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#21 Modo44

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Posted 20 March 2015 - 09:28 AM

The simplest way to save Cbills is to never sell anything. If you do, the 50% value loss stacks up pretty quickly. "Superfluous" weapons suddenly become indispensible after buying new mechs. "Bad" mechs are exactly the ones you will want to try for fun, or because some mechanics changed.

#22 Barkem Squirrel

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Posted 20 March 2015 - 09:55 AM

First welcome.

Second, don't get discouraged. Even after 2 years I can still get into a match and die immediately, and wonder what hit me. As for my skill level, I was 6th in the Griffin Chassis last October. Don't worry it happens to all of us, just less after time.

Select 3 mechs to level to basic, maybe one that allows you to experiment with different builds. Shadow hawks, Hunchbacks, (maybe wolverines) and Centurions. Why no heavies, assaults or lights. Mediums give you a base to build on, survive longer and the speed to get out of a bad situation.

The pilot skill tree allows you to get the basics in 3 mechs of the same chassis then and only then can you get to the elite skills.
The elite skill tree needs 3 mechs in the same weight class done before you can unlock the master skill (one more module slot).

Weapon modules are good, but depending on your build mech modules may be better, like radar deprivation 15,000 GXP to unlock and 6,000,000 to purchase. LRMs, you want target retention, advance sensor range and target info gathering. That is 35,000 GXP and 12,000,000 C-bills. Everyone though that getting enough C-bills for Endo steel, Double heat sinks was a grind, this is the grind, getting the mech or weapon modules. Remember to earn GXP it is only 5% of the XP in a match. Say you earn 1000 xp then you have 50 GXP more. Just since last September I have spent over 220,000,000 C-bills on mech and weapon modules.

One other area to look at is running with TAG and BAP or NARC and BAP. You can get NARC or TAG bonuses to the XP and C_bills. Then with BAP you can get bonuses for negating ECM mechs within your radius.

Then getting more mech bays. Look at the Lucky Charms event for this weekend. You could win one or earn enough C-bills to purchase one or more. There are other events that have been held where I have earned a mech with a mech bay or just a mech bay. It is fun to change up play stile from time to time, just to remember, what others can do unto you then you do unto them.

Edited by Barkem Squirrel, 20 March 2015 - 09:58 AM.


#23 FlukeNL

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Posted 20 March 2015 - 11:20 AM

Quote

Select 3 mechs to level to basic, maybe one that allows you to experiment with different builds. Shadow hawks, Hunchbacks, (maybe wolverines) and Centurions. Why no heavies, assaults or lights. Mediums give you a base to build on, survive longer and the speed to get out of a bad situation


Makes perfect sense.

The 3/4 mechs you are mentioning here are all IS. Is that just because you've played them, or do you actually favour them over Clan mechs(I've read whole threads about the stormcrow being so nice and all).?

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The elite skill tree needs 3 mechs in the same weight class done before you can unlock the master skill (one more module slot).


That is: 3 different chassis?

Edited by FlukeNL, 20 March 2015 - 11:22 AM.


#24 Barkem Squirrel

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Posted 20 March 2015 - 11:25 AM

View PostFlukeNL, on 20 March 2015 - 11:20 AM, said:


Makes perfect sense.

The 3/4 mechs you are mentioning here are all IS. Is that just because you've played them, or do you actually favour them over Clan mechs(I've read whole threads about the stormcrow being so nice and all).?



That is: 3 different chassis?


Yes, I mastered the Storm crows very fast after they came out. Just with a new player, I am looking at the costs. It is cheaper to learn on IS than Clan. You can also vary the size of the engine for slower of faster builds. I would have said storm crow, but the quirks just make some of the IS mechs too fun to play.

#25 Modo44

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Posted 20 March 2015 - 11:27 AM

The strongest and most versatile medium mech is currently the Stormcrow. Second to that would be the Shadowhawk 2D or 2D2 (cheaper, slightly less scary). Both are good on their own, but especially nice for a new player. They can take a wide variety of useful builds for easy experimentation.

Edited by Modo44, 20 March 2015 - 11:32 AM.


#26 WheezerX

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Posted 20 March 2015 - 11:49 AM

Don't stand directly behind ally mechs or directly in front. Leave the grinding to the club dance floor.

#27 Rahul Roy

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Posted 20 March 2015 - 12:08 PM

View PostFlukeNL, on 20 March 2015 - 07:04 AM, said:


Does it offer advantages if I stick to either IS or Clan (either within class or even across classes)? For example, will it save me c-bills? Or will it allow be to get better buffs/items/combo's/whatever? In world of tanks this is exactly what I did (stick to 1 US tree) and it saved me a lot of research costs.


On saving c-bills, If you stick to IS I suspect it will save you C-bills for a few reasons.

For one thing the chassis are less costly, and also you can get one expensive engine and keep swapping it into whichever mech you want to play with at the moment. (although IS mechs have a maximum engine rating so an engine sometimes won't 'fit' in a different mech).

Clan mechs have engines locked so you can't swap them, you can still swap weapons but not engines.

For both 'sides' the weapons for one can only be used for mechs from that side. So Clan weapons can't be used on IS mechs, and vice versa. IS weapons are less costly than Clan weapons.

So it's probably most efficient to stick to one side, and if you stick to IS you save more early on.

Also a note on trial mechs, be careful since they don't have all mechs available as trial. The trial mechs they do have can be misleading.

For example there is no Hunchback trial mech right now although it is a great beginner mech (and cost efficient). There is a trial Thunderbolt but it doesn't have the best selection of weapons, you could do much more with one that you owned.

#28 JC Daxion

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Posted 20 March 2015 - 12:11 PM

View PostLevi Porphyrogenitus, on 18 March 2015 - 08:24 PM, said:




A typical Hunchback will go between 89 and 98 kph (assuming Speed Tweak is unlocked). The Stormcrow hits 107 after Speed Tweak. One problem Hunchbacks face is that they are terrible for running XLs, which means they have to sacrifice speed for firepower, or vice versa. Many other mediums are a lot more XL friendly, and of course Clan mechs all come with cXL engines standard.

Based on your play style, the Stormcrow seems like a great choice. However, given your professed desire for a support build in your OP, I'd be inclined to suggest running something capable of carrying ECM. It's by far the most potent close-range support equipment available. Unfortunately, prioritizing ECM capability has issues.

For the Inner Sphere, you basically have lights and the Atlas AS7-D-DC (the Cicada is a glorified light mech). If you are content with relying on your speed to survive, or are willing to put your hope in your team not to abandon you to die alone (the number one cause of death when in a slow assault), then consider going Inner Sphere.



If you like ACs, cUACs can be a bit hard to use, but they're nowhere near as bad as a lot of the people on these forums seem to think. cLB-ACs are a bit more limited, but they have the advantage of firing in a single shot rather than a burst.



While all the advice is solid, I really suggest staying away from ECM as your first mechs. To me, it gives players to much of a chance to get away with bad game play that the only reason it is working is you are under ECM.

I will add down the road it is worth while to play some ECM mechs, Not to mention there are some great IS mechs with it, The atlas DDC is a really fun mech, and the Raven is one of my favorite mechs in the game, (the next to are non ecm, but you do need 3 to master) the 2X with 4 Medium lasers and an LRM 15 is a very unique playing and highly effective mech in the world of the PUG's, and of course we have the ulitmate in raven brawling, the fabulous huggin with it's 4 machine guns, and pair of rapid fire SRM4's.,.But the ECM 3L with a pair or ML's and a pair of SRM4's is an incredible Heavy/assault lance protector Finally the Cicada 3m with its ECM, 4 Medium lasers and an AC-5 is a total blast. It has an amazing combo of speed and fire power that can easily be under estimated in todays game, for one fact that you just don't encounter them that often, so they can often get the element of surprise which is always nice.




View PostMadcap72, on 20 March 2015 - 01:36 AM, said:

IMHO don't pay real money for the game until you feel as if you've gotten value from it.

The game has a steep learning curve, a frustrating player base, a constantly shifting game mechanic, and all other manner pitfalls.

That being said, I've been playing for years, and recently dropped 80 USD on the resistance pack and couldn't be happier.

I personally don't like the mastery packs. While grinding out games to make in game money to buy stuff can be a drag, it's those hundreds of games that make you good!



While you do run the risk of not liking it, I think the pluses out weight the chance you might not. Like you said, one of the biggest issues with the game is a steep learning curve. Not sure what you mean about frustrating player base, As outside of the random complainer which maybe happens 1 in 20 matches, in my experience. (though i would be lying if i said, It never bothers me, as like everyone it can rub you the wrong way on occasion) I typically find this community in game and out to be a lot of fun for the most part.

But onto your first point about the learning curve, One of the best ways to have a good new player experiance is buy a mastery pack, and I really suggest the HBK, but the centurion does have it's bonuses, especially the XL-300 that comes with one of the mechs, and a hero that is great fun. But the HBK just has many more load out and play styles to choose from. For me the HBK's are one of the most fun mechs in the game and they taught me a ton in my quest to get better.

the XP bonus on the champion will help tons on the grind to master in earning GXP to unlock Radar deprivation and some weapon modules, An SRM recharge, and Medium laser range are two that you could unlock early as over half the mechs in the game could benefit from them. The hero has become a great sniper since quirks, and earning extra c-bills and combined with a month premium time, You pretty much can fly through unlocking to elite which breaths new life into the mechs. If the OP doesn't mind spending a few bucks, it really is highly worth doing, and an option i wish i had when i started, instead i had to grind to my First HBK's as i spent all my money on the mech i was using as a trial, Dragon 1n with an XL-280 but i wanted something new to play, and i just barely had enough money left over for a 4G. (i didn't even know about XP unlocks at the time :P )


View PostFlukeNL, on 20 March 2015 - 07:04 AM, said:

Lots of usefull input... thanks! I've been reading a lot today.

I guess this will be my route:

1) play all trial mechs a couple of times to weed out characteristics I really like or don't like






Great idea, go jump in all those trials, and launch into testing grounds, and play around..and really get a feel for it before you drop for the first time.




View PostModo44, on 20 March 2015 - 11:27 AM, said:

The strongest and most versatile medium mech is currently the Stormcrow. Second to that would be the Shadowhawk 2D or 2D2 (cheaper, slightly less scary). Both are good on their own, but especially nice for a new player. They can take a wide variety of useful builds for easy experimentation.




Personally i would not get the stormcrow as a first mech for the simple fact it is a powerful mech, and like learning on an ECM mech, it can lead to bad game play that is covered up by the mech itself. But to be fair to the OP i only play IS mechs up to this point, but having fought many of stormcrow i will say they are a pretty viscous mech, but the cost, and the fact it is a powerful mech, i really suggest waiting before getting a stormcrow or a timberwolf at this time.


The shadow hawk, and the other 55 ton mechs, (excluding the kintaro) all come have a model that comes with an XL-275, and most are Jump jet capable. For me the wolverines are a blast, but it is hard to say anything bad about the griffen's or shadow hawks. They are a good amount more to buy though from a beginner standpoint, which leads me back to saying, the HBK's or HBK mastery pack is a great way to start.. and by the time ya master all 3 even with buying upgrades, and some modules, the OP should have more than enough money to start on another set of mechs.

Edited by JC Daxion, 20 March 2015 - 12:18 PM.


#29 bar10jim

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Posted 20 March 2015 - 12:41 PM

A great resource to check out what other people are doing with mechs is https://www.mechspecs.com/

#30 FlukeNL

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Posted 20 March 2015 - 03:01 PM

I'm slowly starting to make sense more often in game. Played the Stormcrow through the last of my 25 cadet matches tonight. At first 50 or 75 damage seemed great, but in the last 8 or so matches I had 4x 250+ (including 2x 350-ish) and the rest 150-ish. Got almost 10M in CB now.

What I've learned so far: I will eat myself with speeds below 100. I've tried all the trials that are on a.t.m. and I only like the Raven (realizing I'm very far from mastering it... nimble little bugger..) and the Stormcrow. Now if only there was the Hunchback in there...

The rest of them: nah... they don't "click" with me. Sure, the Hellbringer has loads of firepower... but I suck at good heat management, so I don't benefit from all those weapons. Apart from that, I like to be able to join groups, run back to cover a stray unit etc. I need a bit of speed/mobility for that. It more or less affirms my idea I want to play a medium class. For now I'll stick to the trial SCR, and fiddle around a bit with the other trials in the testing ground (but without high hopes).

#31 Modo44

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Posted 21 March 2015 - 12:18 AM

The Hunchback can go 98kph with the largest engine and speed tweak (elite efficiency). If you prefer it over the Stormcrow, it should be just fast enough for you.

You can go 89kph with some heavies and assaults, like the Timber Wolf or the Gargoyle. The Timber Wolf is especially silly, probably the best firepower/mobility/armor combination currently in the game. Good for multiple different builds, too.

#32 Britbaldie

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Posted 21 March 2015 - 01:11 AM

OP, the guys on here are great, you will learn much and their advice is fantastic :D

I think choosing the right mech for yourself is probably one of the hardest things you can do in this game, I had the Founders pack which included a Hunchback, Jenner, Catapult and Atlas, I know for a fact I need more experience before running an Assault so the Atlas for the moment will just be used to test out maps, the Catapult... I need money to upgrade it, so its going to sit on the sidelines also, the Jenner, first game, first kill, still fast mechs are quite difficult to play but it is fun, then the Hunchback , its the 4G variant, has a nice AC20, didnt carry much ammo and you seemed to run out of ammo quite quickly, its now modified with a bit more capacity for that ammo, makes a nice support mech when you sit behind your heavies or go flanking, it is slow though and has no jump jets.
I got enough xp on it to start going up the mastery route, I ended up buying the mastery pack for the hunchback as I wanted the SP and thought I would give the hero a shot (Koniving was right about that Guass, tricky one to get to work properly, takes practice), but I really do like the SP and I would say give that one a shot, just dont expect miracles in your first few hundred matches because that is where you start learning, being alpha striked sort of puts a downer on your day but hammering an assault mech with an ac20 whilst its occupied by your heavies and assaults is really good fun :P

One of the other things I find difficult is that some maps really do require you to use either night vision or thermal imaging, or even swapping between both or even going from normal to night or thermal to spot the opponent and then remembering to turn it off when they get close enough to see them in normal view.

Just have fun playing, try out all the trial mechs and find a class you like, get the advice of the guys who have been playing for the last 3 years but just like the suggested Hbk SP I said, it may not suit you or your game play. HTH from another newb :)

#33 FlukeNL

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Posted 21 March 2015 - 02:47 AM

+1 on the willingness to help. Heard dramatic stories about the playerbase here, but have only seen positive things (in game, but especially on the forums). Everywhere you turn to, people are standby to give valauble info!

#34 FlukeNL

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Posted 06 April 2015 - 12:38 PM

Thought I'd get back on this. Have played my 78th match (lol, what can I say, I have a bussy life...). Have all but 13M C bills.

As it turns out, I really like the lights. Heavies and Assaults not so much (yet). I have tried trial mediums, and none of them "click" with me like the Stormcrow. Griffin is ok-ish.

But the two mechs that I like even (a lot) better than the Stormcrow are the trial Raven (3L iiirc) and the trial Spider (5kc).
I've learnt this so far:

- I like to support others with the ECM/AMS on the Raven.
- I like the large laser on the spider to "reach out and touch somebody".
- I like the mobility of both to just pop up and annoy some red guy who'se shooting at my mates. Very often I just run to some other group who I think could use my newbie support. If not, I'll just run back... or try to get behind the target they are shooting at.
- With the above in mind, I try to stay at medium range at least. I lack skill of close combat. Usually I just run away and regroup. My SA is just not up to spec to survice close encounters of the killing kind.
- I'm having fun.

Am I doing particulary well in these 2 lights? Hm... idk. Raven on average 120 dmg on a total of 33 matches. Spider on average 100 dmg on a total of just 5 matches. Stormcrow has only a slightly higher damage than the Raven (same number of matches). XP on those equals out at around 590 per match.

It seems I'm drawn to lights to start out with, making my decision slightly easier. I guess I could wait for the shadowcat to look at a new Clan light,. because at the moment it seems the IS lights are definitely better (at least for me). Tried the Ice Ferret (meh) in a pug, and the myst lynx trial and... idk, another one iirc, in testing grounds (meh), so I guess IS is the way to go unless shadowcat changes that plan.

What would be a practical approach to compare those lights? (Raven, Spider, Locust, all sound fun, perhaps some insight on clan lights.)

#35 SnagaDance

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Posted 07 April 2015 - 12:57 AM

Lights can be great fun, but are also deceptively expensive. This is because almost all variants require an XL-engine, the DHS upgrade, the Endo upgrade and probably also the Ferro upgrade to get the most out of them. The first 2 upgrades being the real killers here though you can share an XL engine between variants, in fact I highly recommend doing this!

The way Lights are played can mostly be divided along 2 play styles: Short Range Harasser/Brawler or Long Range Sniper. The short range builds mostly revolve around energy weapons (Small Laser, Small Pulse, Medium Laser, Medium Pulse) and for some mechs SRM's. The long range builds really are about the ERLL. There are 2 more styles but these are rarer, being the Multi-MG component hunter and the Lrm-Lite long range support. Oh wait, there's also the TAG/NARC missile assister, but using one of those in PUG games can be hit or miss depending wolly on your team bringing Lrm's.

So now let's take a look at the different Light mechs and which category they fall into:

Locust: Mostly short range Harassers. Get in,s trike,a nd get out. SRM builds tend to be strapped for ammo and Lrm's are more for semi-joke builds here. They've also got a MG-component shredder. Please note that you need multiple MG's for such a build (I'd say 3 minimum), and MG's really only work versus locations without armor, so you need your friends to open targets for you, making it a tricky playstyle. Because of their fragility Locusts are considered Hard mode for the game.

Commando's: Are also short range Harassers but combine lasers with SRM's. Can be great in the ahnds of a good player but are considered underpowered/too easily killed by most.

Spiders: The first Light with JJ and it should always equip a few for the extra mobility. Good hitboxes can make it hard to kill. Doesn't really have the number of hardpoints needed to be a short range harasser, though it has a 4 MG-variant. Most people really only rate the ECM variant but this one can be a formidable Sniper/Harasser.

Firestarter: Considered to be the number one Light atm (due to broken hitboxes) it really only does the laser Harasser role but it does this one very well.

Jenner: Same tonnage as the Firestarter and a bit more compact. Very XL-engine safe but the con of that is that almost all damage goes to the CT. It has JJ like the Firestarters and can be a great laser/SRM harasser. Might become the premier Light harasser again when the Firestarter gets its hitboxes rectified.

Raven: Mostly taken for the ECM variant that one can really shine with dual ERLL as a sniper. Don't be that guy who sits at extreme range and does minimal damage due to drop off though. Staying in the second line of your team being unnoticed works great. If you have to go out alone try and find a flanking or rear position on the enemy though, that also works.

If you're willing to invest some money into the game the Light mech Mastery packs are great value (and rather cheap in themselves to boot). Those will get you the mech's Hero, it's Champion variant and the mech's most popular variant from when the packs were created (pre-quirks), this is often the ECM variant btw if the mech has one. You will also get 3 mech bays to house those mechs in.

The Champion (and often also the Hero) come with almost all the upgrades you'd want, including that expensive XL-engine that you can switch around, a real grind saver that. The Hero will give you a nice money-maker and might offer something different from the rest of its family. The Jenner/Raven SRM Heroes for instance, or the ECM Locust.

Lights can be great fun. Sure you can be killed with easy at a wrong turn, leaving you a smear on the battlefield, but there's also using your mobility to swoop across the map, the thrill of annoying your far more powerful opponents up close and personal, and the great satisfaction that comes with dominating your enemies when everything goes right, leaving them breaking their mouse and keyboard in frustration as you've become an impossible to hit bringer of death. Lights are not easy mode, they require a lot of work and patience and sometimes a Zen-like acceptance of your own mortality. Don't worry though, just click that 'Launch' button again and reincarnation is guaranteed!

#36 Sadistic Savior

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Posted 07 April 2015 - 12:43 PM

View PostFlukeNL, on 16 March 2015 - 02:27 AM, said:

Hello people,

Thought I'd activate this account of mine, trying MWO out for the first time somewhere this week. I'm looking for some advice. The search function only brings me so far.

First:
- This is not my main pass time. Time is limited, as is priority (read: funds). Because of this, I feel I should stick to one tech-route as much as possible.

The first thing you should do is determine what your preferred playstyle is. That will tell you what mechs you should be buying and leveling up.

Quote

- Usually in these kind of games, I lack skill, but I like a more supporting role. Planetside saw me as engineer or medic (doing pretty well with damage as well, lol), most MMORPG's saw me as fighting buffer. In other words: my importance to the team shouldn't be linked too much to personal skill :).

What do you like doing the most? Brawling? Striking? Support? Scouting? Sniping? A combination? You need to be able to answer that before you can get any useful advice IMO.

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Now, assuming I am not yet ready to spend money on this game and with the above in mind: with what route of mechs should I start?

If you don't know what you like yet, I always recommend a hunchback. They can be adapted to a broad range of playstyles and are relatively cheap.

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Now, assuming I will be ready for some limited cash injections: with what route of mechs should I start? I've read about the HBK or Centurion pack. Is that advice still valid?

I would never advise someone to spend real money on mechs they can buy with CBills. If you are going to spend money, buy a hero mech instead.

#37 Sadistic Savior

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Posted 07 April 2015 - 12:50 PM

View PostFlukeNL, on 18 March 2015 - 03:15 PM, said:

Thanks so far guys. Where can I find some more info on the difference between clans and IS?

Clan mechs will generally have better equipment built in (not always, but often). And they are much more flexible hardpoint-wise. But overall they are less flexible than IS mechs...you cannot swap out structure, armor type, or engines on them. They have no leg or head spaces to store ammo in. ACs on Clan mechs are far less effective than IS versions.

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I have been using the trial Stormcrow so far. It seems I'm liking that mech. The hunchbacks I saw in game were rather slow. Not sure if I can cope with that. The medium class however, seems to be just fine for me. I'l;l be concentrating my research on that class.

The default engines on Hunchbacks are slow...but remember you can upgrade them. You cannot upgrade Clan mech engines...their top speed will always be the same.

Quote

I also noticed I tend to stick to small groups, attacking at medium distances, not often closing in. Besides that I try to look out for opportunities to flank enemies that are harassing my team. It's starting to work (although I sometimes just run into a group of enemies, fixated on that one pest... :) ). Autocannons and lasers so far seem to be my preferred weapons.

That sounds like a striker role. So go medium or heavy (with a good engine). Blackjacks can fill that role well, and Catapults are very good at it. The Twolf is the best striker I have played so far. A Battlemaster with a larger engine is a good striker, and has lots of high mounted torso laser hardpoints.

#38 Sadistic Savior

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Posted 07 April 2015 - 12:58 PM

View PostFlukeNL, on 20 March 2015 - 07:04 AM, said:

Lots of usefull input... thanks! I've been reading a lot today.

I guess this will be my route:

1) play all trial mechs a couple of times to weed out characteristics I really like or don't like

2) start with mediums, probably either stormcrow or hunchback, or maybe shadowhawk. Meta is fine, as I probably am in real life as well... lol. With the information from 1) I will fine-tune my choice either in chassis or equipment.

3) if/when i get to it, get a ECM light as well, but that's a concern for later times

Now something I haven't litterally read, but what I suspect:

Does it offer advantages if I stick to either IS or Clan (either within class or even across classes)? For example, will it save me c-bills? Or will it allow be to get better buffs/items/combo's/whatever? In world of tanks this is exactly what I did (stick to 1 US tree) and it saved me a lot of research costs.

Many modules are cross-compatible with Clan and IS, but weapons (and ammo) are not. If you are just starting out, I would stick to one or the other.

The leveling system in this game is on a per-chasis basis. So it will get expensive for you if you pursue more than one chasis at a time. It is going to be cheaper for you to advance if you stick to IS or clan and not both. Clan mechs are always going to be significantly more expensive than IS as well.

I would avoid ECM for the time being. Like LRMs, ECM takes more skill than it seems to at first. I consider it an advanced skill. Work on the basics first. Customize a cheap mech to fit your playstyle (I'd advise limiting to no more than two weapons systems...I usually spec one short range and one long range). Generally you will always want double heat sinks asap, and most people also upgrade to either Endosteel or Ferro Fibrous or both (Endo is always better). Remember that if you change your mind it will also cost money to "downgrade" as well.

#39 Sadistic Savior

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Posted 07 April 2015 - 01:04 PM

View PostFlukeNL, on 20 March 2015 - 11:20 AM, said:


Makes perfect sense.

The 3/4 mechs you are mentioning here are all IS. Is that just because you've played them, or do you actually favour them over Clan mechs(I've read whole threads about the stormcrow being so nice and all).?



That is: 3 different chassis?

I have mastered many Chasis on both sides...IS has always been better IMO except for the TWolf, which is the best mech in the game from what I have seen. The flexibility of the IS mechs gives you way more options.

View PostFlukeNL, on 20 March 2015 - 03:01 PM, said:

I'm slowly starting to make sense more often in game. Played the Stormcrow through the last of my 25 cadet matches tonight. At first 50 or 75 damage seemed great, but in the last 8 or so matches I had 4x 250+ (including 2x 350-ish) and the rest 150-ish. Got almost 10M in CB now.

What I've learned so far: I will eat myself with speeds below 100. I've tried all the trials that are on a.t.m. and I only like the Raven (realizing I'm very far from mastering it... nimble little bugger..) and the Stormcrow. Now if only there was the Hunchback in there...

The rest of them: nah... they don't "click" with me. Sure, the Hellbringer has loads of firepower... but I suck at good heat management, so I don't benefit from all those weapons. Apart from that, I like to be able to join groups, run back to cover a stray unit etc. I need a bit of speed/mobility for that. It more or less affirms my idea I want to play a medium class. For now I'll stick to the trial SCR, and fiddle around a bit with the other trials in the testing ground (but without high hopes).

I would not advise judging chasis on the trial versions alone. Trial versions of each chasis are almost universally awful, especially for the IS Mechs. You should consider those to be the low bar of what that chasis is capable of.

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Posted 07 April 2015 - 01:15 PM

View PostFlukeNL, on 06 April 2015 - 12:38 PM, said:

Am I doing particularly well in these 2 lights? Hm... idk. Raven on average 120 dmg on a total of 33 matches. Spider on average 100 dmg on a total of just 5 matches. Stormcrow has only a slightly higher damage than the Raven (same number of matches). XP on those equals out at around 590 per match.

100+ damage for a new player is good. I would consider 300+ damage for an intermediate player to be good. 500+ for an advanced player.

Damage is not everything though. The Spider is the best tank in the game. It takes a lot to kill one. I have been owned in a Highlander by a lone Spider before. And I have one-shotted lights in my Dual AC/20 Crab...only 40 points of damage for one kill. Damage totals do matter, but they are not the be-all end-all when it comes to effectiveness.

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What would be a practical approach to compare those lights? (Raven, Spider, Locust, all sound fun, perhaps some insight on clan lights.)

In my experience, Spiders are definitely the hardest to kill. Ravens have ECM. Locusts have a narrower profile (harder to hit), but also lack jump capability.

Of all the weight classes, Lights take the most skill to make them effective. If you are a poor pilot or gunner, I would avoid lights. Their crappy armor makes evasion an absolute necessity. And they do not have a lot of room for weapons. A single skilled Spider pilot can make or break a game. Whenever I play, I always target Spiders first for that reason.

So the light strategy is usually to peck the enemy to death, which means you need to evade enemy fire for a long time. This is the main reason I don't play lights...it's not fun to me. I like the satisfaction of an enemy dying to a single hit.





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