Lumicko, on 24 December 2014 - 01:38 PM, said:
Thx.... But doesnt that just make medium mechs just weak compared to others,?? Example heavy or assault can have a lot more armor thus withstand a loot more and can even take more guns thus even higher dps...
As others have pointed out, you've got to use your mobility with a Medium Battlemech. Your strength is that you have a fair amount of guns with a moderate amount of armor and good mobility - Heavies have more firepower, but speed costs them more, while Lights have fantastic mobility but even less guns. In order to use a Medium properly, you have to be fast: try to shadow other 'mechs. One of the tactics I like to use with a
Hunchback 4G is to pick a close-range Assault or Heavy to support - I will be their Hunchbuddy. Whenever they're fighting someone around cover, whenever they push into the open to either get to grips with the enemy or move to other cover... I'll be there, a littl behind them and to the side (so I don't block them if they back up) taking shots at people who are trying to flank my Big. If he pokes around a corner and takes fire, I pop out, lend his opponent a charitable contribution of high-velocity lead (with a side of hot photons) and get back into cover before his guns recycle. Whenever my Big pokes his head out, I poke out with him. And if it comes down to the wire and you're getting overrun, you can charge
through the attackers and divert their attention as much as you can - either they let you get behind them and you open up with the AC/20, or they focus on you and the Big gets to do his job. This strategy is far from foolproof, but it should allow you to get a handle on how to fight your Medium without the distraction of getting plastered. Much of your problem is that you're not getting the practice you need because you're likely exposing yourself in the wrong situations and getting focus fired to bits.
Speaking of focus fire, you need to be aware of the two classes of 'Mech out there: Clans and Inner Sphere. There is some overlap on weapons technology, but in general the differences in Clan and Inner Sphere weaponry are exemplified by their respective autocannons - The Inner Sphere ACs fire one large round for their rated damage, while the Clans fire a rapid-fire stream of shells whose damage adds up to the AC's rating. This is not optimal; ideally you want all of your damage on one spot, and the longer a weapon takes to apply damage, the more your target can twist and turn to spread it out. To make up for this disadvantage, the Clans weapons are much lighter and mostly have longer ranges - additionally, their laser weapons are much less efficient in terms of heat/second, and their upgrades and Double Heat Sinks cost considerably less space. There's more to Clan v. IS balance than that, but that's a general overview.
The take-away from all of that is that Clans have lots of guns, with lots of range - so if you expose yourself to multiple Clanners, you can generally expect it to hurt, particularly in a Medium. The upside of it is that Clanner builds are (generally) less able to sustain fire. If you can spread or avoid damage by twisting, weaving, or giving them too many targets, they're at a disadvantage in many cases - but if you let them whale on you, it's going to be a very... Hobbsian day (nasty, brutish, and short.)
There are a lot of people both on the forums and in the various Merc units that will happily assist you with questions, and even drop with you. I encourage you to read the two posts I link in my signature; it's shameless self-promotion, because I wrote them, but between them they tell you much of what I wish every player I group with knew. =)f
Regardless, enjoy the game, Merry Christmas, and let us know if we can be of further help!
Edited by Void Angel, 24 December 2014 - 04:00 PM.