groups to properly function. Group 1 MPL, Group 2 2x ER LL, Group 3 2x ER LL, Group 4 UAC5, Group 5 LRMs. Good luck piloting this stock.

Dire Wolf B: This is a Clan assault boating fire support mech. It's very strong in it's role, capable of blasting any opponent to bits in its face. However it has a prone back and will be focused due to it's weapon layout, plus it is slow and hot. Use ER PPCs as backup similarly to the Hellbringer Prime. Don't fire all energy weapons or you will risk heat problems. Fire the ACs as a main weapon; torso twist in all cases to prevent being cored out. Group 1 MPLs and SL, group 2 all ACs (UAC2s and LBX10), group 3 the ER PPCs.

Rank of the trials thus far (Clan and IS combined):

Better and more user friendly trials: (IS) JR7-F(C), FS9-S(C), CDA-2A(C), BJ-1(C), CN9-A(C), HBK-4P(C), SHD-2H(C), CTF-3D(C), VTR-9S(C), BNC-3M(C), (Clan) SCR-Prime, SCR-C, HBR-Prime, TBR-Prime, and DWF-B.
Good (not as good as those above though) trials: (IS) SDR-5K(C), TBT-7M(C), GRF-1S(C), DRG-5N(C), QKD-4G(C), TDR-9SE(C), ON1-K(C), HGN-733C(C), (Clan) KFX-C, ADR-Prime, IFR-Prime, MDD-Prime, SMN-Prime, and WHK-Prime.
Decent trials: (IS) RVN-3L(C), KTO-18(C), CPLT-A1(C), STK-3F(C), AS7-RS(C), (Clan) KFX-Prime, NVA-Prime, GAR-Prime, and DWF-Prime.
Hardcore mode: MLX-Prime.

Edited by luxebo, 04 March 2015 - 06:41 PM.


#2 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 18 November 2014 - 08:36 PM

Also, to give a little info on how the trials may work out in terms of CW:

The limit in CW drop decks are 240 tons. A good idea is to fill in open spots as you are still purchasing first few mechs in your arsenal. Depending on where, when, and what faction you are fighting for/against, you will want to use some of the trials here and there for niche purposes, especially the more viable ones.

To think of the maps, there are going to be many, like colder atmospheres, hotter atmospheres, longer ranged engagements, shorter ranged engagements, defensive, and offensive based matches. Many different trials have different capabilities and can work well with other mechs you will end up purchasing. Therefore I will then list a few scenarios and what you might or might not want to do depending on your lineup and the team's lineup:

Lighter scouting type usabilities: If your team allows this, then go for a set of scouts/ECM niche type mechs if the team wants you to play as a stronger scout or just because no one else has a strong niche in this field.
Mechs that work well in this role: FS9-S(C), SDR-5K(C), RVN-3L(C), JR7-F(C), CDA-2A(C), Kit Fox, Adder, Stormcrow.

LRM usabilities: LRMs are common (and will be due to the lineup of trials in the set given). If the match is likely going to be mostly indirectly firing upon each other, and you have scouts willing to spot for you, this will work well played properly.
Mechs that work well in this role: KTO-18(C), CPLT-A1(C), STK-3F(C), AS7-RS(C), Timber Wolf.

Longer ranged fights: Some maps are based off longer ranged engagements. Especially in CW, we are bound to see some far ranging fights and less cover due to the size of the maps.
Mechs that work well in this role: SHD-2H(C), DRG-5N(C), QKD-4G(C), CTF-3D(C), STK-3F(C), HGN-733C(C), AS7-RS(C), Kit Fox, Adder, Stormcrow, Summoner, Timber Wolf, Warhawk, Dire Wolf.

Shorter ranged fights: Some maps are the opposite, with plenty of cover until seeing each other really closely together. This will eventually favor some mechs over others.
Mechs that work well in this role: RVN-3L(C), BJ-1(C), CN9-A(C), HBK-4P(C), TBT-7M(C), TDR-9SE(C), CTF-3D(C), ON1-K(C), VTR-9S(C), HGN-733C(C), Nova, Summoner, Dire Wolf.

Hotter maps: Some maps are immensely designed to be beneficial to ballistic builds, like maps with plenty of heat and plenty of lava.
Mechs that work well in this role: SDR-5K(C), BJ-1(C), SHD-2H(C), CPLT-A1(C), CTF-3D(C), VTR-9S(C), AS7-RS(C), Kit Fox, Summoner.

Cooler maps: Some maps are immensely designed to be beneficial to energy boats, like maps with plenty of water and plenty of ice.
Mechs that work well in this role: FS9-S(C), RVN-3L(C), JR7-F(C), CDA-2A(C), HBK-4P(C), QKD-4G(C), ON1-K(C), HGN-733C(C), STK-3F(C), Adder, Stormcrow, Nova, Timber Wolf, Warhawk, Dire Wolf.

Some mechs end up overlapping, and these are only some examples that I see most likely will happen. Other cases will result in only one or two trials actually being used while the rest will be bought mechs, as trials mostly are designed as fillers for certain tonnage limits. CW hasn't been out yet so therefore I can't say everything for it.

Hope I helped in my long posts! And good luck all that come to the game! :D


Edit #1: Boreal Vault and Sulfurous Rift are out, which I have seen other's play and use different trials. Both maps are different in their ways. Firstly, Boreal Vault is colder and longer in range. Sulfurous Rift is hotter and shorter in range. Remember that CW is based off of an attack and defense, and both roles have different goals and benefits.

Boreal Vault is a map with parallel defensive locations, very close to each other. There is one area that one can get on to the hill to destroy the generator per gate. This favors lights and long ranged mechs.
Attackers benefit more with these mechs for early stages: SHD-2H(C), DRG-5N(C), QKD-4G(C), CTF-3D(C), STK-3F(C), HGN-733C(C), AS7-RS(C), Kit Fox, Adder, Stormcrow, Summoner, Timber Wolf, Warhawk, Dire Wolf.
But for later stages (after gate is down and a good push can be done to destroy the gun): FS9-S(C), RVN-3L(C), JR7-F(C), CDA-2A(C), HBK-4P(C), QKD-4G(C), ON1-K(C), HGN-733C(C), STK-3F(C), Adder, Stormcrow, Nova, Timber Wolf, Warhawk, Dire Wolf.
Defenders should stay with those mechs and possibly allow closer ranged mechs, so stuff like CN9-A(C) and BJ-1(C) can fit too.

Now on the other hand, Sulfurous Rift depends on mid-close range combat and cooler mechs. There are three areas possible to push, same idea with the generators but more spread gates. Push to one location and down that path in order to force a push.
Attackers benefit more with these mechs for early stages: SDR-5K(C), BJ-1(C), SHD-2H(C), CPLT-A1(C), CTF-3D(C), VTR-9S(C), AS7-RS(C), Kit Fox, Summoner.
But for later stages (after gate is down and a good push can be done to destroy the gun): RVN-3L(C), BJ-1(C), CN9-A(C), HBK-4P(C), TBT-7M(C), TDR-9SE(C), CTF-3D(C), ON1-K(C), VTR-9S(C), HGN-733C(C), Nova, Summoner, Dire Wolf.
Defenders should stay with those mechs, as fights will tend to be closer than Boreal Vault.

In general, use trials as a filler for tonnage and roles, and mostly, if not always, depend on mastered mechs with kitted out modules and weapons. But hopefully this helps! :)

Edited by luxebo, 12 December 2014 - 10:15 PM.


#3 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 28 November 2014 - 12:30 PM

Bumping cause RVN-3L(C) is in the game! It's seemingly excellent from running that loadout on my RVN-3L!

And big thumbs up to PGI for making it a 2.5x XP bonus! Newer players start grinding and grind out well!

Edit: Did any new players feel better/stronger in their trials? Most likely every new player has to experience the trials for a long while until they can minimally purchase 3 mechs to master, which there is already a thread on that atm somewhere.

2nd Edit: To maneuver to certain areas of the guide, use ctrl + f to find the specific one you are playing/struggling with.

Edited by luxebo, 01 December 2014 - 06:58 PM.


#4 Ano

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 637 posts
  • LocationLondon

Posted 28 November 2014 - 01:42 PM

Is the trial Hunchy 4p too hot to put all of the hunch-lasers in a group?

#5 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 28 November 2014 - 01:44 PM

View PostAno, on 28 November 2014 - 01:42 PM, said:

Is the trial Hunchy 4p too hot to put all of the hunch-lasers in a group?

Nope, just on the edge between ghost heat and not ghost heat. I usually split into four groups, but many also use two group split, with all lasers in hunch in one group (6), and the arm/cockpit lasers in group 2 (3). This works plenty fine too! :)

#6 GMRZ Mister E

    Member

  • Pip
  • 11 posts

Posted 28 November 2014 - 06:41 PM

I am a new player to this game. I have been playing the Adder trial mech. Thank you for posting these tips up for using the trial mechs. How do you chain fire? I followed the herd and was peeking out from cover and usually fired whichever erppc was on the side that was peeking out. If brawling is up-close fighting, then you are right about it being a bad idea for me. Most of the time I got killed was up close. Thank you for helping new players. I noticed alot of people have Mister E in names here. My last name starts with E.

Edited by GMRZ Mister E, 28 November 2014 - 06:46 PM.


#7 Molossian Dog

    Member

  • PipPipPipPipPipPipPipPip
  • 1,393 posts

Posted 28 November 2014 - 06:48 PM

View Postluxebo, on 18 November 2014 - 06:47 PM, said:

...CPLT-A1(C): This is a heavy fire support mech. This is better suited as a close support mech around 180m to 250m area is perfect. ...


Allow me to underline this. This very, very important.

You will see a lot of bad examples in the solo queue. People standing at the edge of the map, behind the most solid cover they can find, lobbing their missiles at 900+ ranges. Do not do that.

If you are reading this, you are already one step up from the run off the mill player. You look for advice and are willing to listen. So don´t copy them.

The reasons you shouldn´t do it are:
1.) Missiles are slow. Targets may die, get into cover or break target lock before they reach them.
2.) You do not see the effect of your shots. The recticule may flash, but you don´t know how many missiles hit.
3.) The longer missiles fly the more time AMS has to shoot them down. Also by mechs between you and the target.
4.) It is difficult to choose the most pressing target. You can´t see what is happening at your target area.
5.) People see your missiles. They will know where you are. They hate missiles. If they see lots, they know you are a LRM-boat. Hanging back. Alone. Mr Firestarter, Mr Jenner and Mrs Spider just love that.

Finally: LRMs are easy to target with while on the move. So frigging move.




View PostGMRZ Mister E, on 28 November 2014 - 06:41 PM, said:

...How do you chain fire? ...


There is a monitor in the right lower corner of your screen. It shows all your weapons and the weapon groups they are assigned to. You can move your marker with the arrow keys, assign and unassign with the RIGHT CTRL and you can enable or disable chain fire with BACKSPACE.

From then on if you press the fire button it will fire off the first weapon in that group, another click will fire off the second one and so on.

Please note you can configure all your key bindings in your settings. (Right lower corner in the user interface/Mechlab) But I think backspace is the default key.

Edited by Molossian Dog, 28 November 2014 - 07:00 PM.


#8 GMRZ Mister E

    Member

  • Pip
  • 11 posts

Posted 28 November 2014 - 08:01 PM

Thank you. I spectate players after I die that are running a bunch of weapons in group 1. But not all weapons fire and they are not hot so that must be why. Backspace is my key too THANK YOU.

#9 Molossian Dog

    Member

  • PipPipPipPipPipPipPipPip
  • 1,393 posts

Posted 29 November 2014 - 05:01 AM

Be aware that you can use chain fire in two ways.

1.) Keep the firing button pressed. This will shoot one weapon in the group and when that weapon is done, move to the next one, shoot that off and wait until the second shot is done. And so on. It is slow and steady.

2.) Constantly click the firing button like its 1990! You do not have to wait until your first weapon is done. You can shoot off the second one while the first one is still firing. Some people like to do that with a group of lasers.

Lots of words for a rather simple thing, I know. I recommend you just try it out.
1.) Keep the button pressed and
2.) click again and again.

Edited by Molossian Dog, 29 November 2014 - 05:03 AM.


#10 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 29 November 2014 - 02:36 PM

View PostGMRZ Mister E, on 28 November 2014 - 06:41 PM, said:

I am a new player to this game. I have been playing the Adder trial mech. Thank you for posting these tips up for using the trial mechs. How do you chain fire? I followed the herd and was peeking out from cover and usually fired whichever erppc was on the side that was peeking out. If brawling is up-close fighting, then you are right about it being a bad idea for me. Most of the time I got killed was up close. Thank you for helping new players. I noticed alot of people have Mister E in names here. My last name starts with E.

No problem at all sir! As mentioned chain fire by backspace. ER PPC doesn't have enough up front damage at close range, so it's much better to utilize sniping on the Adder rather than close range combat. Also, if you decide to purchase the Adder as a first mech, remember that you can configure it to be a brawler, with short range ACs and SRMs/SSRMs.

BTW, for groups: Spectating different guys don't release the same groups as they actually have them. Generally, the game just stays with your groups, which if you don't have different mechs, definitely might have all group 1 since most people change loadouts completely.

Agreed on the chain fire thing, though since it's the Adder it's really just clicking again and again (holding the button does work for stuff like STK-3F(C) or Nova Prime/Warhawk Prime.

Also agreed on the LRM boat topic. Careful on going TOO close though, as 180m is the limit of IS lrms. For Clan LRMs, you can go closer but there isn't a strong LRM boat except the Timber Wolf. You don't want to go too far as although LRMs seem like they're long long ranged, the limit is 1000m on LRMs. So a closer range while firing is best rather than firing all the way out.

#11 GMRZ Mister E

    Member

  • Pip
  • 11 posts

Posted 29 November 2014 - 03:48 PM

I think about buying the Adder. I like the weapons. I like sneaking and using cover because it is small. I like staying with the herd. Can you put missiles on the Prime Adder?

#12 JC Daxion

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 5,230 posts

Posted 29 November 2014 - 04:02 PM

check this link.. It has a list of every mech, it's max engines,what kind of weapons it can haul, what they come with stock, and how many modules they hold, and if they can have jump jets.


http://mwo.smurfy-net.de/

this link has all the special Quirks in an easy to read format, But if you just scroll way down on smurfy the info is there too.. This can let you decide if the weapons you wan't to use, also have quirks to help them be stronger.. this is not a thing saying, it is the only way to play the chasis, but it is better to use mechs that at least have something built in that boosts your main weapons..

https://static.mwome...re%20Quirks.pdf


that said, according to the link, the adder A and D both have missile hard points.. How the whole mix and match thing on clan mechs works,, i dunno..

#13 Alaskan Nobody

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 10,358 posts
  • LocationAlaska!

Posted 29 November 2014 - 04:08 PM

View PostJC Daxion, on 29 November 2014 - 04:02 PM, said:

that said, according to the link, the adder A and D both have missile hard points.. How the whole mix and match thing on clan mechs works,, i dunno..

You can strip off any part (LA RA, RT, LT) except the CT, and put it on another variant.

So the Adder (any variant) can have up to 4M or 4E
(Max 1 B though ADR-D RA)

There is a fixed Flamer in the Head of each variant, so swapping the Head does little for the Adder.

#14 dragnier1

    Member

  • PipPipPipPipPipPipPipPip
  • The Covert
  • The Covert
  • 1,054 posts

Posted 29 November 2014 - 07:30 PM

The trial spider might require you to be elusive/sneaky if you play it. No continuous peek-a-boo either, that's too predictable. The trial spider is a great mech to play with, if you make the right decisions.

That being said, as a new player, one might not yet know the nuances of the game and how other players react accordingly. Even so, just keep in mind that the mech is small (hard to hit), lightly armoured (easy to take down) and relatively fast. You should have a fun game with this nice, shiny, jumping mech.

#15 GMRZ Mister E

    Member

  • Pip
  • 11 posts

Posted 29 November 2014 - 08:20 PM

I did not see the last post before I bought the Adder Prime and named it Goomba. I like this mech even if it not the best ever. The Spider is faster and hard to hit with erppc I KNOW. I want to keep one ppc on my right arm but is there a good choice to help with the Jenner and Spider? Thank you for the advice. I do not want to bother anyone.

#16 GMRZ Mister E

    Member

  • Pip
  • 11 posts

Posted 29 November 2014 - 09:59 PM

NEVERMIND THE LAST POST PLEASE. You already showed loadouts. Thank you again. I could not edit the other post.

#17 Molossian Dog

    Member

  • PipPipPipPipPipPipPipPip
  • 1,393 posts

Posted 29 November 2014 - 10:02 PM

EDIT: Seems the matter is solved already. Ignore this here.

You are not bothering anyone. If people read and post here then because they want to.

And yes, the Adder has a bad reputation. That doesn´t mean you cannot have good games in it.

View PostGMRZ Mister E, on 29 November 2014 - 08:20 PM, said:

The Spider is faster and hard to hit with erppc I KNOW. I want to keep one ppc on my right arm but is there a good choice to help with the Jenner and Spider? ...


I am not 100% what you are asking here. But if you want to know how to fight against other Light Mechs (Spider/Jenner) with your Adder there are several things to consider.

1.) Spiders are usually killed by "legging" them. That means shoot off one of its legs. It will slow down alot and an easy target.
2.) Jenners have a huge torso. Aim for their head/cockpit or their "neck" between their cockpit and their tail.

Anyways, ERPPCs aren´t very good weapon to fight against Light Mechs if you are a new player. You either want missiles that seek the target on their own (Clan-LRMs or Clan-Streaks), you can use the shotgun-like SRMs or you use lasers.

In a Clan Mech, like the Adder, you can switch body parts. They are called Pods or OmniPods. They decide what weapons you can take.

Currently you should have arm pods which can pack energy weapons. A cheap solution would be to just rip out one of the ERPPCs and place a laser in that arm.

I suggest a C-Large-Pulse-Laser. This isn´t the best solution, but it is easy to do in the Mechlab. A Large Pulse Laser has the same size and the same tons as a ERPPC. So, you aren´t wasting anything and you do not have to modify anything except the weapon.
Go to the mechlab, choose your Adder, click on the blue bar below it. Another menu should pop up. Click on loadout. That brings up the systems in your mech, sorted by body parts. Choose the left arm. The submenu "energy" next. Then drag&drop the ERPPC away and drag&drop a Large Pulse to where the ERPPC was. IMPORTANT: Click on the yellow "save" in the lower left corner.

Done.

Edited by Molossian Dog, 29 November 2014 - 10:03 PM.


#18 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 29 November 2014 - 10:08 PM

@GMRZ finish up cadet bonus for full rewards though! That will allow you to fully communicate with all of us here at the forums and have enough to purchase up everything. Clan mechs have the ability to switch around omnipods and as many have said yes you can make the mech a complete brawler rather than the 2 ERPPC sniper. You can also make it an LRM boat, a med range mech, etc, play around with smurfy for that!

Also, remember that 3 variants are required in mastering a mech! This can be checked in pilot skills, and since you've been playing with the Adder, go check how much MXP you have, and spend only MXP not GXP on mech skills! GXP should ONLY be spent on the stuff in pilot trees!

Edit: IF you have Spider: 5D is needed with ECM + ERLL/ERPPC and XL 255, with some extra ML. Jenners need some ML/SPL and XL 300. Remember try to find mechs that you want later with these engines, as they will cost millions in C-bills!

Edited by luxebo, 29 November 2014 - 10:09 PM.


#19 GMRZ Mister E

    Member

  • Pip
  • 11 posts

Posted 29 November 2014 - 11:29 PM

Thank you thank you. I finished the cadet bonuses. I changed from 2 erppc to 2 large pulse lasers. One in right arm and one in left torso because I read the posts and spectated people turning away from getting hit so I use my left arm as a shield. I die before I lose a laser that way so far. Thanks again. I like my Goomba and if I get bored I will put the ppc back on and try something else.

It let me edit. I edited to say that 2 large pulse lasers got me 3 kills in one match. Thanks again for your suggestions.

Edited by GMRZ Mister E, 29 November 2014 - 11:57 PM.


#20 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 30 November 2014 - 12:14 AM

Nice! You can also try to do a asymmetric build with 2 LPL on one side, though it'll be a bit weird and the arm articulation might be best for the Adder (can't really use the shield side well). Maybe both in the torsos might work as a zombie build.

Try ballistics and missiles as well as there are some strong builds with them! :)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users