#1
Posted 03 May 2015 - 10:50 AM
This is quite a challenge for somebody like myself so uhm, what I got atm:
Playing skill - very low
Game performance - 30-60fps on low details , i3-2100 and GTX 750 Ti OCed
Faction - Kurita, pledged permanent loyalty accidentaly
Constraining factors: Left handed, cheap not precise 4$ mouse, no sound
Mechs:
ADR-A : my newest purchase after battle of tukayyid, wasted shitload of time in that queue, waiting times were from like 30-90min at start of event to 20-40min at the end of the event. I really liked it's look and name ,also needed for inexpensive LRM capable mech till I found out I suck with LRMs and im barely doing 30-150 dmg/ match
CN9-A(C) : obtained it a long time ago, if im not wrong it was first mech to be given out for 5wins in some challenge or something. using 2X ML and 1X AC 10
CN9-D : was my main mech, got all masteries and stuff unlocked, previously used XL 300 engine with 2X ML and 2X AC/5.. till understood how terribly im performing, dealing 50-150 dmg/match, now using 2X ML and 1X LBX-10.. it didnt became any better, presumably worse
CN9-AL :not much to say about it, always overheats, a torture to play with, I'd prefer not playing this one.
TDR-9S : also from some challenge or something ages ago. I understand how popular they are right now and they dominated battle of tukayyid's landscape, however I seem to fail to use em, I tried it with 2X ER PPC + 4X ML , 2X ER PPC+ AC/5, 1X ER PPC+ 2X AC/5.. nothing worked out.
Atm got: 4,5mil C-Bills, 150MC. 5th level unlocked and purchased 12% reduced cooldown for AC/5, advanced zoom, various weapons/heatsinks etc.
What I need from anyone who could help out: Some decent build for a newbie, I failed to find anything in forums or google, would be very grateful. I'd prefer something which got either firepower at range or some brawling capabilities. Also could anyone explain how targeting computers work? could they do any good for LRMs on adder? or if not maybe SSRMS then? how does beagle/clan active probe work? does it help LRMs or SSRMS in anyway? is artemis guilding system worth it for LRMs? Is it better to have 2x LRM 20s or 2X LRM 15s on adder? or maybe 2X/3X SSRM 6? are AMS worth the benefit? Noticed even when for example using 2 on my TDR, I still get pounded by clusters of missiles, while for CN9, I suffer less damage by simply running away from LRM missiles rather than standing with AMS. Oh and I'd like to know all possible ways to make LRMs more effective/efficient/dealing more dmg as i barely deal any damage with them on my ADR I've noticed my main damage after end of the match usually comes from 2 backup lasers.
#2
Posted 03 May 2015 - 12:56 PM
LRMs, ER PPCs and LBX are all terrible weapons.
Your dislike of the AL is misplaced. If you are overheating you are doing something very wrong.
Edited by Spheroid, 03 May 2015 - 01:00 PM.
#3
Posted 03 May 2015 - 12:58 PM
Personally, I am not a fan of lrms on lights. BAP will increase the sensor range and counters enemy ECM at close range.
Artemis *might* be worth it. Remember that it adds one ton and one crit space per launcher.
AMS is a definite yes.
There are some who insist that LRMs are a newbie weapon because they take no skill. This is not true. Anybody can use them, but to be effective takes skill. The skill is in knowing when to fire lrms and when to wait.
Edited by mailin, 03 May 2015 - 12:59 PM.
#4
Posted 03 May 2015 - 01:22 PM
mailin, on 03 May 2015 - 12:58 PM, said:
I don't have the money, haven't I just mentioned that? i wasted pretty much all of em buying plenty unneccessary weapons, 3mil costing useless module, ~7 or 8 forgot really mil costing adder etc.. yeah damn wish I would've bought stormcrow it's like most popular mech in game currently, however I don't hope to be able to afford em.
Spheroid, on 03 May 2015 - 12:56 PM, said:
First time played like in late 2012 or early 2014 on some other account had nvidia's fairy etc. but it ended up the same, wasted c-bills, ragequitted, returned after like a year so atm got razer dices, 3 alienware heads,2 gazelle dropships,clapping surat,defeat banner (seriously who would equip it?! it writes word defeat right in face of your face, humiliating), 1st IS faction banner, tukayyid participant banner, and something else forgot.
What I meant to say is true meaning of noob isn't an inexperienced player, oppossitely, it's a veteran which got no idea how to play and sucks at anything he does, that's me in like.. 30 multiplayer games.
Edited by 800, 03 May 2015 - 01:22 PM.
#5
Posted 03 May 2015 - 01:30 PM
800, on 03 May 2015 - 10:50 AM, said:
sorry, but no Mech will put out 200 damage every single game, even the best players in the best Mechs will occasionally be outplayed, however 200 is a good average for a beginner to aim for, when you get more experienced you will get to the point where you can put out 200+ 4 games out of 5 or perhaps 9 out of 10, but not every single game.
as a veteran player of more than 2.5 years I still occasionally get less than 50 damage in my best Mechs (Spiders and Firestarters)
Quote
Playing skill - very low
Game performance - 30-60fps on low details , i3-2100 and GTX 750 Ti OCed
Faction - Kurita, pledged permanent loyalty accidentaly
Constraining factors: Left handed, cheap not precise 4$ mouse, no sound
try adjusting your mouse settings ingame, reducing mouse sensitivity and mouse acceleration can be a big help, unfortunately if your mouse is not precise you will struggle to play effectively, and no sound also makes things harder, conciser getting a better Mouse (if adjusting mouse settings does not help) and a USB sound card,
the below are items that I have used, and while higher quality would be better these are adequate
http://www.newegg.co...=9SIA24G28M6961
http://www.newegg.co...S8147-_-Product
Quote
ADR-A : my newest purchase after battle of tukayyid, wasted shitload of time in that queue, waiting times were from like 30-90min at start of event to 20-40min at the end of the event. I really liked it's look and name ,also needed for inexpensive LRM capable mech till I found out I suck with LRMs and im barely doing 30-150 dmg/ match
CN9-A(C) : obtained it a long time ago, if im not wrong it was first mech to be given out for 5wins in some challenge or something. using 2X ML and 1X AC 10
CN9-D : was my main mech, got all masteries and stuff unlocked, previously used XL 300 engine with 2X ML and 2X AC/5.. till understood how terribly im performing, dealing 50-150 dmg/match, now using 2X ML and 1X LBX-10.. it didnt became any better, presumably worse
CN9-AL :not much to say about it, always overheats, a torture to play with, I'd prefer not playing this one.
TDR-9S : also from some challenge or something ages ago. I understand how popular they are right now and they dominated battle of tukayyid's landscape, however I seem to fail to use em, I tried it with 2X ER PPC + 4X ML , 2X ER PPC+ AC/5, 1X ER PPC+ 2X AC/5.. nothing worked out.
Atm got: 4,5mil C-Bills, 150MC. 5th level unlocked and purchased 12% reduced cooldown for AC/5, advanced zoom, various weapons/heatsinks etc.
What I need from anyone who could help out: Some decent build for a newbie, I failed to find anything in forums or google, would be very grateful. I'd prefer something which got either firepower at range or some brawling capabilities. Also
below I have tried to offer potentially good builds for some of the Mech you have listed
for the Adder, I would suggest something like this:
http://mwo.smurfy-ne...68eb778a4e4428e
just bear in mind there are a lot of counters to LRMs, and on some maps they are easier to use than others, however as the adder is reasonably fast what you want to do is keep moving (but not far from the rest of your team) and try to engage the enemy from about 400m with direct line of sight, do this and your missiles are far more likely to hit, use the missiles or Lasers when the Mech starts to get hot.
I notice you have 3 Centurions, have you completed the elite skills on any of them yet? completing the Elite skills doubles the efficiency of the basic skills, this will make a significant difference to how the Mech performs.
for the CN9-D,
http://mwo.smurfy-ne...f811455ee758b0e
CN9-D has quirks making an LB10X AC reload 40% faster than normal, the Centurion is a durable chassis able to spread damage extremely well thanks to its shield arm, what you want to do is fire then twist to present your left side to the enemy, then twist back to fire again, keep firing then twisting until you loose the left arm and left torso, your standard engine will make the Mech extremely durable, the above build runs cool, it will take you 50 seconds to overheat it before any skills unlocks, when elited it can fire everything non stop for 83 seconds.
for the CN9-AL
http://mwo.smurfy-ne...00900bb321b9695
at long range use the Large Lasers, when in close use the Medium Lasers, firing just the paired large lasers as fast as they cycle you will take 95 seconds to overheat if you have not yet completed any of the Mech skills, firing just the 2 MLs you will never overheat however firing both large and medium lasers you will overheat in 20 seconds.
as with the other centurions fire then twist and your Mech will take a lot of punishment before going down
the CN9-A has quirks for the AC10 but as I hate the AC10 I would suggest something close to the stock champion loadout, probably MPL and 3 SRM4, just remember to get keep twisting to spread the damage.
there is no such thing as a build which is perfect for everyone, to provide you with a good build I need to know more about what you like and dislike about the Mechs you own and the trial Mechs, however I have provided you with builds which I think should work for you, if they do not try to work out why then let me know and I will try to offer better tailored advise.
Quote
targeting computers provide bonuses to:
senson range
zoom magnification
Lasers (increased range),
Gauss Rifles, PPCs, Autocannons and Ultra Autocannons (increased projectile speed).
they do not provide specific bonuses to amy type of missile, the higher level TCs provide a bigger bonus
Active Probes (Clan or Beagle) provide:
an extra 200m of targeting range,
allow you to target shut down Mechs (and active enemy UAVs)
as well as providing target data faster (however this does not speed up missile lock, a common misconception)
and finally it disables a single enemy ECM within , I think, 240m
Artemus speeds missile lock for LRMs when you have line of sight,, as well as tightening the spread of LRMs and SRMs, in exchange for adding an extra ton and an extra slot to each launcher, it is usualy worth it for LRM15 and LRM20 as well as SRM6, for lighter launchers it depends on what your Mechs role is
Artemus for LRMs works far better if you have Line of sight and a TAG on target.
a singe AMS can take down 5 missiles out of a volley of IS LRMS or about 8 Clan LRMs, if you move away from the missiles you may be able to break line of sight causing the enemy to loose lock, as well as forcing the missiles to follow you and possibly put something between you and the missiles. my Kit Fox with 3 AMS + the AMS range and overload modules make me almost impervious to LRMs.
a single AMS is not that useful but if half your team is carrying them enemy LRMs will not be able to get through.
to make LRMs more effective fire within 400m when you have line of sight. LRMs fired indirectly are not very accurate and you do not know if the enemy is behind cover, or if the lock is going to last until the missiles hit.
just in case you did not realize if you loose the lock the missiles just fly to the location where the enemy was when you lost the lock, in MWO LRMs are most certainly not fire and forget.
LRMs are the hardest weapons in the game to consistently use well
Edited by Rogue Jedi, 03 May 2015 - 03:48 PM.
#6
Posted 03 May 2015 - 01:31 PM
As far as the Adder goes, Smaller launchers with backup weapons will likely more beneficial than large launchers with little to nothing to deal with targets at short range. As such I'd personally suggest 2 LRM10s with a decent amount of ammo and an assortment of backup weapons.
EDIT: Personal suggestion considering Jedis build: Put the LRMs into the Torso and Lasers into the arms with actuators enabled. Gives you much better flexibility for direct fire engagements without decreasing missile performance.
If you share your builds, me and the others here can help you figure out some configurations you might be more comfortable with.
The biggest boon of BAP is that it counters ECM and reduces the target info gathering time (the time it takes to show the paperdoll with damage readouts and weapon configuration). Artemis tightens the clusters of your missiles (both LRM and SRM) and increases the lock-on speed. However, this only applies to LRMs when you have a direct line of sight (LoS) to your target. Otherwise they will perform identical to non-Aremis missiles. Artemis Lauchers also do not benefit from NARC buffs on targets. SSRMs do not directly benefit from Artemis, but due to how the lock-on mechanic is coded, SSRMs will have improved lock times when you have LRM launchers present. AMS will shoot down missiles within its effective range, prioritizing misisles targetet at you. A singular AMS has little effect, but larger presense can shoot down large quatities of missiles, being highly effective against Clan LRM streams and IS LRM5 spam. Targeting computers have incresing effectiveness in weapon range and crit chances among other things.
Edited by SethAbercromby, 03 May 2015 - 01:39 PM.
#7
Posted 03 May 2015 - 01:37 PM
Mechanics like hill hamping , corner poking and torso twisting to reduce damage taken?
Other than that centurions are newbie friendly , the AL could be put to good use as a large laser boat
http://mwo.smurfy-ne...5c5b46768eb5da3
This is about as easy and meta as it comes, just keep the lasers on the target the full burn time and try no to fire all weapons when you are hot, twist the torso so that when not fireing at things in such a way to lose the left empty torso first. This should get you some cbills till you can buy a stormcrow and get some good will to learn other play styles
#8
Posted 03 May 2015 - 01:52 PM
http://mwomercs.com/...anded-keybinds/
http://mwomercs.com/...-handed-gamers/
Centurions, the main thing is to roll and twist damage and support other mechs, so they should stay near others and are XL friendly enough to benefit from running one. I'd say try to focus on these to better manage heat and torso twisting for sure as you earn C-Bills and learn more about MWO.
CN9-A(C): Run one weapon group for the Arm, one for the MLs and last for the SRMs. The XL250 can be swapped between your Centurions.
CN9-D: This should have the same weapon groups as the A. One thing you could try is taking off Arty and adding more ammo if you are running out in matches
CN9-AL: The idea is to setup three weapon groups one for the Arm, one for the Torso MLs, and the third for the SRMs
TDR-9S: For this one I'd say try three weapon groups, one each for the ERPPCs and a third for the MLs, to better manage heat. You can also strip more armor from the arms and stick a bigger engine in there too.
ADR-A : I'd consider trying this build out, you can hit out to ~414 M with the ERMLs and have the SRMs for when the action gets up close. I'd also have the Flamer on a third or fourth group so that you can at least fire it to at least obstruct what an enemy can see if they get up close
#9
Posted 03 May 2015 - 02:27 PM
I agree with Mailin that the Crows are the best medium mechs out there at the moment, but the cost is just too high, especially when you need 3 to unlock Elite efficiency. I recommend classic multi-role platforms like the Hunchbacks and Centurions so you can try both end of the spectrum, (from brawling to sniping to LRMs).
I'm gaming from a laptop because I travel a lot, FPS also between 30-60fps on lowest setting. I'm using an ancient Microsoft mouse from 5 years ago. So I wouldn't consider this and being left handed a constraint. I will say that you definitely need sound, whether to transmit or receive, you absolutely need sound especially with VOIP now.
Regarding mech builds: IMO the main strengths of the Cents are the torso mounted weapons and agility.
CN9-AL: try just using 3xLL, XL275 and fill in the extra tonnage with DBHs.
CN9-D: despite the lb10-x quirks, it should be played as a hit and run mech, try adding SRM4s as well. Do not stare down the enemy too often as it will only get your weaponised arm blown off.
CN9-A: similar playstyle to the D variant. 3xSRM6-a and 2xML.
Note: consider armor allocations. Some of these builds I recommend will have low to no armor in the arms (probably a more advanced area of mech building). also consider how much ammo you're carrying. They're an asset, but they can also be a liability.
Regarding mechwarrior-ing: practice the torso twisting reflexes, heat management. Basically stick with groups and communicate. Always lock targets and aim for the weak points (to conserve ammo and armor), disarming an enemy is as good as killing them.
Try to refrain from buying too many mechs for now. I don't think thats is a solution. Focus on mastering you Centurions, and no, I'm not talking about the efficiency and master module slot. Get familiarised with the height, the speed, the weapons etc.
I hope this helps.
#10
Posted 03 May 2015 - 03:39 PM
http://mwo.smurfy-ne...c4e5e651621b926
It's still a capable brawler and better than trying to build a medium around a single AC10 or an LBX10 which is a little weak. You can do something with the other two Centurions but they are just not that great.
You have 1 Thunderbolt so I would spend your CBills on getting two more of those. That way you can play CW with 3 Thunderbolts and your Centurion A as your deck. You don't have the best Thunderbolt, 2 ERPPC + 3ML with a standard engine is decent, but if you get the 5SS next you will have a really powerful heavy 'mech.
Try watching other players to understand how to get better at playing.
#11
Posted 03 May 2015 - 03:55 PM
WiFi is bad for MWO, I have found WiFi vs hardwired hardwired gives a much more consistent experience, over wireless I kept getting lag spikes and desynchs, over wired those are extremely rare, perhaps 1 game in 100, probably less often than that, as opposed to about 1 game in 3 over wireless
#12
Posted 03 May 2015 - 04:14 PM
your adder can be both
#13
Posted 03 May 2015 - 04:28 PM
Rogue Jedi, on 03 May 2015 - 03:55 PM, said:
WiFi is bad for MWO, I have found WiFi vs hardwired hardwired gives a much more consistent experience, over wireless I kept getting lag spikes and desynchs, over wired those are extremely rare, perhaps 1 game in 100, probably less often than that, as opposed to about 1 game in 3 over wireless
That wery much depends on your connection, router and wifi adapter. I have little issue playing from germany, using wifi with a repeater in between. Stable Ping and no packet loss. I do agree that wifi introduces more potential interference, but if you set it up properly (such as choosing a clear channel with little interference) there shouldn't be too much of an issue.
#14
Posted 03 May 2015 - 05:13 PM
It covers a lot of stuff. Enough to get you going in the right direction.
#15
Posted 03 May 2015 - 05:20 PM
very simple to play - just get stuck in the big brawls and dump SRMs out, putting pinpoint damage on damaged components, and that will start getting you close to 200+ a game.
I couldn't really find any great builds for my playstile with the CN D and the AL - I ended up selling both of them.
#16
Posted 03 May 2015 - 05:42 PM
It is a game changer.
You shouldn't focus on a fixed damage number, the key is to stay alive. shot what others are shooting at.
You can't use your adder on CW, clan'mech... but meh, maybe you'll change faction (for a time) along the line.
Your centurions and T-bolts relay on torso twisting, don't ever stare at enemy mechs (unless you can flatout outgun them, and even then, don't) aim, fire, turn your torso away (so the enemy can't shoot your Center or vital Sidetorsos) once your weapons are out of cooldown, aim, fire and repeat.
Do not stand still, run with your team. even if you're alone, do not stand still.
once you have a radar deprivation module, you'll be way lesss under fire (if you use movement and cover) and also know whenever an enemy 'mech is targeting you (you'll get a white flashlight every time you get targeted, similar to the red light if you're under LRM fire).
That said, it's not so much about what 'mech you have or what loadout you're using but "how" do you play.
Defensive and cautious is your best bet, you'll learn to stay alive and after that comes situational awareness combined with accuracy and the knowledge to know where to hit which mech to effectively bring them down.
#17
Posted 03 May 2015 - 06:42 PM
If you keep the Adder as is, consider purchasing the Artemis upgrade and downgrading the lrms to 15-tube. You'll get increased direct-fire accuracy, plus room for an extra ton of ammo. DO NOT get rid of the pulse lasers though.
Keep your Adder close to an assault mech while in combat and fire at whatever he's firing at, plus watch its back. You can avoid being picked off early by sticking close to a bigger, more enticing target (that's what assaults are there for anyways, so go ahead and think of them as your meat shield). That will give you plenty more time to deal some serious missile damage.
#18
Posted 03 May 2015 - 10:45 PM
ADR-A Adder http://mwo.smurfy-ne...4374b8053ae445a
the Adder is a clan mech and like all clan mechs tends to be on hot side. put flamer and ER Med laser as group 1 as close range shooting, group 2 ER large laser for long distance and finally as weapon group 3 2 LRM 15 for lock on missiles
CN9-A(C) http://mwo.smurfy-ne...a367dac652b78c3
no XL engine for durability, 80kph
CN9-AL http://mwo.smurfy-ne...7f2fc62fd39a10a
at 46% of heat dissipation should run smooth now
TDR-9S http://mwo.smurfy-ne...86d83f1388c001c
the TDR-9S a fantastic mech
#19
Posted 04 May 2015 - 07:00 AM
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?
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.
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.
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
Edited by 800, 04 May 2015 - 07:07 AM.
#20
Posted 04 May 2015 - 07:36 AM
Centurions are great mechs for beginners because they're relatively tough, they're often ignored, they don't have a lot of weapons (or weapon groups), and they often aren't the first target for the enemy.
Since other people have laid out numerous builds above, and likely have more experience with the Centurion than I do, I'll just toss in a few strategic elements to help you out.
Being a 50-ton mech, you'll be faster than roughly half your team, most of the time. The catch is to remember that the Centurion is NOT the tip of spear: it's a support mech. It's purpose is to take out weakened enemy mechs, or get in sucker punches and has to be played that way.
Stick with your team, maybe even hide behind a bigger mech (do NOT shoot through them), wait until the enemy engages, THEN use your speed to get to a spot where you can take advantage of vulnerabilities. By that I mean get run around behind the enemy mech as it's engaged with your teammate, or watch where vulnerable spots are opened up and shoot there.
Whenever you aren't actively shooting, be sure you're spinning your left side to the enemy.
Beyond that, I'd say get your hands on two more TDRs. Like the Centurion, they're very tough mechs, but they can bring a lot more firepower to the party. Thanks to quirks, there really aren't any weak TDRs (although some are far more friendly to the CW meta than others), but if you aren't dropping in CW, you have a lot more freedom to build fun mechs that are still effective.
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