Assault Mechs For A New Player
#1
Posted 01 July 2014 - 01:16 AM
Secondly the build I did plan was based around a lot of SRM's and some PPC's as in one of my matches I had a good time with giving a light a SRM volley at point-blank range,and the sheer amount of damage amazed me,and being able to fire what looks like lighting,well that's something that seems rather awesome to me..
#2
Posted 01 July 2014 - 01:20 AM
Shooting lightning and missles IS awesome.
Happy Hunting!
#3
Posted 01 July 2014 - 01:38 AM
They certainly have firepower and durability mixed in with decent speed.
Remember that if you want to unlock the full potential of the mech you'll want to master three of the stalker variants.
There is currently a sale on the hero mech Misery for 3187 MC which you can get with the $30 MC pack and still have a 3000 MC for mechbays if you want to master another mech chassis
#4
Posted 01 July 2014 - 05:13 AM
Truth be told the biggest thing is that assault mechs are extremely unforgiving for bad positioning. If you're in a bad spot there's no way to fix it. If you get isolated you'll never make it back to the team. Things of that nature. That's the only real reason not to use one; that and you won't have much money left over to change the loadout when you first get one.
That said... Stalkers are abuse-takers. I mean seriously they can take a lot more abuse than their armor gives them credit for due to their shape and hitboxes. The downfall to them is that much like Clan mechs, they can't handle being flanked. Limited torso twist to the side and the rhinoceros factor. These things are great at bull rushing but have trouble turning.
In the trial mechs, the Stalker trial has an Extra Light engine (XL), and this makes you MUCH easier to kill.
To get the most potential out of your Stalkers, stick to standard engines. 300 to 310 engines are best. 280 if you plan to go with LRMs. Those side torsos are long and easy to hit; both the secret to the abuse it can take and also the reason why it's suicide to pack in an XL engine.
Here's a few examples of the abuse these things can take.
I'll leave you with an armor recommendation. Despite having a loadout, it is not a loadout recommendation.

Though if you replaced the flamers with medium lasers you would have a fairly solid mech.
My Misery build since you mentioned PPCs.

Unlike the flamer stalker, this one always stays at medium to long range when possible. The small lasers, small pulse, and SRMs are for emergencies. Enemies that close are usually almost dead anyway.
Edited by Koniving, 01 July 2014 - 05:48 AM.
#5
Posted 01 July 2014 - 05:34 AM
Stalkers are not bad, they have some nice traits. Their speed can make them difficult for a new player not used to maps, common points of engagement, and lack of situational awareness. My favorite Stalker is 2 large laser, 4 medium laser, 4 SSRM2s, but I haven't been using my Stalkers as SRM mechs since the SRM fixes.
#6
Posted 01 July 2014 - 05:41 AM
Welcome to MW:O !
Can't over emphasize Koniving's caution above about assault mechs. If you're out of position, i.e. stick your neck out too far, you'll get your head chopped off. I prefer a faster mech for that reason. As a beginner, it allows you to get out of trouble easier if you do get out of position.
If you like SRMs, the nice thing about them is they don't weigh much, especially compared to ballistic weapons. That being the case, Medium chassis like Trebuchets, Griffins, Kintaros, and Shadowhawks all have chassis with either 3 or 4 Missile hardpoints. And as light as SRMs are, you can get volleys of 12-24 SRM out of them easily without sacrificing speed.
If you want to compromise to a Heavy chassis with big SRM potential, the Catapult and Orion are king of the heavy SRM platforms. Orions suffer from bad hit boxes and takes a special sort of pilot. Catapults "ears" get shot off quick. Quickdraws get honorable mention, but suffer from a lot of leg damage. Good chassis to run XL engines in though due to small side torso hit boxes.
Lately I've been running the TBT-LG with (2) SRM6 and (2) SRM4 for a total volley of 20 SRM. Your comment about SRM volleys and damage potential rings home.
Just my .02 worth.
Jody
#7
Posted 01 July 2014 - 03:52 PM
#8
Posted 01 July 2014 - 04:11 PM
I certainly can't say don't get an assault, but this game has a pretty steep learning curve, as I'm sure you've noticed. Getting in an assault cockpit just makes it that much steeper. I personally recommend a heavy chassis and then decide later whether you'd like the extra responsibility with the firepower.
Welcome to the game. Sorry for any typos or errors, I'm posting from my phone...
Edited by Phobic Wraith, 01 July 2014 - 06:16 PM.
#9
Posted 01 July 2014 - 04:23 PM
Phobic Wraith, on 01 July 2014 - 04:11 PM, said:
Both are also very dependent on positioning.
Lights (obviously) have more ability to change theirs though.
Playing an assault is kinda like playing chess (all the more so if you have a "sub-standard" engine, IE: stock or lower for most, IE a 300std in an Atlas)
You have to already be in position when the time comes (which gets all the trickier in a PuG - but by far not impossible)
#10
Posted 01 July 2014 - 11:52 PM
#11
Posted 02 July 2014 - 05:48 AM
Take your time. Don't be in too big of a hurry. The C-Bills will only accumulate the longer it takes you to decide. They don't expire
When this game 1st started, there were only 4 trial mechs to choose from, and they weren't even Champions. We only had 1 from each weight class, so our exposure to different chassis/variants was limited to say the least. I think I played for over 3 months before I bought my 1st mech. You've got 12 choices (I think, or is it 10?) now to work with. Just be patient.
Another tip I can offer, is, stay in the match and spectate after your loose your mech. See other peoples builds, their play style, and tactics. It may help you make a decision.
Whenever you have decided on a chassis, be prepared to spend 30-40% of the cost of the mech more making customizations. You might even want to have double what the mech costs if you intend on changing out the engine. When I was buying a lot of mechs, I would save up until I had 30 mil C-bills before I even considered buying another new chassis. You probably want to elite the mechs you buy and you need 3 variants of a given chassis to elite a mech in skills. 30 mil gave me enough to buy any 3 medium chassis and customize them and still have money left over. Then I could build that fund back up while I was running those 3 up to elite skills.
Just be patient, the C-Bills aren't going anywhere.
Jody
Edited by Jody Von Jedi, 02 July 2014 - 05:51 AM.
#12
Posted 02 July 2014 - 08:55 AM
REllana, on 01 July 2014 - 11:52 PM, said:
Not as bad as you might think - Jodi gives very good advice there.
If it is any help, back when I started it was the same situation as Jodi.
The only medium "worth having" at the time was the Hunchback, but I went for the Centurion.
Very quickly I realized what others started realizing a few weeks later (IE how tough the Centurion can be)
Any of the mechs in the game can be of great use to their team (even the Locust - which can run up hills it takes any other mech JJ to climb - and turns faster than anything else to boot - look up Eglar's (I think?) scores in the bragging thread for more on that)
If you do not like it - don't worry to much about it, if nothing else it adds to your stockpile of weapons and engines.
So be patient, grab one that looks good to you.
Relax, and remember that when all is said and done, this is a game.
#13
Posted 02 July 2014 - 11:34 AM
Remember that mechs that are ideal for me might not be ideal for Jody, and his mechs might not be ideal for Trowa there, and Trowa's mechs might not be ideal for me.
There's a limited selection of "fit almost everyone" mechs. After that, there's a number of mechs that cater more specifically to certain playstyles. Mechs that cater to the most unpopular playstyles tend to be very shunned, and even those that would benefit greatly due to their playstyles...will never try those mechs due to the bad reputation they received.
I agree with his advice to avoid certain mechs such as the Locust; despite its price it's actually a mech that requires a rather high skill level to effectively use it and make money with. I disagree with some of his advice as well. Trowa did good to try and be balanced with his decisions but I see some of them are still a bit biased to his own playstyles.
And his playstyles aren't mine, and neither his or mine are necessarily your playstyle.
So take your time. Discover your style.
#16
Posted 02 July 2014 - 12:29 PM
#17
Posted 02 July 2014 - 03:23 PM
Start with a good light or medium then work your way up. Playing an Assault mech requires much more understanding of the game than how to build a mech and how to shoot things
#18
Posted 05 July 2014 - 05:19 AM
#19
Posted 05 July 2014 - 05:31 AM
REllana, on 05 July 2014 - 05:19 AM, said:
That's one of the common new player mistakes, so don't sweat it
Mediums are fun to play with and more affordable.
#20
Posted 05 July 2014 - 05:33 AM
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