For your first purchase I'd go with a Hunchback/Centurion/Shadowhawk, whichever one of these strikes your fancy. They're durable, adaptable to a variety of purposes, and each has a hero variant for boosting C-bill earnings.
For a (relatively) fast and nimble assault chassis, I think you're looking at Victor/Stalker/Awesome/Battlemaster. The Victor's no good with LRM's, but it has jumpjets, which none of the others do. Apart from that, they all have variants that can be built into long-range direct fire support, or brawling, or LRM's. The Awesome is highly underrated, post-quirkening the 8R will throw LRM 15's 1250 meters, and it can mount 4 of them. The 8Q is an excellent sniper/countersniper with 4 PPC's, you just have to watch your heat. I destroy gauss catapults at 600-700 meters.
The Catapult is probably the best heavy for LRM's, way better than any Dragon at least. With dual-gauss it's also an excellent sniper, and it can run dual AC 20's with better protection than a Jaegermech.
None of this means anything without teamwork though, so get yourself a unit with voice comms before you worry too much about CW.


Newbie Drop Deck
Started by MechWarrior3671771, Dec 12 2014 08:58 AM
25 replies to this topic
#21
Posted 12 December 2014 - 12:24 PM
#22
Posted 12 December 2014 - 02:11 PM
Far as the Raven / Cicada argument... for defense missions I would suggest the Raven 3-L for its smaller profile and NARC capability (LRMs may be handy too, just saying). For offense I would rather suggest the Cicada, it is taller affording it better attack angles and it 'bounces' less, drawing less attention when trying to keep shots over walls. It also has a bit more armor to work with and arms that can help soak up damage.
Beyond that, I haven't got any real recommendations for a scout's dropdeck. I have found some solace however in a dropdeck of 65 + 55 + 65 + 55, with the 65s focusing heavily on long range combat and the 55s having slight long range ability and good close range ability. It also makes a perfect 240.
Beyond that, I haven't got any real recommendations for a scout's dropdeck. I have found some solace however in a dropdeck of 65 + 55 + 65 + 55, with the 65s focusing heavily on long range combat and the 55s having slight long range ability and good close range ability. It also makes a perfect 240.
#23
Posted 12 December 2014 - 05:09 PM
@OP, here is a good start point: http://mwomercs.com/...65#entry3921165
Having 4 lights is not a bad choice, but you gotta make use of each and be smart about them. Although this is not ideal for some, if you can pilot lights to a competitive extent, tell the team that you'll be dropping with mostly light mechs and fill in with extra lights from the trials (or just use any other trial).
Make sure you are familiar with actual gameplay (you still have cadet/recruit status) so play at least the first 25 matches then figure out a good drop deck for CW. Even I myself need to play around with drop decks but am not ready to tackle CW yet.
People can use 4 lights in CW (TheB33f):
Having 4 lights is not a bad choice, but you gotta make use of each and be smart about them. Although this is not ideal for some, if you can pilot lights to a competitive extent, tell the team that you'll be dropping with mostly light mechs and fill in with extra lights from the trials (or just use any other trial).
Make sure you are familiar with actual gameplay (you still have cadet/recruit status) so play at least the first 25 matches then figure out a good drop deck for CW. Even I myself need to play around with drop decks but am not ready to tackle CW yet.
People can use 4 lights in CW (TheB33f):
#24
Posted 12 December 2014 - 05:17 PM
Right now in Community Warfare I have noticed a lot of people going super assaults and light lights. Me personnally I did two mediums and two heavies. Decent long range sniping with my heavies and brawling mediums with srms or AC20 as comliment. This in my first match which was a lose was 110 match score when it was a hodge podge group vs a solid 12 man team of clan jade falcon. I did alright wish I did better: 800 damage 2 kills 5 kill assists 2 spoots.
#25
Posted 13 December 2014 - 10:22 PM
Fenrisulvyn, on 12 December 2014 - 11:15 AM, said:
I think using faster mechs to locate and fix the enemy in place will be more important than raw DPS for the first drop. We'll see.
The enemy will be on the other side of the wall. Point being not a lot of scouting going on. Sad really, because one thing they touted was "larger maps", but it really doesn't matter except to slow Attacker reinforcements.
BAP I can see to break ECM if your teammates bring LRMs, and the reverse is true, ECM to help stop LRMs.
#26
Posted 13 December 2014 - 10:46 PM
Okay I've decided to go with the Victor for my 1st mech set, then the Raven for my 2nd set.
That gets me a quick but useful drop deck for CW at 35 35 80 80 = 230
After that grind, I should have an idea on whether I want more light/assault pairs or work up a set of 65 tonners.
BTW, how many hours does it generally take to level 3 variants to Elite and then 1 of those to Mastery ?
That gets me a quick but useful drop deck for CW at 35 35 80 80 = 230
After that grind, I should have an idea on whether I want more light/assault pairs or work up a set of 65 tonners.
BTW, how many hours does it generally take to level 3 variants to Elite and then 1 of those to Mastery ?
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