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Need Help To Create Viable Mech

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#21 Rogue Jedi

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Posted 04 May 2015 - 09:05 AM

View Post800, on 04 May 2015 - 07:00 AM, said:

Thanks everyone for all the help, I am surprised by the willingness to help from the community side, I am very grateful! Didn't expected so many answers, in most games when I ask something I get a single answer or none at all! Special thanks to jedi guy for writing those walls of text and covering such large variety of aspects.

I still have few questions concerning myself:
1) what does active probe actually do? i got no idea whats that sensor range, etc, the ECM negating at such small range sounds ****** and useless, im not interested in target data since i try to avoid being open for too long, also because my mouse isnt precise, I definitely cant hit a moving mech several hundred of metres away into a specific body part or even try to aim at his weakest parts, I just tend to generally shoot at the mech hoping to hit anywhere.
2) Is it fine to have arm lock on? I prefer to use it since it concentrates my firepower in 1 place at same time and i dont randomly like hit with arms but miss with torso! I understand it might be useful for twisting the mech, however, when I try to twist and wait for hit to arrive then twist back and try focus my fire on the target, it usually comes up at the scenario of myself hitting target once, while he hit me twice, or myself hitting twice, while he hit three times! I dislike that shielding idea and uhm, my fingers are short, hard to move back+ shield+ think about counterattack and prepare for it all at the same time!
3)There's a tickable boxes for ADR-A named "lower arm" and "hand", how they work, should I have them on?
4)Does CN9-AL large laser quirks work for ER large laser or pulse large laser? what about TDR-9S quirks.. do they work with PPC too? or just ER PCC?


1) Active probe is almost essential for LRMs and SSRMs, its ECM negation means if 1 ECM Mech is close to your team you can still get a lock (if no-one has BAP or ECM set to counter you would not be able to get a lock on anything if an enemy ECM is within 180m of you)
as for target info, that is extremly useful, and you will eventuraly be able to hit the componant you are aminig at, it just takes practice.
2) if you prefer playing with armlock then leave it on, the major advantage of turning it off is having the arms faster reflexes to allow you to target faster moving Mechs, and the increased range of movement the arms provide allowing you to shoot father to the side above and below than you can with your torso weapons, but that will not hrlp much until you are confidant shooting where you are aiming
3) if you do not add those the arm has no side to side movement, the lower arm gives some side to side, the hand gives more side to side movement. As you are playing with arm lock on they are completely irrelevant
4) No, as the quirk says Large Laser then it only works for the Inner Sphere Large Laser, and does nothing for the Large pulse or ER Large Laser (same with modules, the Clan ER Large Laser modules do not help any of the IS Lasers or the Clan large pulse Laser), however the energy quirks do still provide benefit for the other laser and PPC types.
as for the TDR-9s its quirks are for the ER-PPC and energy, the ERPPC quirks do not affect the normal PPC but the energy quirks do, so basicly the ERPPC gets double the benefit from quirks that a standard PPC would

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Considering my internet, it's optical fiber like 200mb/s or something, poor country but net is great here. Also for the centurions, I got all elite proficiencies unlocked on all 3 centurions, however none of them got the extra module slot unlocked.

Anyway builds I came up with:
ADR-A
It looks decent but as I said i'm yet to find out the hell is active probe and how to work with it, and if it is really worth that extra ton. Got a build with the probe too:
ADR-A

Not using a lot of ammo just 3/4 tons because I usually don't fire em all out before I lose an arm or die.

ADR-A
SSRM build, ain't sure how it would work. splitting into 2 groups would reduce my alpha and actually due to my slow reflexes effective DPS too, however firing all 4 at once involved a heat penalty, ain't sure whether I'd want that..? maybe I should get along with 3 SSRM 6s and a laser as sidearm? 3 SSRMs include no penalty.


the only issue I can see with any of those Adders is that the SSRM varient needs an AP otherwise you will frequently find yourself unable to fire due to ECM, I sugest dropping an SSRM6 (or changing the 4 SSRM6 for 4 SSRM4) and adding an AP

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CN9-A(C)
my current CN9-A(C) build, sometimes coming close to or reaching 200 dmg dealt with it, ain't care how people downplay AC 10's, to me it's a fairly nice weapon,fairly nice range, damage,projectile speed could be higher to hit moving targets from afar ,but still nice. If I'll ever get a mech which can use 2X AC 10's, I'm going to use it.

CN9-A(C)
My alternative build for CN9-A(C), it's just a bit edited stock build, since IS pulse lasers range is ridiculously low. I dislike stock build because it uses the low projectile speed SRM's, mind in I got like 150 ping because servers are in NA, + I suffer from micro-freezes time to time and generally low fps, not smooth gameplay ,so aiming and actually hiting a MOVING target with SRMs is a ******* NIGHTMARE, sorry for the fury, if I'd find more menacing words to describe it I would, but english is my 3rd language.

Since I got all the basic and elite skills unlocked for CN9-D and CN9-AL ain't think I'm going to use em often so meh on them.

if English is your 3rd language then very well done, your post is better written than many by native English speakers

if you like the AC10 then great, use that.

As I mentioned in my second post, if MWO keeps freezing are you on wireless and can you try hardwired?
I have found switching to a hardwired connection dramatically increased MWOs stability

I usualy play with 100-110 ping on a 30mb connection (the best available in my area) and find SRMs far easier to use than many of the longer range weapons, the thing to remember is try to be within 50-150m, if you are frequently firing further away than that add Artemus

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For the TDR-9S.. maybe I'm gonna run 2 high mounted ER PPCs + 3 torso med lasers, maybe not best idea, but since my main mechs for a while gonna be ADR-A and CN9-A(C) , I'm not thinking about it much.

Edit: Also, since I got all the pathway to unlock all basic/elite/master proficiencies for Centurion.. in the event I'd drop idea of ever getting Stormcrow and just buy CN9-AH right away.. is this viable?:
CN9-AH

the big problem with that AH build is you will run out of ammo fairly fast (although that may not seem like a problem yet it should be when you improve), you have 21 shots for the AC20 and 25 shots for your SRM2s, so if you hit with everything that is 620 damage, I would suggest droping Fero Fibrus to add an XL engine, and use the weight savings to add more ammo and possibly change the SRM2s to SRM4s

#22 SethAbercromby

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Posted 04 May 2015 - 09:19 AM

Arm lock has an unintentional effect you might come to either love or hate in the future. With Arm lock enabled, your cursor speed is in relation to your torso twist speed. With Arm lock disabled, it will be in relation to the arm twist speed, which is significantly faster. I certainly reccomend putting Arm lock on a toggle and practice in disabling when out of combat to have better responsiveness of your torso for looking around and enable it when you're in combat if that's what you're more comfortable with.

Edited by SethAbercromby, 04 May 2015 - 09:19 AM.


#23 Elizander

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Posted 04 May 2015 - 09:36 AM

I think that it is mostly a playstyle issue. All I need to do 400-800 damage are usually a pair of ac/uac5s with 3 tons of ammo each.

I suggest you watch some of Sidestrafe's Mechwarrior gameplay videos to see how to peek and shoot, play safe, ridge hump and build up damage over time. He mostly uses er large lasers.

I run my adder with uac10+3 erml or 4 srmartemis and it can go 300-500 if I playsmart. Cent Al is 3 large lasers but you have to fire 2-1 to avoid overheating.

Cent d I'd probably brawl with lbx + srm4s. Run your tdr with erll and learn to stay at range. If you watch Sidestrafe or Kinjashi you should learn how it is done.

#24 TheLuc

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Posted 04 May 2015 - 10:17 AM

I renew my suggestions for cheap, running cool mechs that are based on what you sent

ADR-A http://mwo.smurfy-ne...55dbaa131bbee23

so I did put med pulse lasers in each side torsos so you are not dependent on ammo and locking the target to fire, also added a Clan active probe to counter that pesky ECM so you can still lock on a target having or protected by ECM. and 2 more double heat sinks to allow better cooling.

CN9-A(C) http://mwo.smurfy-ne...e84d03c47d17f0a

As the build you recently posted had no SRMs, I added 3 SRM2s to give more punch to your med lasers when up close and also the SRM2s fire more ofthen.

CN9-AH http://mwo.smurfy-ne...56e22449130bab4

the none stop fire dakka Centurion, does not look like much at first glance but its a really naughty boy, with 67 shots for 3 SRM4s, 3 machine guns and 90kph, one good harasser mech.

Edited by TheLuc, 04 May 2015 - 10:28 AM.


#25 Khereg

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Posted 04 May 2015 - 02:49 PM

One thing I haven't seen discussed yet is levelling up your mechs. It makes a huge difference. I see you have 3 different Centurion chassis. I'd play those and get them all through basic if you haven't done so already. I don't want to assume too much. You didn't mention levelling in your OP, so I'm assuming you may not know about it. It's on the Skills tab in game.

Once you have 3 chassis of the same mech completely through basic, you can start playing your favorite and take it all the way to master. Doing this will make the mech much, much better in terms of speed and responsiveness in game (Speed Tweak, especially, is a key skill...). And while you may not have a lot of money for modules now, they, combined with skills for your weapons, make a world of difference in performance.

Generally, you'll want to approach new mech this way:

1. Decide on a mech

2. Plan to buy 3 chassis (you can buy them one at a time, but plan to get 3 so you can master them)

3. Basic one chassis and use the money you earn while doing that to buy the next, and basic it also. By the time you get the third through basic, you should know which is your favorite, and you should have a decent pile of money to spend on modules.

4. Master your favorite (and any others you like also)

5. Buy appropriate mech and weapon modules as money allows. These can be removed and changed between mechs, so you only have to buy a specific module once if you don't mind constantly adding and removing it as you play different mechs.

This process takes a while for each mech but guarantees you're getting the most for your money in terms of performance.

Also, never, ever sell a mech or equipment. Even if you hate a particular mech today, with the quirk system, PGI could make any mech the "it" model with a simple patch. Today's best example (that I can think of)? The Raven 2X. Used to be a pariah with players preferring the 4X for its jump jets or the 3L for its ecm. But PGI changes the limit on ghost heat for IS large lasers from 2 to 3, and gives the 2X a significant LL beam duration reduction and the Raven 2X is now wrecking faces all over the place (it's the only Raven chassis that can sport a 3 LL build and maintain decent speed). If you sell a mech and then buy it again later, you're throwing significant chunks of c-bills down the drain.

Edited by Khereg, 04 May 2015 - 03:16 PM.






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