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New Player Advice


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#1 FlukeNL

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Posted 16 March 2015 - 02:27 AM

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.

- 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 :).

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?

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?

Thanks in advance.

Regards,

Fluke

#2 Wintersdark

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Posted 16 March 2015 - 02:39 AM

Mastery packs are a very good value if you want to spend a small amount and get something worthwhile. They offer a 3-pack of mechs, including a Hero mech (c-bill bonus! You'll want that!), and having 3 mechs you can master that chassis.

As to which mechs in particular... That used to be an easy question, it's not so much anymore. Heavies are probably the easiest class to play, Mediums are effective and inexpensive (be it via real money or cbills). Assaults and Lights both require a fair bit of experience to utilize well.

#3 FlukeNL

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Posted 16 March 2015 - 02:49 AM

Thanks for the reply!

I'll look into the meds first. Guess it's the same old story with any other game: not enough skill to scout/snipe, not enough patience to use a slower/heavy gunner and ending up with a jack of all trades in a medium of "rifleman".

#4 dragnier1

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Posted 16 March 2015 - 02:50 AM

If you're worried about accuracy of shots, using standard lasers would allow you to correct or sweep it to hit targets, especially fast moving mechs.

Don't go lrms yet. It appears to be a low skill weapon, but you really need quite some skill to make it work. Srms are dumbfire weapons, which makes it easier to use.

Regarding mechs, centurions and hunchbacks are good for teaching you how to utilize other parts to protect the important parts. An example is the hunch on the hunchback, which usually carries your main weapon.

The centurion imo appears to be more of a "brawler", which means you do much better to get close to your target to fight. Not an easy thing to do if you have already played a number of games.

The hunchback is more versatile across its variants, however that hunch is very important so if you're not alert you'll lose like 80% of your firepower when the hunch is gone (people specifically target it).


Another alternative for medium mechs is the shadow hawk. Versatile like the hunchback, can jump as well.

Edited by dragnier1, 16 March 2015 - 02:56 AM.


#5 Anunknownlurker

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Posted 16 March 2015 - 03:04 AM

For only a limited investment in real money, I can recommend the Raven Mastery Pack. Two of the mechs are fully battle-ready, leaving only one to grind through. Plus you get 30 days premium time. Think about it like this, WoW costs £120 year in subscriptions, most games will set you back >£40. Yes MWO is "free to play" but for the cost of a couple of pizzas you can get days of fun!

I am not a high-skill player, far too old to learn new tricks! - so thought lights wouldn't be my thing but they are such fun to play. Also, if you want to be a support player, with ECM an AMS you can hang with the fatties and help them out.

The best advice I can give on what line to choose may sound bit odd but go with the mech you most like the look of, it will make playing it so much more fun; that was what made me choose the Raven, not because of the "meta" or any such rubbish. It just looks SO GOOD!

Tempted by the Nova next...that thing just looks mean :)

GL on the battlefield

Edited by Jimmy DiGriz, 16 March 2015 - 03:07 AM.


#6 FlukeNL

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Posted 16 March 2015 - 03:08 AM

Thanks for some valid points so far.

BTW: I'm not at all against paying for games. Heck, I'm flying Falcon BMS... if you know that sim, you'll know where I come from... 2nd screen, modern PC, full HOTAS etc. etc.

But for starters, with very little time available for MWO, I'll go slow :)

#7 AkoolPopTart

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Posted 16 March 2015 - 03:30 AM

After playing my first 25 games, I've learned the following:

0) Rushing into a fight will always result in death.

1) Always stay close to your teammates, but not to0 close

2) Use the Assault and Heavy mechs as cover.

3) Use the smoldering bodies of your enemies (and your buddies) as cover. It's also hilarious when both teams are doing it and neither side can get hits on each other.

4) Know when to runaway and when to fight. (Bumping head first into two full enemy lances taught me that lesson lol)

5) Use the Training grounds to configure your controls with a focus on movement over fire controls, because being able to change your movements as quickly as possible will help a lot. (Scroll wheel for gradual movements forward/backward, W key for gradual movements forward, Space for full stop (I've never used jumpjets and don't plan on using them), and S key for full reverse work for me.)

6) If a dude is being a jerk, be sarcastic. If some guy is hounding you about how much you suck at this game, it's okay to say any of the following: "Yeah I suck, I'm not afraid to admit it." "What are you going to do about it?" "Fight me 1v1 bro. I'll own you lol!"

7) Frustration in inevitable. Try your best, and don't give up!

Edited by AkoolPopTart, 16 March 2015 - 03:32 AM.


#8 AkoolPopTart

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Posted 16 March 2015 - 03:35 AM

Also, every mech is free, you just have to grind for it. So don't feel like you have to pay money to actually do something. Besides, the pricing for mechs is ridiculous.

#9 SnagaDance

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Posted 16 March 2015 - 03:36 AM

I'd recommend Hunchbacks for a beginning player at this moment of time. One of the main points being that you can get 3 mechs (needed for full skill mastery) of them focussing on all 3 of the main weapon systems that are in the game (Ballistics, Energy and Missiles.). The 4J makes a very nice long range missile support mech (the 4SP is for the short range missiles). The 4P boats medium lasers like no tomorrow and any of the other ballistics focussed mechs works very well with the weapon it comes with.

#10 FlukeNL

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Posted 16 March 2015 - 06:54 AM

Lot's of opinions. I'll try to soak it all in and make up my mind :).

#11 Chaos Strike

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Posted 16 March 2015 - 11:13 AM

I started playing near the end of last month. Was really drawn to the Nova -PRIME that was on Trial then. Bought a Nova -S after my cadet matches. Being a Clan Mech, it was expensive and wiped out my initial C-bills. Took me a few weeks to raise the cash for my second Nova (a -B this time).

Part of that is because I spent about 8 mil. C-bills on Modules, instead of saving for the second mech. Only one of the three modules will really work with the loadout on my second Mech.

I DO NOT RECOMMEND NEW PILOTS DOING THIS!

Wait on the modules until you have a fair setup on a few Mechs.

Inner Sphere Mechs cost less C-bills up front, but have more upgrades as you work them up. The costs will about even out in the long run.

For the approximate 26 mil. I spent on three modules and two Mechs, I could have set up a good selection for IS units. That said, I really like the Clan Mechs. By swapping a few Omnipods between the two, I can set the second one to be a duplicate of the first one, no need to from the way I have been playing and use all the modules I bought. But were is the challenge in that! While the -S is good at close to medium range, the -B has good longer range sniping ability.

In the end, play alot of the Trial Mechs to get a feel for your playstyle and role prefferance. Get something that appeals to you and enjoy.

Sorry all, I got more wordy than I intended at first.

#12 JC Daxion

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Posted 16 March 2015 - 11:50 AM

For a new player, with limited time, I really suggest you grab the HBK starter pack. I think it is more flexible in it's weapon systems, and buying a 250 STD engine to swap around between um, or heck buy a couple, they are cheep enough. Your cadet bonus combined with running the Hero for your first 25 matches will help ya out.. and all that money you earn you can use on upgrades, engines, and weapon systems, and the rest just start saving for save for your first modules..

as someone not against paying to help them along, combined with minimum time, this really could be the best route, Play your first 3 mechs, work on getting them outfitted, and when you decide it is time to play something else, another mastery pack can be purchased. TO master all 3 chasis, you are gonna have to drop well over 150 times, which is a good chunk of time.. (and i say this if you have premium, if not it is going to take even more) Figure maybe 10 hours at least to master a mech, so that right there could take a casual player months to get all 3 to master. But that said, there is a daily bonus for your first win of the day in that chasis.. IF you have an hour,.. you could end up getting a daily bonus in 3 mechs, which can really help you speed along your xp for those with limited play time. (not saying play every day, but i'm saying, if you have an hour to squeeze in some matches it is worth it, even to just get a bonus on one mech) have 15 spare mins, fire up the game and you might get lucky in your drop, have a good game, and presto 3k XP!

Take some time to read the short answer thread at the top of the forums, and there are tons of guides, Also for your first time, Drop into training grounds in many different trail mechs, and play around on all the maps before you enter the jungle of the PUG que.

Good luck!

Edited by JC Daxion, 16 March 2015 - 11:52 AM.


#13 Koniving

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Posted 16 March 2015 - 11:52 AM

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

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?

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?

Thanks in advance.

Welcome.

Stormcrows are also a valid starting point if you're looking to go into the Clan side of tech.

Honestly as far as which tech tree to go for (Clans or IS), it varies. Both can accommodate what you're looking for. Both have high and low ends for personal skill where some weapon systems are concerned.

For instance: Clan Streak SRMs have a lower skill set required for them, but their LRMs require a slightly higher skill set (due to firing in streams rather than 'all at once fire and forget').

IS Ballistics in my opinion have a very low skill set required due to 'bang once and done', where Clan ballistics are frequently complained about due to higher skill quotient for training on the target and the difficulty to deliver the damage exactly where you want it.

They sort of teeter-totter, if you will.

Either way, mediums are typically the easiest way into the game both financially (many don't need expensive XL engines or come with them for discounts. Best mix of firepower and mobility potential).

View PostAkoolPopTart, on 16 March 2015 - 03:30 AM, said:

3) Use the smoldering bodies of your enemies (and your buddies) as cover. It's also hilarious when both teams are doing it and neither side can get hits on each other.


This is a double edged sword. Due to the way the game works, where an enemy dies on your screen isn't necessarily where they died on someone else's screen or on the server. (Game's improved on this significantly, but it's something that means what you see isn't always true. Like hiding behind moveable boxes on Battlefield 3 -- just because you can see it doesn't mean they can).


This video, though heavily dated (summer 2012), gives a clear demonstration at the points of collision and subsequent teleportation when the Centurion and Hunchback collide and knock each other down. (At the time there was no lag compensation, so enemies weren't really where you saw them). Very early closed beta. (You can see despite me 'hitting the air', all my shots are hitting his left torso when the closest body part to where I'm shooting is his right arm).

Edited by Koniving, 16 March 2015 - 12:06 PM.


#14 FlukeNL

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Posted 18 March 2015 - 03:15 PM

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

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.

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.

#15 Koniving

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Posted 18 March 2015 - 08:19 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?


I wrote something on this earlier today. Check here. Specifically scroll down to the second quote in my post, and below it is everything from the lore to an actual bullet list of differences in how they play and work.

#16 Levi Porphyrogenitus

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Posted 18 March 2015 - 08:24 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?

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.

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.



http://mwo.smurfy-net.de/mechlab has a lot of useful stuff in it, from the ability to pre-build mechs prior to purchases, to rundowns of weapon stats. It's a handy source for stats, and can be used to view many of the differences between Clan and Inner Sphere versions of weapons.

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 want to commit to the Clans, though, there are a couple of decent options I see for you. Save up for a Hellbringer and run the Clan ECM heavy, or forget about ECM for the moment with the idea that you'll grab the Stormcrow for now and pick up the Shadow Cat once it's available for c-bills.

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. Skip cACs (they're placeholders, since PGI hasn't yet figured out how to let LB-ACs swap ammo types from cluster to slug). Inner Sphere ACs tend to be easier to use and very deadly, but they're also a lot bulkier and heavier, which combined with lower quality weight-saving tech for IS mechs can make it difficult to run a ballistic-heavy medium loadout. It is possible, though, to do good work with an AC20 or a pair of AC5s in an IS medium mech.

As for lasers, Clan lasers tend to have very high burn times and pretty high heat, but each one has a vastly improved damage rating and range compared to a comparable IS laser. It's a tradeoff between power and ease of use. A good IS pilot can make the short burn times on their lasers work wonders, but a good Clan pilot can mitigate the problems that Clan lasers have, leaving the significant damage and range advantages pretty decisive.

#17 Madcap72

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Posted 20 March 2015 - 01:36 AM

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!

#18 FlukeNL

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Posted 20 March 2015 - 07:04 AM

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.

Edited by FlukeNL, 20 March 2015 - 07:26 AM.


#19 Rogue Jedi

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Posted 20 March 2015 - 07:47 AM

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.

your plan sounds good,

in answer to the question, for now the only advantage to choosing Clan or IS is for Community Warfare.

Community warfare was introduced at the end of last year, basically you take a contract (1 week, 2 weeks, 4 weeks or perminant DO NOT TAKE A PERMANENT CONTRACT unless you are completely devoted to a single faction, it is expensive to break a permanent contract) with a faction and then fight to control a map of the Inner Sphere by taking planets, if you pick a Clan faction you cannot use IS Mechs in CW (but can in the other game modes) as long as that contract lasts, if you chose IS you cannot use Clan Mechs in CW for as long as that contract lasts.

for a CW drop you need 4 Mechs weighing in total between 160 and 240 tonnes (250 if you are an IS player against Clanners), you can use trials if you want but when you join CW there is no matchmaking to try to balance the teams so 12 individuals who were put together at random could end up against an elite 12 player unit, on voice comms who have been working together for a year or more, needless to say that situation will not end well for the individuals. so it is better to have some well equipped Mechs before going into CW, there is no reason you cannot try CW on your first match but it will probably not be a good experience

as CW is far from complete most players are still spending most of their time in the old game modes.

#20 Jody Von Jedi

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Posted 20 March 2015 - 09:12 AM

I personally only play IS mechs. I get used to weapon ranges and weapon performance that way. All my weapons exchange between chassis. I think it's more simple to keep them separate. If I did decide to go over to the "Dark Side", I'd open an alternate account. Having 2 accounts really simplifies the process, especially if you plan on playing CW.

Having just one account does allow you to keep a single coffer of funds. Regardless of which mech you pilot, it all goes into the same pot.

As Rogue Jedi says above, don't take a permanent contract if you plan on piloting both IS and Clan on the same account. It's costly to break a permanent contract. (Warning, if you join a Unit that the leader has a permanent contract with a house, and you leave the unit, you'll have to wait 28 days for the contract to expire with what ever house you were with while in the Unit. At least this was my experience when I swapped units).

Jody

Edited by Jody Von Jedi, 20 March 2015 - 09:15 AM.






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