A very in-depth guide, with good explanations of weapon and equipment functions. I can tell a lot went into this, so thank you for the work. If you are not averse to some unsolicited editing advice, I have a couple-three suggestions:
- Thunderbolt. While weighing in at only 65 tons, the Thunderbolt can be tougher to kill than 'mechs which significantly outweigh it. It's extremely blocky design allows it to spread damage with ease, while its weapon hardpoints and quirks allow it to support a broad range of loadouts. An excellent, high-mobility workhorse 'Mech for both brawling and distance combat.
I would encourage you to
utilize brevity to the fullest extent, and to encapsulate your ideas in as few words as possible while still quickly communicating the salient facts fit your points into as few words as you can. Some of your points are somewhat... verbose. For example, "Cellular Ammunition Storage Equipment prevents damage from ammunition/Gauss Rifle explosions from leaving the equipped location" is actually
fewer words (16 v. 31) than "the name is long, but in simple terms, etc." A guide as comprehensive as this one is going to be a monster to read; any streamlining that you can do would be appropriate.
Regarding CASE, since Cellular Ammunition storagemight also point out that ammunition (not Gauss) has only a 10% chance to explode when crit, so unless you have massive amounts of ammunition (I'm looking at
you, DakkaCrabs) you should probably not bother with it. Only take CASE
The King Crab is actually not tied with the Atlas in regard to weapon options. On the contrary, the King Crab's weapon hardpoints are superior to the Atlas, both in number and in location. The King Crab can put out more firepower than an Atlas can hope for, and pays for it by having no lateral arm movement. Also, "Atlas" is not spelled with a "u." =)
RE: "Seventh Rule of 'Mech Club" As a general rule, chain firing in a brawl is
bad, because it interferes with your damage spreading (Rule Nine; no one calls it "swivel tanking" on these forums, so your readers might get confused) while simultaneously helping the enemy with
his. Chain fire should definitely be an option, but if you're in the thick of things and running hot, it's usually better to simply hold fire a bit to get all your damage on one location, or hit the override and let the chips fall where they may.
Your conclusions about jump jets are false, I'm sorry to say. It's true that a brawler shouldn't be worried about his jump height, but any 'mech that
can equip jump jets should equip at least one. Tapping the jets allows you to turn faster than you could otherwise, particularly when moving at speed, and being able to get up and over obstacles (or climb hills quickly, in the case of the Highlander...) is an invaluable tactical option which should never be overlooked. You don't want to blow crit slots and tonnage maxing your jets, but you absolutely
do want to have them.
On the other hand, no new player should bother with the Command Console - it's just not worth the tonnage, and I've only ever kept it on one build - because that was the only way to use the space.
Next to last, I recommend that you include the date modified with your version number for the guide - so that people who just found it know the last time it was modified.
And, last but not least, I'd caution new players against taking too many weapon types, and using too many weapon groups. Particularly when you are new, managing many weapon groups is a challenge. I personally never have more than four, and normally three groups. Arms (sometimes an individual arm,) one or two torso groups, and maybe a backup weapon group is all I need - and more than a newbie will usually be able to manage. Players should streamline their weapon groups as much as possible while avoiding things like putting arm and torso weapons, weapons with different ranges or ballistic properties, or long- and short-ranged weapons on the same group.
Edited to correct urban legend and add weapon group suggestion
Edited by Void Angel, 01 March 2015 - 03:08 PM.