

#41
Posted 27 November 2014 - 09:30 AM
If you play it with the mentality of an Elemental (hide, jump around, pop-snipe, be smart), it can end up being very powerful.
It's all about the mentality. If you play it like any other light mech, you're going to be disappointed, and you'll likely lose your arms and be left a stick. Play it like you would if you were a fragile Elemental/BA, and you'll pull some crazy matches with it.
#42
Posted 27 November 2014 - 10:01 AM
The average match I get a kill or two and around 400 damage (although I had one match I managed to steal 5. And I mean stole, I had less than 200 damage).
Honestly, the Myst Lynx is an ECM poptart or a jumpy, slow Commando.
#43
Posted 27 November 2014 - 10:09 AM
Viktor Drake, on 26 November 2014 - 02:14 PM, said:
Match I just finished.
121 Match Score
2 Kills
8 Assists
648 damage
286k reward (premium and 30% bonus) / 159k before bonuses.
Any decent pilot can "do well" in a low ELO pug match and make any mech work. That's not the point. The point is its not "competative" to be used when compared with other mechs in its class. The only thing it excels at is playing leap frog on the new swamp map. YAAAAY!
But there was the mention of Commando, and lets see what they decided to do with quirks for it:
COM-2D Max Engine: 210 ADDITIONAL STRUCTURE (LL): 6.00 ADDITIONAL STRUCTURE (RL): 6.00 SRM 4 RANGE: 7.50 % MISSILE RANGE: 7.50 % SRM 4 COOLDOWN: 7.50 % MISSILE COOLDOWN: 7.50 % COM-1B ADDITIONAL STRUCTURE (LL): 6.00 ADDITIONAL STRUCTURE (RL): 6.00 TURN RATE (LOW SPEED): 10.00 % TURN RATE (MED SPEED): 10.00 % TURN RATE (HIGH SPEED): 10.00 % REVERSE SPEED: 12.60 % LARGE LASER RANGE: 10.00 % ENERGY RANGE: 10.00 % MEDIUM LASER COOLDOWN: 10.00 % ENERGY COOLDOWN: 10.00 % MEDIUM LASER DURATION: -10.00 % LASER DURATION: -10.00 % ENERGY HEAT GENERATION: -12.50 % COM-1D ADDITIONAL STRUCTURE (LL): 6.00 ADDITIONAL STRUCTURE (RL): 6.00 TURN RATE (LOW SPEED): 10.00 % TURN RATE (MED SPEED): 10.00 % TURN RATE (HIGH SPEED): 10.00 % REVERSE SPEED: 12.60 % MEDIUM PULSE LASER RANGE: 20.00 % ENERGY RANGE: 20.00 % MEDIUM PULSE LASER COOLDOWN: 10.00 % ENERGY COOLDOWN: 10.00 % MISSILE RANGE: 12.50 % COM-3A ADDITIONAL STRUCTURE (LL): 6.00 ADDITIONAL STRUCTURE (RL): 6.00 TURN RATE (LOW SPEED): 10.00 % TURN RATE (MED SPEED): 10.00 % TURN RATE (HIGH SPEED): 10.00 % REVERSE SPEED: 12.60 % SRM 6 RANGE: 10.00 % MISSILE RANGE: 10.00 % SRM 6 COOLDOWN: 10.00 % MISSILE COOLDOWN: 10.00 % SRM 6 HEAT GENERATION: -10.00 % MISSILE HEAT GENERATION: -10.00 % ENERGY COOLDOWN: 12.50 %
Now here's the Mist Lynx: MIST LYNX MLX-PRIME LEFT ARM
MISSILE COOLDOWN: 5.00 % MLX-PRIME LEFT TORSO
TORSO TURN RATE (YAW): 10.00 % MLX-PRIME RIGHT TORSO
TORSO TURN RATE (YAW): 10.00 % MLX-PRIME LEFT LEG
ADDITIONAL STRUCTURE (LL): 0.60 MLX-PRIME RIGHT LEG
ADDITIONAL STRUCTURE (RL): 0.60 MLX-B LEFT TORSO
ARMOR STRENGTH (LT): 20.00 % MLX-B RIGHT TORSO
ARMOR STRENGTH (RT): 20.00 % MLX-B LEFT LEG
ADDITIONAL STRUCTURE (LL): 0.60 MLX-B RIGHT LEG
ADDITIONAL STRUCTURE (RL): 0.60 MLX-C LEFT TORSO
TORSO TURN ANGLE (YAW): 7.50 MLX-C RIGHT TORSO
TORSO TURN ANGLE (YAW): 7.50 MLX-C RIGHT ARM
ENERGY HEAT GENERATION: -5.00 % MLX-C LEFT LEG
ADDITIONAL STRUCTURE (LL): 0.60 MLX-C RIGHT LEG
ADDITIONAL STRUCTURE (RL): 0.60
Its also the only mech that has a hardwired Active Probe, and putting on the ECM arm kills half of its potential weaponry.
With the unicorn we call "CW" just around the projected corner, the mechs coming out in the Clan Wave II "Novelty Pack" aren't helping balance out the use of current viable clan metabuilds (especially due to lack of quirks.)
#44
Posted 27 November 2014 - 10:10 AM
Yeonne Greene, on 27 November 2014 - 08:40 AM, said:
The Locust carries a vastly superior payload within a vastly superior profile with vastly superior speed to the Mist Lynx. The Locust is so agile that it doesn't even need jump-jets to scale anything less than a vertical cliff face. The Mist Lynx can jump around all day, and that's great, but the Locust will have zero trouble taking it down and evading its fire. The Locust also dictates the terms of the engagement with its superior speed.
The Mist Lynx is better likened to a Commando with Jump Jets and a small engine. It's the same weight class and the hard-points are very similar in any omnipod configuration.
I do want an MLX, though, and this is the first time I've considered buying a Clan 'Mech. The LCT, which will always be my first and one true love, is no longer ultra-hard-mode; the MLX is.
As to the rest of your post: some of us just like the "bad" 'Mechs, sometimes precisely because they are "bad." I could drop in SHDs, SCRs, TBRs all day and do amazing things, but those would be the most boring games, ever.
And yet again people forget the firepower advantages Clan weapons give it. The range advantage usually makes up for the lack of speed as I can typically hang back an extra 100m or more than I can with my Firestarter and Jenner and do comparable or higher damage. That range also has the extra advantage of making you harder to spot and acquire which limits the amount of return fire you receive unless you are dumb enough to keep popping out in the same place over and over.
Now I won't deny that it can't outfight a Jenner or Firestarter one vs one but I think it is better at actual harassment and suppression than those two mechs. It pops up, fires at some fairly long distances, then fades to repeat it over again from another angle. Done right, it confuses and disrupts the enemy as they don't have a clue from where they are going to take the next hit or often what is actually hitting them. They then have to react to the threat and often do things that put themselves at a disadvantage against the rest of your team, like falling back from a strong position or exposing themselves in order to engage you.
Personally I think this is the problem most people have. They try to force the Mist Lynx into a pre-conceived role without taking into account that it might just be better at fighting in its own unique way that is different than most or all of the other mechs. The reality is sometimes a mech doesn't have to be compared and contrasted against other mechs because it stands on it own in its own category.
Honest I am surprised people haven't figured this out. I mean just look at the Kit Fox, it was declared DOA from the second it was announced it would be in the game but it ended up carving out its own unique role and spawned a completely new role and play style that was very effective at least until PGI screwed it up with the BAP changes.
Basically until the Kit Fox came along, no one used ECM to support their team. ECM was only used as a personal stealth field to help lights survive better. Kit Fox came along with its ability to mount excellent levels of firepower for a light, plus ECM but at the expensive of the speed that IS lights became so reliant on. So Kit Fox pilots actually decided to stick with the team and screen them and at that point and that point only, ECM became OPed or so people claim. Point is, it carved out its own role outside of pre-concieved notions, and became very successful at doing it. Mist Lynx is the same. Don't try to play it like IS lights, play it like a Mist Lynx instead.
Edited by Viktor Drake, 27 November 2014 - 10:12 AM.
#45
Posted 27 November 2014 - 10:22 AM
All 3 of my builds on this mech are very simple:
4 CERMLAS
2 DHS
Comes out to 1.14 heat per what the game says. 28 damage alpha. If I'm being alpha-agressive... I can get 3 or so without going critical (not mastered at the moment). If I play it safe... I can spew lasers from this thing in an obnoxious fashion. It's all in how/when you choose to fire these lasers.
Worst mech? Nah - that's the Nova (Nope-va) which can't even run it's stock config because of the heat.
Opinions and conjecture rules apply, of course.

#46
Posted 27 November 2014 - 10:30 AM
Viktor Drake, on 27 November 2014 - 10:10 AM, said:
The actual disadvantage of Clan Weapons, with respect to Clan Lights is specifically the exposure a Clan Light has to make compared to their IS Light counterparts... when using energy weapons. This is not as important when you're a Timberwolf in laser vomit. This is VERY SIGNIFICANT for durability when you need to reduce exposure.
That's why I've recommended Clan Med Pulse for this.. because it's the only weapon that addresses this issue (slightly shorter duration than IS Med Laser)... and that requires a lot of tonnage (6.5 workable tons on the Mist Lynx).
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TBH, I've treated it a lot like a Spider-5V. The cue to ignore them makes a lot more sense. They are not significant a threat to face unless you are a Light, where the 1v1 matchup favors the opfor's Light more often than not. Ignoring the Mist Lynx makes more sense because once the big guys are down, you are an infinitely easier target to chase down than a Locust.
When you have a competent player that has the opportunity to shoot a Mist Lynx, disabling the Mist Lynx... whether by arms or coring them, is relatively easy enough.
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That category is "not relevant". I was honestly TRYING to find a role for it... and it only suits one very limit role that most people have zero interest in playing because it's like trying to hide a deficiency with another deficiency. If there was a strength, there's 2 deficiencies to go with that. In other words, there are more negatives than positives. Making comparisons to mechs that perform a similar role... you'll find that those mechs are superior to the Mist Lynx, even if they aren't as good on the whole (Ice Ferret, Commando, non-Spider-5D).
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Noone knew that the Kitfox would get ECM. That is the ONLY difference is that it's probably the only reason it's favored over the Adder. Well.. actually, it has JJs... the Adder completely lacks this.
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Um, no. ECM was used to support the team... there's just a lot of selfish people using it to snipe (Raven-3Ls come to mind) and I recall initially many people using 3 ERL Kitfox builds to snipe people on their own. Of course that changed with most of the CERLL "adjustments". It is best used in support anyways, since the Kitfox can't take that many hits (but it can take far more than the Mist Lynx).
The Mist Lynx does NOT even play like a Kitfox... not even close. The Kitfox can field far more weaponry with more diverse loadouts. The Mist Lynx starts to have heat problems once it gets a 3rd CERMED. The Kitfox can correct this far more easily and then some. They don't play the same, and are definitely not used the same either. Trying to compare the two is a complete mistake.
Edited by Deathlike, 27 November 2014 - 11:19 AM.
#47
Posted 27 November 2014 - 10:33 AM
Who shall accept my challenge?
Edited by FupDup, 27 November 2014 - 10:33 AM.
#48
Posted 27 November 2014 - 10:34 AM
Viktor Drake, on 27 November 2014 - 10:10 AM, said:
And yet again people forget the firepower advantages Clan weapons give it. The range advantage usually makes up for the lack of speed as I can typically hang back an extra 100m or more than I can with my Firestarter and Jenner and do comparable or higher damage. That range also has the extra advantage of making you harder to spot and acquire which limits the amount of return fire you receive unless you are dumb enough to keep popping out in the same place over and over.
Now I won't deny that it can't outfight a Jenner or Firestarter one vs one but I think it is better at actual harassment and suppression than those two mechs. It pops up, fires at some fairly long distances, then fades to repeat it over again from another angle. Done right, it confuses and disrupts the enemy as they don't have a clue from where they are going to take the next hit or often what is actually hitting them. They then have to react to the threat and often do things that put themselves at a disadvantage against the rest of your team, like falling back from a strong position or exposing themselves in order to engage you.
Personally I think this is the problem most people have. They try to force the Mist Lynx into a pre-conceived role without taking into account that it might just be better at fighting in its own unique way that is different than most or all of the other mechs. The reality is sometimes a mech doesn't have to be compared and contrasted against other mechs because it stands on it own in its own category.
Honest I am surprised people haven't figured this out. I mean just look at the Kit Fox, it was declared DOA from the second it was announced it would be in the game but it ended up carving out its own unique role and spawned a completely new role and play style that was very effective at least until PGI screwed it up with the BAP changes.
Basically until the Kit Fox came along, no one used ECM to support their team. ECM was only used as a personal stealth field to help lights survive better. Kit Fox came along with its ability to mount excellent levels of firepower for a light, plus ECM but at the expensive of the speed that IS lights became so reliant on. So Kit Fox pilots actually decided to stick with the team and screen them and at that point and that point only, ECM became OPed or so people claim. Point is, it carved out its own role outside of pre-concieved notions, and became very successful at doing it. Mist Lynx is the same. Don't try to play it like IS lights, play it like a Mist Lynx instead.
I didn't forget the firepower advantage. However, your range means nothing when you have to expose your whole 'Mech to fire, and it also means nothing when the duration is so long that the damage goes everywhere. The LCT can close distance on the MLX easily, and up close it will absolutely crush it. DPS on the Locust is insane compared to the MLX.
And don't forget...medium lasers on a Locust these days reach out to 365 meters, sometimes 378, greatly reducing the gap between tech bases, and it can carry significantly more of them. Your MLX range advantage is further dominated by the Locust's speed and geometry advantages. The LCT also gets superior SRM performance, so you're toast there if you choose to have SRMs on your MLX.
Finally, a smart IS Light pilot who notices an MLX harassing team mates can run that MLX down. The LCT alone has a 45 kph speed advantage.
I'm not declaring the MLX DoA, and in fact I already think I know exactly how to play it without ever having dropped once with it. I'm just think the LCT is still the better 'Mech. Jump-jetting up is not the only way to harass people, and the LCT (especially the PB with ECM) is just as adept at poking and disappearing while simultaneously being more potent in a brawl owing to better heat efficiency and greater DPS.
Alistair Winter, on 27 November 2014 - 09:05 AM, said:
Tried 10 more matches after quirks were brought back, but... I still prefer the Mist Lynx. If you find the Mist Lynx harder than the Locust once you've mastered it, I'd be surprised.
Understandable, the LCT has a steep learning curve. It was, however, the first 'Mech I purchased and one of the first 'Mechs I learned how to play this game on. Went from Trial Spider to LCT-1V to BJ-1DC to JM6-DD. Got somewhat decent at the game in the JM-6DD, then returned to the LCT. That's where I got good at the game.
978 matches in Locusts, and it's my go-to chassis for grinding C-bills and XP in solo queue, while the -3M and -1M are also useable in group queue (as long as we're not facing a large group of 228, CWI, Lords, or SJR D:). 3 kills and ~400 damage are not uncommon, though I don't typically try for damage. I try to kill my targets by doing as little damage as I can. Helps me survive, helps the team survive, and it looks good on my record.

Quirks just made the LCT silly.
I've had the whole chassis line (sans LCT-PB) mastered for about 6 months now. The MLX, with its low slung arms, Clan tech, and low speed, looks like it could be a new and fun challenge.
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Getting top score and 5 kills with my AWS-8Q or RVN-4X is much more enjoyable than celebrating a mediocre score and 1 kill in my Locust. Which is the best I can hope for with the Locust, unfortunately.
The only Tier 1 'Mech I own is the Ember. It was boring. After playing the LCT for so long, one can almost stand right in front of the enemy with the Ember and just kill things by looking at them. That's how easy it is. Quirks came, and made the FS9-A stupid good, but at least having to get close and line up those pesky torso guns offered some sort of difficulty curve.
That said, I do have larger 'Mechs that are supposedly more "viable." However, I am incredibly hit-or-miss in those larger 'Mechs (for those of you who've seen me derping around in BLRs or CPLTs recently...there's your explanation). I can do 800 damage and 6 kills with the WubMaster in one round, and then get torn to pieces for 226 damage and no kills the next match, and I haven't nailed down how to get consistent with them. At least with the LCT, I can expect to finish within the top 4 spots on the team, dead or alive, win or lose. I can duel other Lights, sometimes multiples, and win. I can dance with decent Dire Whale pilots and win. Yen-Lo-Wang? Nope, can't win, heh, keep dat **** away. Nooooooope.
tl;dr: I am a light pilot.
#50
Posted 27 November 2014 - 11:12 AM
FupDup, on 27 November 2014 - 10:33 AM, said:
Who shall accept my challenge?
A CHALLENGAR APPEARS!
Moreso to assist in the point-making.
Myst-B (what I use and have the best offensive luck with)
http://mwo.smurfy-ne...6acba2d1940a5c1
Left arm is for long distance engagement and UAV destruction, Right arm is for driveby and exposed weakpoints or internals.
Myst-A (I play this like the Spider-5D as best as I can)
http://mwo.smurfy-ne...4cd048b0aec45ef
The Prime... 4 lasers (SMP, ERM, ERS), but not finding anything I really like
I don't have a ton of experience with lights, but i'd be nice to see, especially after the quirkening, what can be done to counter or do better what I have so far. Thanks in advance!
#51
Posted 27 November 2014 - 11:16 AM
Aresye, on 27 November 2014 - 09:30 AM, said:
If you play it with the mentality of an Elemental (hide, jump around, pop-snipe, be smart), it can end up being very powerful.
It's all about the mentality. If you play it like any other light mech, you're going to be disappointed, and you'll likely lose your arms and be left a stick. Play it like you would if you were a fragile Elemental/BA, and you'll pull some crazy matches with it.
Yeah this is what I mean. Never quite thought about it this way but yeah it is a bit like how I feel playing an Elemental would be.
FupDup, on 27 November 2014 - 10:33 AM, said:
Who shall accept my challenge?
It isn't about what your can recreate, it is about how they are played. IS mechs can use bigger engines so typically they will use bigger engines which gives them their own play style. For example, I can take a Raven and pretty much make it exactly like my ECM screener Kit Fox Variant (and actually was going to do this prior to the BAP change destroying the ECM screener role), however because I can mount a larger engine and make it faster, I am likely going to do that and take a bit of a hit on firepower just to gain the tactical flexibility that speed offers. However, that doesn't mean that the Raven is better, rather it just has different options which change its play style and role. (Though again this might have changed now due to BAP...sigh).
#52
Posted 27 November 2014 - 11:20 AM
00ohDstruct, on 27 November 2014 - 11:12 AM, said:
A CHALLENGAR APPEARS!
Moreso to assist in the point-making.
Myst-B (what I use and have the best offensive luck with)
http://mwo.smurfy-ne...6acba2d1940a5c1
Left arm is for long distance engagement and UAV destruction, Right arm is for driveby and exposed weakpoints or internals.
Myst-A (I play this like the Spider-5D as best as I can)
http://mwo.smurfy-ne...4cd048b0aec45ef
The Prime... 4 lasers (SMP, ERM, ERS), but not finding anything I really like
I don't have a ton of experience with lights, but i'd be nice to see, especially after the quirkening, what can be done to counter or do better what I have so far. Thanks in advance!
The second one is easy, just use an ECM Spider for that one lol.
For my first attempt at improving the first one, I had to skip out on [ER]Large Lasers and just used an ERPPC for long range fighting instead:
JR7-D
Version B:
JR7-D
The bottleneck I ran into was the higher tonnage of Inner Sphere gear, particularly those SRMs. Lighter tech however is something I attribute to the clans as a whole rather than one specific mech (such as the MLX).
For a greater emphasis on lasers at the expense of fewer missiles, a build might look like this:
JR7-D
Can also switch to normal Larges if preferred.
One could also try to have a single ER Large and 3 Mediums with some SRMs, but then that might result in the ~400m range bracket having lowered damage output (but once in ML range, that build would way out- damage the MLX).
JR7-D
Viktor Drake, on 27 November 2014 - 11:16 AM, said:
One doesn't even need to use a bigger engine to out-MLX the MLX.
An IS light will be offering more durability (like, a lot more) and sometimes more firepower as well (somewhat hampered by heavier IS tech, but even then the durability and heat efficiency advantages easily make up for it).
Edited by FupDup, 27 November 2014 - 11:28 AM.
#53
Posted 27 November 2014 - 11:28 AM
Viktor Drake, on 26 November 2014 - 02:14 PM, said:
Match I just finished.
121 Match Score
2 Kills
8 Assists
648 damage
286k reward (premium and 30% bonus) / 159k before bonuses.
Good for you.
Though I'll wager you simply were not facing people as good as you. That was by the way, NOT meant as an insult.
#54
Posted 27 November 2014 - 11:29 AM
FupDup, on 27 November 2014 - 11:20 AM, said:
An IS light will be offering more durability (like, a lot more) and sometimes more firepower as well (somewhat hampered by heavier IS tech, but even then the durability and heat efficiency advantages easily make up for it).
I have this odd feeling that the Panther would easily beat the Mist Lynx in its current state.
#55
Posted 27 November 2014 - 11:31 AM
The missile launchers massively reduce its side profile, and despite its 'slow' speed its a very jumpy mech and that counter act's this nicely
Deathlike, on 27 November 2014 - 11:29 AM, said:
I have this odd feeling that the Panther would easily beat the Mist Lynx in its current state.
Panther is a 35 tonne mech its not really that surprising
#56
Posted 27 November 2014 - 11:39 AM
It needs work.
Edited by Moomtazz, 27 November 2014 - 11:40 AM.
#59
Posted 06 December 2014 - 10:10 AM
It isn't an escort, it isn't a harassment mech,
Its a agile, Knife-edge sniper, and at this job, it's very good.
Keeping your distance, and focusing on distracted or fat, bulky mechs rear ends in such a way that you shoot them and keep from being shot back is the important bit.
I've got my C fitted with a ERPPC and ECM in the other arm. I traded a lot of armor in the head LT and Left arm, for more on the right torso and Right arm.
I don't pop snipe, and I don't typically try to distribute damage across my mech, I want the left side to get beaten on. I lose ECM sure, but I'd rather have my weapons.
Since all weapons are on the arms, I can alpha even when on high ground with all my weapons. granted thats a laser and an ERPPC, but all the same, most IS mechs can't really fight back all that well when you're high above them. you might have 30-40 damage alpha, but can you use all of that all of the time? No.
I play this for assistance and late game vulturing. Sniping running mechs, or picking apart the nearly deceased, works well.
Really the similarities for me go tothe griffin, which is pretty much long range support, mobile vertically, not so much horizontally.
You have to adopt a different style, it's not really a skirmish mech, its a cheapshot puncher on the sidelines. It's pretty much set up for blindsiding.
Edited by Kilgorin Strom, 06 December 2014 - 10:10 AM.
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