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Best Possible Cw Is Drop Deck 240Tons


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#21 Ryooshi

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Posted 14 December 2014 - 10:08 AM

BJ-3 2ppc, 2mls
SHD-5m 2AC5's, 2mls
ON1-K 4mls, AC10, 2srm4's
THD-9SS 6mpls

240 tons exactly. (Damn OCD)


#22 Mothykins

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Posted 14 December 2014 - 10:13 AM

Eeeeh. Commando, two Catapults and a Stalker.

#23 Kutfroat

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Posted 14 December 2014 - 10:18 AM

I more and more get the feeling, that you need 2, or 1,5 drop decks as IS. One for attacking and onr for defence, because e.g. I haven´t seen much use for my ecm Commando and long range BlackJack as defender...so I will most likely replace them with something else for defence missions.

Clan players just mix up Timberwolfs and Stormcrows with one ecm KitFox as the 4th mech...

#24 Bishop Steiner

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Posted 14 December 2014 - 10:29 AM

View PostKutfroat, on 14 December 2014 - 10:18 AM, said:

I more and more get the feeling, that you need 2, or 1,5 drop decks as IS. One for attacking and onr for defence, because e.g. I haven´t seen much use for my ecm Commando and long range BlackJack as defender...so I will most likely replace them with something else for defence missions.

Clan players just mix up Timberwolfs and Stormcrows with one ecm KitFox as the 4th mech...

eh, most clanners just run 3 Crows and 1 TWolf, with 1-4 of the team dropping with an ECM Kitfox/ DerpWhale and 105 tons of other stuff.

For me, I won't be able to build my ideal drop decks til the Grasshopper launches, then it will probably be two Hoppers and some mix of HBKs, CN9s and ENFs.

#25 MischiefSC

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Posted 14 December 2014 - 10:29 AM

Don't gimp yourself with so many short range mechs. A lot of CW is long range support.

Battlemaster 4xERLL - Like a surgeon, baby. 400XL, stuff her with DHS and range extension module plus zoom and you're carving up enemy mechs at 900m like Christmas Turkey. Especially when you're setting up for a rush; cut those weapon arms off, see if you can get a few suckers to stay in the field with a half-gimped mech or pop a leg off some heavies who are midway to the gates so when you rush them he has no way to get back to base in time.

TDR 9S - 3xERPPC. Defense on Boreal this thing is god-tier. Even on Sulfur she's brutal; you snipe the generators at super long range, take a high point and hill-hump. Enemy turrets can't track you and you can shoot back if you're crafty.

Sometimes trade that for a Boomjag; 2xAC20 Jager. When the enemy rushes and you need to CT them from behind fast it's perfect. Also works in reverse; you follow a zerg rush and when the enemy is trying to stomp your teams lights you waddle this ******* up to the generator and BONK BONK BONK BONK. That and legging/crippling enemy mechs, she's glorious for that. Setting up for a rush you pull legs and side torsos off of mechs so that they are facing a rush while crippled.

ECM spider - regular LL, 2 MLs. Zerging, counter-zerging. No ERLL - it's about DPS and ECM, not sniping. Enemy zergs you chase down and leg for your teammates to finish or for your own rush you need the higher sustained DPS the LL gives you over the ERLL. It's about max damage to the generator before the other team peels you out of there.

Dragon 1N - Drop the MLs, go with just a 300XL, 2xAC5s. Brushback king and a phenomenal finisher, that steady rain of AC5 fire can blunt the head of an assault push very effectively. Also good for pushing enemy snipers back into cover. With all that ammo you've got something like 150 shots of 2xAC5 ammo and can stay in the field a long time. Stay at 500m+ with range extension and use that AC5 like riot cops use a fire hose.

Short range mechs are often of limited value. Exploit range and exploit it often. If you are rushing the enemy generator than killing enemy mechs is a BAD THING. The only thing killing an enemy mech does is summon a well armed drop ship with a fresh mech to the Omega. Better to cripple and leave an enemy mech, move past it towards the objective. You want to know why 12man groups roll pugs? This is a big part of it. Same goes for defenders - if you're in a fast, light mech you cripple or leg big enemy mechs. A 1 legged King Crab or Banshee right at the beginning of an enemy rush will stymie them, physically blocking his allies from getting around him and delaying them in the killbox. It also lets you functionally remove 95 or 100 tons from the enemy rush for just ~60 points of damage put out.

Build your deck with an idea towards waves. Smart teams deploy in 4 specific, intentional, goal-oriented waves. You'll have both heavy and light rushes/counter-rushes, turret clearing pushes/beach head drives, long range support for both of those, scout/spotter roles and skirmishers. Pick 4 that you do well and make sure at least 1 of them is either a heavy or light rush/counter-rush.

Coordinate at the beginning of each match with your team on what you're doing for each wave and make sure all 12 of you are fit and ready for their role.

#26 Bishop Steiner

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Posted 14 December 2014 - 10:32 AM

View PostMischiefSC, on 14 December 2014 - 10:29 AM, said:



Build your deck with an idea towards waves. Smart teams deploy in 4 specific, intentional, goal-oriented waves. You'll have both heavy and light rushes/counter-rushes, turret clearing pushes/beach head drives, long range support for both of those, scout/spotter roles and skirmishers. Pick 4 that you do well and make sure at least 1 of them is either a heavy or light rush/counter-rush.

Coordinate at the beginning of each match with your team on what you're doing for each wave and make sure all 12 of you are fit and ready for their role.

also, unless Defender, encumbering yourself with a bunch of 100 tonners? Meh. At some point you have to rush the generator, and even with their guns and armor, they are too slow and get destroyed by any decent defenders.

In general, Attackers need mobility more than raw tanky assault goodness, in my experience, and TBH, even the defender needs to limit their use, as they don't have the ability to flex from one breach to the next, and if you just camp your generator, you don't have enough "kill cushion" to absorb enemy rushes.

Have a feeling we gonna be seeing a lot of evolution over the next few weeks.

#27 Fate 6

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Posted 14 December 2014 - 10:42 AM

My first drop I ran:

TDR-5SS with all the MPL
TDR-9S with 3ERPPC and 3ML
SHD-5M with 2UAC5
CN9-YLW with AC20 and 2MPL

Gave a great mix of speed close, damage, and range that I could switch between. The YLW was huge on defense as my second or 3rd drop to clean up the enemy team after they had gotten a couple lances dug into a corner of our base.


I've been trying to drop a new set:

KGC-000 2AC20 2PPC
CDA-3C (?) ERPPC 4MG
HBK-Anything
CN9-YLW

I do think my first set was the best and most balanced I'm gonna get.

EDIT: Note that the SHD can be upgraded to a Dragon of choice which also fills the ballistic DPS sniper role.

Edited by Fate 6, 14 December 2014 - 10:49 AM.


#28 Kutfroat

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Posted 14 December 2014 - 11:03 AM

View PostMischiefSC, on 14 December 2014 - 10:29 AM, said:

Don't gimp yourself with so many short range mechs. A lot of CW is long range support.

Battlemaster 4xERLL - Like a surgeon, baby. 400XL, stuff her with DHS and range extension module plus zoom and you're carving up enemy mechs at 900m like Christmas Turkey. Especially when you're setting up for a rush; cut those weapon arms off, see if you can get a few suckers to stay in the field with a half-gimped mech or pop a leg off some heavies who are midway to the gates so when you rush them he has no way to get back to base in time.

TDR 9S - 3xERPPC. Defense on Boreal this thing is god-tier. Even on Sulfur she's brutal; you snipe the generators at super long range, take a high point and hill-hump. Enemy turrets can't track you and you can shoot back if you're crafty.

Sometimes trade that for a Boomjag; 2xAC20 Jager. When the enemy rushes and you need to CT them from behind fast it's perfect. Also works in reverse; you follow a zerg rush and when the enemy is trying to stomp your teams lights you waddle this ******* up to the generator and BONK BONK BONK BONK. That and legging/crippling enemy mechs, she's glorious for that. Setting up for a rush you pull legs and side torsos off of mechs so that they are facing a rush while crippled.

ECM spider - regular LL, 2 MLs. Zerging, counter-zerging. No ERLL - it's about DPS and ECM, not sniping. Enemy zergs you chase down and leg for your teammates to finish or for your own rush you need the higher sustained DPS the LL gives you over the ERLL. It's about max damage to the generator before the other team peels you out of there.

Dragon 1N - Drop the MLs, go with just a 300XL, 2xAC5s. Brushback king and a phenomenal finisher, that steady rain of AC5 fire can blunt the head of an assault push very effectively. Also good for pushing enemy snipers back into cover. With all that ammo you've got something like 150 shots of 2xAC5 ammo and can stay in the field a long time. Stay at 500m+ with range extension and use that AC5 like riot cops use a fire hose.

Short range mechs are often of limited value. Exploit range and exploit it often. If you are rushing the enemy generator than killing enemy mechs is a BAD THING. The only thing killing an enemy mech does is summon a well armed drop ship with a fresh mech to the Omega. Better to cripple and leave an enemy mech, move past it towards the objective. You want to know why 12man groups roll pugs? This is a big part of it. Same goes for defenders - if you're in a fast, light mech you cripple or leg big enemy mechs. A 1 legged King Crab or Banshee right at the beginning of an enemy rush will stymie them, physically blocking his allies from getting around him and delaying them in the killbox. It also lets you functionally remove 95 or 100 tons from the enemy rush for just ~60 points of damage put out.

Build your deck with an idea towards waves. Smart teams deploy in 4 specific, intentional, goal-oriented waves. You'll have both heavy and light rushes/counter-rushes, turret clearing pushes/beach head drives, long range support for both of those, scout/spotter roles and skirmishers. Pick 4 that you do well and make sure at least 1 of them is either a heavy or light rush/counter-rush.

Coordinate at the beginning of each match with your team on what you're doing for each wave and make sure all 12 of you are fit and ready for their role.


I still have 2 long range mechs. I kept the Blackjack (just had a monstrous defence game with it) and a Firebrand (2 erll, 2 uac5, 2 sl), BUT for the inevitable rush you will encounter as defender, I switched out the commando for a ac20, 2 srm4+a, 2 ml Victor. Can switch flanks relatively fast and hits much harder (as the commando).

#29 Agent 0 Fortune

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Posted 14 December 2014 - 11:23 AM

80 Awesome 8Q (4xPPC)
65 Thunderbolt 9S (3xERPPC)
50 Centurion AL (3xLL)
45 Blackjack 1DC (2xAC5) - Burns ammo too fast, I almost always have to eject before death (and I carry 8 tons).

I really like the Wolverine 6K (3xLPL), so I may replace the Cent and BJ for a
Wolverine 6k (3xLPL)
Cicada 3M (1xGauss, 2xML, ECM or 2xPPC, ECM)

Or I may just swap out the BJ for a Vindicator 2xPPC (if I ever buy a Vindi)

Keep in mind I enjoy the battle more than the victory, which is why I run longer range mechs. I don't base rush or dropship camp. I also prefer to run standard engines, those XL get blown out too easily.

Edited by Agent 0 Fortune, 14 December 2014 - 11:26 AM.


#30 One Medic Army

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Posted 14 December 2014 - 11:43 AM

I decided I needed these roles:
LRM-spam mech
Long-range poking mech
All laser mech
Dragon 1N (because I tear up with that thing)

So I ended up with:
TBT-7M LRMs
TDR-9S ERPPCs
TDR-5SS MPLs
DRG-1N AC/5s

#31 TwentyOne

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Posted 14 December 2014 - 12:41 PM

Banshee 3E (king of assaults)

Jagermech-DD (insane DPS)

Yen-Lo-Wang (Tough *******)

Deaths Knell 4 medpulse (king of poking)

#32 The pessimistic optimist

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Posted 14 December 2014 - 01:00 PM

Right now running a mostly a heavy drop deck.

Orion VA splat build 4 srm6 ac10 2 med lasers
Thunderbolt 9S 3 er ppc
Thunderbolt 9SE 3 larger pulse lasers 4 jump jets
Firestarter FS9A 8 small pulse

#33 Maelstroem

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Posted 16 December 2014 - 03:24 AM

Until now i have tested several decks and so far the best is for me:

Just for the damage going alway like 1500 to 2800 until now witch a matchscore 150 to 320

TDR-9S 3x ERPPCs Insane Quircks perfect suited for the CW maps
WVR-6K 3x LPL Also insane Quircks. Great Range with Quirks Range/cooldown Module (over 600m)
DRG-1N 2x AC/5s "This is Sparta Mech" Clanners will run and hide when AC5 running Gatling Gun Mode
FSR-9S 6xML or 2x ER LL This is the only spot which i wanna change but haven found the right one. I got 60 tons to spare and i am searching currently which should fit best. Medium to Long Range Lazer/PPC would be great.

#34 LT. HARDCASE

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Posted 16 December 2014 - 03:30 AM

VND-1AA - 2x PPC
SHD-2K - 3x ERLL
WVR-7K - 3x SRM6A, 2x ML
BLR-3M - 1x LPL, 6x MPL

All in STD engines except the Vindi.

#35 MeiSooHaityu

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Posted 16 December 2014 - 03:30 AM

Since I don't like Assaults, I am running...

Hunchback 4G
Shadow Hawk (P)
Catapult K2
Thunderbolt 5SS

I have 5 extra tons, so I may reconfigure. I may also want to throw in my Raven 3L, so that will change things too.

Now, I just need to get in a match lol.

#36 Y E O N N E

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Posted 16 December 2014 - 03:31 AM

Best IS Drop Deck?
  • TDR-9S
  • TDR-9S
  • TDR-9S
  • FS9-H


#37 NovaFury

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Posted 16 December 2014 - 03:32 AM

I'm having great success with MOAR WUB.

1x WVR-6K (3LPL/ML generic all-purpose x-pulse laser medium)
1x FS9-A (8splas, scout+counterpush, or base rusher)
1x BLR-1G (400xl, 6mplas, lplas cavalry-wubmaster)
1x TDR-5SS (7mplas general superiority heavy)

I suppose you could go commando/wubshee as well, if you can't into FS9 harassment.

Edited by NovaFury, 16 December 2014 - 03:36 AM.


#38 kapusta11

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Posted 16 December 2014 - 03:56 AM

  • TDR-9S - Sniper
  • BNC-3E/3S - mass murder machine
And currently:
  • SHD-2D (Gauss+ERPPC) - remnant of former glory
  • COM-2D (ERPPC+ECM) - placeholder
Used Commando only a couple of times and if I need 3d mech I feel that I should replace Shadowhawk with something better.

#39 Dauntless Blint

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Posted 16 December 2014 - 04:05 AM

I just finished a counter attack and we won on kills we used LRMs, Tag and Narc, think on this for one of your choices

#40 Widowmaker1981

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Posted 16 December 2014 - 04:25 AM

TDR-9S and TDR-5SS i think are going to be givens. Im not too sure about the remaining 110 tons.. wolverines seem the obvious choice but they are all a bit reliant on the single arm so im not sure... maybe a Dragon 1N for the OP dakka and a Hunchback.

another alternative for me might be BNC-3M, TDR-9S + 80 tons of something i cant decide on.. really want the BNC in there but its hard to find 2 mechs i like that fit 80 tons, since im not much of a light pilot. Might have to just learn..





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