Jump to content

- - - - -

Okay, I A Sort Of New..


  • You cannot reply to this topic
8 replies to this topic

#1 Timicon

    Member

  • PipPipPipPipPipPipPip
  • 597 posts

Posted 01 June 2015 - 01:59 AM

Only been playing for almost 4 months, In that time ail have mastered 3 elite 'Mechs (mediums - a Hunchback and a centurion (and after I buy the Raven 3L, I want to work on getting getting a heavy and going after the ECM equipped Ecm system next)

But I was wondering,,I had the bad habit of knowing with weapons systems would be good for it - medium lasers or large lasers, so if anyone would be willing to give me Smurfy web-link, to check how others have equipped their weapons

With Smurfy, i will be able to work out a possible weapons weapons load-out (but without SRM's becauae i am not good at them unfortunately -( )
Or smurfy link, since I am trying to reconfigure weapons and add new ones,because I like my 2x lrm mounts, but ai am not sure, with the Huunchback 4J if only one missiie (LM10) would be good enough

Sorry for quickly changing the subject, but if anyone is looking in lfg or any of my friends see me on-line, add me to your group,, I am tired of puging solo ( and teams no working together) so if anyone sees me,, feel free to add me to any lfg outfit, or if me friends, if you see online, send me a group invite, it was really fun our fun a(despite looking.
I am doing the CW much more than I used tobt I sick of dying fro 12 men peoples from he enenmy.

-Leit Tanner,
oard Walk Capella Cofederaton/

#2 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 01 June 2015 - 03:14 AM

On any mech, one place to start for weapons would be to use the quirks provided. There are a lot of players who have 2 ER LL equipped on the 3L. Personally, however this is not my favorite loadout on this mech. I much prefer streaks, medium lasers and a tag. One huge problem with ECM mechs sniping is that the drivers can get so focused on this role that they forget the bigger picture. If you do get a 3L, make sure to see if you have any other ECM mechs on your team. If you don't then your role needs to switch to provide ECM for the majority of your team. I have seen many teams get wrecked by lrms because our lone ECM decides to go off and snipe.

#3 Timicon

    Member

  • PipPipPipPipPipPipPip
  • 597 posts

Posted 01 June 2015 - 03:26 AM

View Postmailin, on 01 June 2015 - 03:14 AM, said:

On any mech, one place to start for weapons would be to use the quirks provided. There are a lot of players who have 2 ER LL equipped on the 3L. Personally, however this is not my favorite loadout on this mech. I much prefer streaks, medium lasers and a tag. One huge problem with ECM mechs sniping is that the drivers can get so focused on this role that they forget the bigger picture. If you do get a 3L, make sure to see if you have any other ECM mechs on your team. If you don't then your role needs to switch to provide ECM for the majority of your team. I have seen many teams get wrecked by lrms because our lone ECM decides to go off and snipe.


That is qtat trips me me, the quirks.I have a basic understanding them,but I am still aovice in excetly how they work and what bonuses they provide. ALso, with artilly and airstike, I notcied that sometimes i am I ham able to ht the enemy with air/artillery, but i am never sure of the range in which to use them (I only have level 1 arty and airstrike airstike and basic UAV, so I was wondering if they are is a minumum distance that you can use arties and airstrikes on enemies but give I am only level 1 with them (and the UAV) can anyone provide any advice as to how to use art and air strike properly, since i ted to watch most of my airy strikes and air support.

I have tried scanning the forums here and other MWO treads,I have no been ale to find a thread which properly explains ow to use the properly :-(

#4 Kyynele

    Member

  • PipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 973 posts

Posted 01 June 2015 - 04:13 AM

For quirks, I think this site is easier to read than MWO's mechlab: http://snafets.de/mwo/quirks.htm

That site also shows the combined effects of quirks to specific weapon systems, so you don't have to do any maths yourself. Just check the mech variant you're going to use, and see if it has any major buffs to certain weapons. If it does, it's usually a good idea to include at least some of those buffed weapons into your build. If a mech has a huge quirk to one specific weapon, it's likely that the most efficient builds focus almost solely on that weapon.

For consumables:

The only difference between level 1 strikes and UAVs and the improved ones are the number of shells or the duration of the effect. The level 1 consumables are pretty meh, so if you seriously plan to use those, upgrading them is pretty much mandatory. I wouldn't even use the lv 1 strikes, since they still do incur the global strike cooldown for your team, and may prevent a team member from using a better strike.

As for the use of strikes, there isn't anything really very special about them. The smoke will appear in the distance that your reticle is positioned at the moment you call the strike. So you can call one directly on a mech you see, but if it's a fast moving one, chances are that you'll "miss" the mech and call the strike somewhere much further back where there are no enemies. If you can't reliably place a strike on a mech, the best practice is to place the strike in the feet of the mechs on the ground, on a wall right behind them, or any other obstacle close to them. Do be wary of invisible walls on some maps, even if it looks like you have a clear line of sight to your enemy, if your reticle is pointed at an invisible wall in front of you (check the distance), you can drop an artillery strike on yourself by accident.

UAV is in my opinion best coupled with a seismic sensor, with that you can be sure there are enemies close by for the UAV to reveal, without risking your own skin to confirm that.

#5 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 01 June 2015 - 04:59 AM

it doesn't have clan quirks though

#6 Ballimbo

    Member

  • PipPipPipPipPipPip
  • 216 posts

Posted 01 June 2015 - 06:22 AM

View Postbad arcade kitty, on 01 June 2015 - 04:59 AM, said:

it doesn't have clan quirks though


It does have clan quirks. Follow the link on top labeled "Clans are gone!", leading to this page: http://snafets.de/mwo/clan_quirks.htm

#7 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 01 June 2015 - 03:42 PM

Otherwise, to find out the mech quirks, in the mech lab simply hold the mouse over the mech before configuring it. The quirks will appear along with hard points and the load out.

#8 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 01 June 2015 - 04:15 PM

View PostBallimbo, on 01 June 2015 - 06:22 AM, said:


It does have clan quirks. Follow the link on top labeled "Clans are gone!", leading to this page: http://snafets.de/mwo/clan_quirks.htm


that's probably the most unintuitive site design i ever saw...

#9 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 01 June 2015 - 06:18 PM

View PostLeif Tanner, on 01 June 2015 - 03:26 AM, said:


That is qtat trips me me, the quirks.I have a basic understanding them,but I am still aovice in excetly how they work and what bonuses they provide. ALso, with artilly and airstike, I notcied that sometimes i am I ham able to ht the enemy with air/artillery, but i am never sure of the range in which to use them (I only have level 1 arty and airstrike airstike and basic UAV, so I was wondering if they are is a minumum distance that you can use arties and airstrikes on enemies but give I am only level 1 with them (and the UAV) can anyone provide any advice as to how to use art and air strike properly, since i ted to watch most of my airy strikes and air support.

I have tried scanning the forums here and other MWO treads,I have no been ale to find a thread which properly explains ow to use the properly :-(


Regarding strikes:

Artillery will drop shells in a circle around your aim point. You want to place the strike in such a way as to cover as many enemies around the smoke as possible.

Air Strikes will drop shells in a line away from you, starting at the smoke. Place the strike in such a way that a line drawn from you through the smoke will intersect as many enemies as possible.

In both cases, be mindful of the distance covered by the strike. Also, remember that you can often (especially with Air Strikes) hit people who you cannot see, on the far side of terrain or whatnot.

Finally, upgrading your Artillery or Air Strikes to Improved is well worth it, as it closes the gap between the C-bill and MC versions and radically boosts the power of the consumable.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users