Picking A Faction Through Firepower
#1
Posted 20 March 2015 - 08:05 PM
#2
Posted 20 March 2015 - 09:07 PM
#3
Posted 20 March 2015 - 11:45 PM
Clans in general had the hottest mechs. Though it's hard to say which Clan had the worst of those issues.
Far as the IS, the Mariks had the most thermally heavy mechs in terms of actual heat generated, however the Free World's League (Mariks) seem to have stayed out of all 3 succession wars before the Clan invasion, allowing them a high budget for mechs with top quality equipment. Their heavy use of vehicles and infantry also helped with this. By technicality, they're the only ones with DHS and XL engines on almost every mech.
Even the meme-worthy wealthy Steiners could barely run XL engines and double heatsinks. Far as the rest of them? Heh.
Now hottest mechs due to insufficient heatsinks? Liao. Was a bit of an issue for the Capellan Confederation (Liao) due to the disrepair of their mechs.
----
None of that takes place in MWO though. Just the excessive amounts of heat of Clan weapons compared to others.
Good luck!
#4
Posted 21 March 2015 - 09:26 PM
#5
Posted 21 March 2015 - 09:32 PM
#6
Posted 21 March 2015 - 11:13 PM
Adreus Bjorn, on 21 March 2015 - 09:26 PM, said:
Are you interested joining a faction based on MWO gameplay, or Battletech lore?
Are you interested in joining a faction because you want to play CW eventually, or for some other reason?
If it's because of Battletech lore, then Koniving's post is the place to start. But if it's just for the MWO gameplay itself, you can pretty much ignore Koniving's post, because he concentrates on the lore background and not as much detail on how MWO plays out as its own game.
As a new player, what might not be clear is that there are two types of tech in this game. Clan tech, and Innersphere tech. If you play only standard matches (which is what most people play), you are free to use any mech in the game as much as or however you want. However, if you want to get into CW, you'll need to choose between either Clan or Innersphere and you will be limited to your respective tech. Choosing between the four individual Clans serves no purpose other than roleplay, and choosing between any of the six Innersphere factions also serves no purpose beyond roleplay.
Clan tech generally does more damage and has more range, but runs hotter.
Innersphere tech generally lacks the damage and range advantages, but isn't plagued with the same amount of heat build up.
All mechs can be built however you like them. Clan mechs get to swap out components to exchange for different hardpoint sets, and Innersphere mechs get to put in whatever engine size and upgrades they like.
#7
Posted 21 March 2015 - 11:29 PM
Adreus Bjorn, on 20 March 2015 - 08:05 PM, said:
Clanners in general favor energy weapons, both in the lore and in game.
On the IS side Kurita were the big energy weapon specialists, mounting "the Lord's Light" (a PPC) on anything they could get thier hands on.
#8
Posted 21 March 2015 - 11:36 PM
Adreus Bjorn, on 21 March 2015 - 09:26 PM, said:
if a Mechs designation ends with an M then it is a Marek variant so for example the CDA-3M, GRF-3M and SHD-5M are all Marek Variants, most of the Marek Variants have more upgrades done when you first buy them, that is what people meant, so for example as most of the Marek stock Mechs come with Double Heat Sinks the stock configuration can mount a hotter weapon loadout due to the ability to dissipate the heat faster than for example a stock Davion varient, however as any Mech can mount DHS that is not a consideration in MWO.
when you asked for thermal heavy everyone thought you meant run hot. energy weapons and SRMs tend to be hot, so to handle the heat you need more heatsinks, both have the advantage of being relatively light for the damage they deal, and energy weapons have the additional advantage of not requiring ammo, it is hard to give a Mech enough Autocannon or Missile ammo for 30 minutes of fighting unless you are willing to seriously compromise on firepower.
If you are not using energy based Mechs in CW you will run out of ammo fairly quickly but this is not a problem because you can eject and pick up a fully loaded Mech.
if you are using Lasers or PPCs as your main armament they you will have a harder time managing heat but do not have to worry about running our of ammo so the only way your Mech will become combat ineffective is through damage, ether you overheating until you explode or the enemy shooting off your weapons or killing the Mech.
generally the Clan Mechs have the options for the most energy weapons but many IS Mechs can mount a lot of energy weapons, as there are at current more than twice as many IS Mechs as Clan Mechs there are plenty of energy based IS Mechs to choose from, so that should not be a deciding factor in your faction choice, and as there is no limit on what Mechs a faction can take beyond Clan or IS heat load of that factions stock varients does not have to be a deciding factor in your faction choice.
on the Smurfy site (follow link below) is a list of all Mechs and what hardpoints they have.
http://mwo.smurfy-net.de/
the more energy hardpoints the hotter the Mech will usualy be
#9
Posted 22 March 2015 - 12:26 AM
Adreus Bjorn, on 21 March 2015 - 09:26 PM, said:
I'm not sure that I've understood the question, but as far as what the "fluffy" (aka lore-based) favored weapons/play-style for each faction in the IS is concerned...
- Cappelan Conferderarion (Liao): Sneaky, favors ECM, and asymmetrical warfare.
- Draconis Combine (Kurita): Single combat and energy weapons (PPCs in particular).
- Federated Suns (Davion): MOAR DAKKA!
- Free Worlds League (Marik): Advanced tech and missile spam but kind of squishy.
- Lyrian Commonwealth (Stiener): Heavy armor, tanking damage like a boss.
- Raslhauge Republic: Scrappy underdogs (sadly hand-to-hand combat isn't modeled in game)
Edited by HlynkaCG, 22 March 2015 - 12:32 AM.
#10
Posted 22 March 2015 - 01:18 AM
#11
Posted 22 March 2015 - 01:43 AM
http://mwomercs.com/...ost__p__3973867
#12
Posted 22 March 2015 - 02:14 AM
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