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Which Should Be My Second Mech?


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#1 Sharky09

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Posted 22 December 2014 - 10:46 PM

Hi all,

Been playing Mechwarriar online for few weeks now. First only the trail mechs and as my first mech I bought the Hunchback 4G with the big AC20.
As complete newby to the game I had some varying success with it. Been playing mainly as supporting brawler.
For my second mech I considered another Hunchback to level up my XP, but I prefer to play something else. Like something with combination of "LRM support unit" and also with some teeth for defense and speed to get away. Been looking around and Thunderbolt is pretty popular atm but from what I read on this forum its also mainly a brawler (like Hunchback) or ERPPC unit. I like to try some LRM.

Does anyone have some suggestions what to buy to this comply newby? :)
Have 6,5 m in the bank atm. So clan mechs are out unfortunately.

Thanks.

#2 Illuzian Pryde

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Posted 22 December 2014 - 10:52 PM

I am biased since I am a clanner but I would highly recommend saving for the Timber Wolf as it is one of the most versatile mechs in the game.

In saying that, having played almost all the IS mechs excepting lights as I suck at them, I would recommend saving for a Cataphract namely the 3D or if you feel like burning real credits then I would recommend the Muromets, this mech alone has been my favorite mech outside of clans mechs.

In addition the Jagermech JM6-DD is also a highly recommended mech, it is not nearly as versatile but it packs a punch with dual AC20 or Gauss.

If you want speedy LRMage though, I would recommend the Timber Wolf by far as a goal to reach. LRMs can get boring or frustrating though as you are relying on your Team Mates to spot and hold if your not LOSing.

These are my opinions only but I would still highly recommend saving for some fun Heavy mechs.

#3 Alaskan Nobody

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Posted 22 December 2014 - 10:53 PM

That would be one of the advantages of the Hunchback series - as you can run a (relatively) speedy LRM boat on the 4J (stock linked) or using the other missile chassis

Or a laser boat (stock) or alternate hunchless laser boat

#4 anfadern

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Posted 22 December 2014 - 11:52 PM

Get an ecm raven, load it with 2 ERLL. Its a good way to get to know the maps and poke holes in the larger mechs

#5 Ward Serpentine

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Posted 23 December 2014 - 12:39 AM

One thing to consider is that you won't be able to level your mechs until you basic at least three variants of the same chassis. You would need to get two more Hunchbacks in order to do that. Otherwise, if you wanted to move to a different chassis, you would be starting over with the grind.

#6 luxebo

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Posted 23 December 2014 - 12:40 AM

As Shar has said, HBK-4J is a beast on the field and can run both ER LL spam and LRM boatting, as it's hunch comes off without any missiles! (like there will be no hunch). The 4SP and 4P also are quite godly, as 4P has one of the best cooling systems even with 9 ML, and 4SP has a powerful SRM system too. The 4H and the GI are much harder to use though so I suggest the 4P and then the 4SP for more brawling gameplay (similar to 4G) or 4J for LRM support if you so desire. (4J is a better bet since you asked for an LRM support, get that then the 4P).

TDR has been very strong lately due to it's godlike quirks. TDR-9S stands for it's name, spewing many bolts of lightning or ER PPCs. TDR-5SS has also been good with powerhouse MPL in which it can spray and pray more alpha than a boomjager, plus cooldown faster, and outrange any AC20. The TDR-9SE is also a decent jump brawler too, which can get in faces and destroy people too.

Yeah Timbers are pretty good, though since you bought a Hunchie already go with the IS factions and wreck face there! ;) Hope I helped and remember: http://mwo.smurfy-net.de/mechlab Smurfy will save you tons of time. :)

And yes as @Ward Serpentine has said, 3 variants to master a chassis, giving that all important module slot (and a sense of awesomeness) for CW! I myself recommend the 4J and then the 4P (which if you'd desire too you can run as a ER PPC boat, though I recommend packing ML). The 4SP has similarities to 4G/4P, except it has two hunches.

Oh, and a tip to building your beautiful Hunchies is to put your huge torso (Right side iirc) with 46 armor front and 2 armor back, since your backside is hard to hit. You gotta torso twist. Follow that one guy from TheB33f's vid: (mid way through the vid and you can see how CW is like a tiny bit, exact timing of the quote is 2:35ish):
Spoiler


A more serious vid (credit to Kon for filming):
Spoiler

Edited by luxebo, 23 December 2014 - 12:48 AM.


#7 Rogue Jedi

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Posted 23 December 2014 - 12:41 AM

unfortunately that budget restricts what you can afford to standard engine Mediums, to outfit a light will cost more than you can afford and heavies by the time you have paid for DHS are over budget.

I second Shar Wolf's suggestion about a hunchback, or possibly a centurion

#8 PACoFist

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Posted 23 December 2014 - 01:01 AM

It really makes a difference, to level three variants, and unlock elite skills. So I suggest you stick to Hunchbacks for now. There are two HBK variants that have missile hardpoints, the HBK-4J and the HBK-4SP. Both can carry 2 LRM10-Launchers and several Medium Lasers as backup weapons.

Like this:
HBK-4SP
If you have the money, you can upgrade to Ferro-Fibrous armor and add a bit more ammunition or a Heatsink.



If you want a heavy mech, the Catapult is a classical support mech of the Inner Sphere. Just don´t get the Cat-A1, it sucks. Better take the C1 or C4. You can get one for 5.8 million CBills.
If you take a Catapult you should know one thing: Catapults are not very durable. They don´t have big arms or side torsos to block shots. So almost every shot will hit your center torso. Therefor you should really play it like support mech and keep some distance to the enemy. Don´t get too close.



Whatever you decide: Wellcome to MWO and good luck. I know this game can be tough for beginners. Don´t get frustrated, it gets better after a while. :)

#9 dragnier1

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Posted 23 December 2014 - 04:19 AM

I'll say the same as what the rest have said: stick to hunchbacks and clear mastery; unless you dislike hunchbacks.

Extra module slot upon mastery, plus saving up the couple million you earn while mastering all 3 hunchbacks of your choice. That would give you some extra to get your second chassis. You can always sell your "completed" mechs if you're lacking space and can't get for mech bays.

Plus, 2 hunchback variants can carry missiles!

#10 Podex

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Posted 23 December 2014 - 05:03 AM

The HBK-4P is by far my best direct fire support mech. It has a surgical precision that not really anything else can claim. The loadout that I run is not exactly new player friendly, but just running 6x MLs can really take advantage of any open armor that you see out there. Just hang out with the brawlers, just a little ways back, and hit what they open up. I have a lot of mechs, and have fallen in love with probably only 3 of them -- "Boogie Time", my HBK-4P, is one of these three.

As far as LRM support, there are much, much better choices than a Hunchback.

Don't let public opinion tell you what works for you, and be careful when buying the next greatest things. In MWO, experience and wisdom isn’t gained on crutches, it’s gained by chewing yourself out of death’s icy grip. Mediums are pretty fragile, but if you master them now, you'll gain the skills to dominate in the other classes.

Also remember that one man's trash is another man's treasure. This is your trashcan, Oscar. Make it the best trashcan on the block.

Edited by Podex, 23 December 2014 - 05:07 AM.


#11 Redshift2k5

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Posted 23 December 2014 - 06:18 AM

6.5M is not a lot of budget for an LRM support mech, which tends to be an Assault like a Stalker or Battlemaster, or a Heavy which will probably use an XL engine. You should always consider the cost to upgrade Double Heatsinks and Endosteel into your mech build, siunce ferw mechs come with these installed and it will add at least 2 million to the mech's cost (not to mention if you plan to use an XL which will add several million more!)

#12 Motörhead

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Posted 23 December 2014 - 06:36 AM

Long story short, get 2 hunchies more, and master them.

One of the most common mistake is getting different chassis without mastering one first, the mech gets like 50% better then it is now, and when you will play in CW you will play vs 90% mastered mechs, not to mention that 3 hunchies are ok for a dropdeck, you have 90 tons free.

(right tonnage for this LRM60+A Highlander :D )

http://mwo.smurfy-ne...c7e442513d01d2f

while it's not a very good mech for normal games, it should work really well on CW, especially when you defend.

and you can always turn it into a brutal brawler for normal games :)

https://mwo.smurfy-n...254122f76a8789d

As you see and as others pointed out, look at the cbills cost: 18m for the LRM version, another reason to master hunchies first.

Edited by fx8320, 23 December 2014 - 06:54 AM.


#13 Inveramsay

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Posted 23 December 2014 - 07:47 AM

The hunch 4J isn't by any stretch the best LRM boat out there but this works reasonably well and look at the total for Cbills :) HBK-4J

Unfortunately speed and cheap LRM boats don't go hand in hand very often. LRM tubes are heavy and you often end up packing expensive XL engines to make the tonnage available.

With a bit of jiggery pokery it makes for a good direct fire long range support mech as well when you get bored of the LRMs. The ERLLs are quirked and much better than you'd think on this mech. The STD 250 engine will cost you a bit but it is a very handy size to use on the various hunches HBK-4J

The hunch SP and Hunch 4P are both excellent mechs and you won't go wrong with either but they are more short range brawlery type mechs. The great thing with hunches is that they all can carry such different load outs they play differently and less chance of getting bored of them.

Edited by Inveramsay, 23 December 2014 - 07:49 AM.


#14 Mad Dog Morgan

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Posted 23 December 2014 - 08:44 AM

You're best off picking up two more from the Hunchback chassis.

The laserboat (4P) is a great choice for starters, as is the 4SP, if you're looking for a bit of variety in your equipment.

Once you've gotten speed tweak, you can sell off the variants you don't like and then start working on a second chassis.

#15 Jody Von Jedi

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Posted 23 December 2014 - 08:51 AM

One more vote for the HBK too.

The 4P has awesome ML quirks. You won't be disappointed. :D

Posted Image

#16 STEF_

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Posted 23 December 2014 - 09:17 AM

+1 for 4P.
Must wub.

ok, 4P has ml quirks, but.... try 6mpl/std260.
Because wub.

#17 IllCaesar

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Posted 23 December 2014 - 09:25 AM

I'm going to recommend another Hunchback. My favourite Hunchback, and for that matter, favourite mech in the game is the 4J, it just anhillates anything thats out of cover between 200m-400m away, but really every Hunchback is worth considering. The 4P is probably the most recommended Hunchback after the 4G, so I recommend looking into that. I'd just advise that the 4H is probably something to pick up further down the line, and not right now, as you'll want variety among your Hunchbacks. Whether or not you like the 4SP is also usually a good indicator as to whether or not you'll like the 4H.

#18 happy mech

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Posted 23 December 2014 - 11:14 AM

as said, get 3 (different) hunchbacks first so you can master them

4J is the obvious choice because of insane LRM quirks (2 lrm10 effectively being 6 lrm10 when leveled up), head mounted tag and great mobility + torso twist
stock standard 200 engine will work, upgrade to double heatsinks and endosteel structure, add tag in head, keep 2 medium lasers where you like (will be too hot), stock up on ammo and you are ready to grind :)

4P is about pinpoint (similar to 4G), 4SP is about brutal srm6 quirks when close, 4H is a mix of range and medium laser power

#19 Sharky09

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Posted 24 December 2014 - 02:29 AM

Thanks to all for their feedback. Gives me lots to think about.
I see Hunchback as first step to get to know the game. Just stratched the surface I think.
Only as newby you want to master it quicker and get the mech you dream of. Probably common mistake.

I will give the Hunchback 4J a try as most recommended. Will postpone my question to what comes next to later date.
(the heavy mech, with LRM, enough speed (90-95) and teeth to defend itself).

Thanks all!

Edited by Sharky09, 24 December 2014 - 02:30 AM.


#20 Rogue Jedi

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Posted 24 December 2014 - 04:14 AM

View PostSharky09, on 24 December 2014 - 02:29 AM, said:

Will postpone my question to what comes next to later date.
(the heavy mech, with LRM, enough speed (90-95) and teeth to defend itself).

Thanks all!



As for the future LRM heavy, the Catapult for IS or any Clan Heavy can mount multiple LRM racks however the only Heavies able to hit 90+ are the IS 60 tonners Dragon and Quickdraw, most of the others max out in the high 70s or low 80s, however Clan heavies can hit 86 with speed tweek.
purchasing a 80KPH Mech with space for LRMs is quite expensive, this Catapult build is close to what you are looking for (but 15kph slower than requested) but it costs more than 15,000,000
http://mwo.smurfy-ne...c9fa685cf2cd3d7

or for a Clan LRM Mech the Mad Dog, again slower than requested but with more LRMs, you can fit more by sacrificing the lasers or reducing some armor
http://mwo.smurfy-ne...813f002593be2f4

or you could try the LRMmaster, again this is significantly slower than you requested, but can throw a lot of LRMs, note the tube count where it says "2 M (10x2)" that means there are two 10 tube missile hardpoints I use LRM10s to get them firing in single vollys, if you used LRM15s they would fire as 10 missiles then the extra 5 a second later
http://mwo.smurfy-ne...f6fb76bfafd9fba
for CW I use a version with 1 less LRM10 in exchange for more ammo and still run out before dying half the time.

please bear in mind after finishing the Hunchbacks you are likely to need at least 15,000,000 to buy a heavy which comes close to meeting your requirements (but the XL engine is a big part of the cost so if you go IS the second variant will be a lot less expensive as IS Mechs can just transfer the engine over)





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