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.