Need 1St Mech Advice
#1
Posted 31 July 2015 - 09:08 AM
#2
Posted 31 July 2015 - 09:14 AM
In the IS category, the Cicadas can fulfil a mobile med-long range mech, they're just a touch squishy (think of them as an oversized Jenner in a way). Blackjacks, as I recall, are not EXTREMELY fast but a few mount jump jets and can bring notable mid-long firepower to the field. Centurions, built correctly, can be surprisingly fast and pack a respectable punch, especially if you run an XL engine in them, though their survivability suffers for that.
Otherwise, not much I can tell you; I'm primarily a Clan player so I have limited knowledge on the IS side; I'm currently expanding my IS roster myself, so I'm working with somewhat dated knowledge from pre-Clans.
If you'd like some help with builds just hit me up and I'll throw a few your way! See you on the battlefield.
EDIT: I should mention all of these are Medium mechs, for the record.
Edited by GroxGlitch, 31 July 2015 - 09:26 AM.
#3
Posted 31 July 2015 - 09:24 AM
Both those suggestions rely on speed so you'll need to spend your C-bills on big engines (XL295 for the Raven, XL330 for Cicada).
Another alternative would be the Hunchback (yes, EVERYONE will say that!) but all the chassis give you experience in different weapons and playstyles.
On the Horde...sorry...Clan side I am not so good as my favourites are Wave III which you can only get for real money at the moment, or the Nova which is a hard mech to get good results in (in my opinion). But...
Adders do well at long range with ERPPCs, a bit slow for my tastes but I've seen good results with them. The Stormcrow is the fast medium of choice for most Clan players and cannot be recommended enough (again if you played the trial SCR then the exp will carry over); but it is very "meta" and that comes with drawbacks such as a massive target over its head!
I am sure others will make their suggestions and you should listen to them, check out youtube and Twitch to see other mechs at play, also, were there any particular mechs you met in your first 25 games that seemed either hard-hitting, tough or looked fun to play? That may be something to look at too.
Good hunting and welcome to MWO!
#4
Posted 31 July 2015 - 09:28 AM
#5
Posted 31 July 2015 - 10:13 AM
for more firepower, blackjacks are good, can use a standard 200 engine too, or high xl (235, 275, 280, 295) for speed if you use energy weapons
and hunchback offers everything, with std engines (200, 245, 250), twisting like no other mech, but a little less range
and definitely play the trial mechs to test , also observe the matches
#7
Posted 31 July 2015 - 10:45 AM
If you still have some patience left, keep playing until 12-15m c-bills then decide.
#8
Posted 31 July 2015 - 11:50 AM
I would usualy recommend IS Mediums, all the 50/55 tonners can be made to fit your criteria, and I agree with many of the other posters that the Hunchback is probably the best choice, being relatively inexpensive to purchase and upgrade, including Double Heat Sinks, and Endo Steel Internals on all with a standard 250 engine for the first, which can be swopped between all later Hunchbacks (figure needing an extra 3.5 million on top of initial purchase to upgrade the first, then 2 million for upgrades on subsequent Hunchbacks)
you buy this
http://mwo.smurfy-ne...79cb1883e8f7bdd
then perform upgrades (Double Heat Sinks, Endo Steel and if enough space is left also Fero Fibrus armor), change engine, (and with the 4G upgrade the small laser in the head to a Medium) and add more ammo to get this
http://mwo.smurfy-ne...b213095a363de17
I used my favorite the 4G but it works more or less the same with all Hunchback variants, the Hunchbacks have great quirks for there stock primary weapons so do not need much tweaking, of course as you get used to the Mech you may want to make more changes to get them to fit your preferred play style.
Mechs I would steer clear of as your first Mech include any assault (most are far too reliant on teamwork), the Timber Wolf and Stormcrow (because being 2 of the best available Mechs they will not teach you good habits, and are high priority targets), and most lights (because they will die to 1 good hit, it may prove rather frustrating learning on them, but when you have a bit more experience Lights are the most fun Mechs, but also the hardest to do well in)
if you want a sniper of long range fire support platform the best are:
the Jagermech, an IS 65tonner with high mounted balistic hardpoints and enough tonnage to take 2 big ballistics, provided you use an XL engine, which means if you loose 1 side torso you loose the Mech
the Blackjack, 45 ton IS Mech, the Jagermechs little brother, only tonnage for 1 large ballistic, and almost enough tonnage to take 2 small ballistics, provided you are willing to make some compromises elsewhere
tie Dire Wolf, able to mount overwhelming long range firepower but the slowest and least maneuverable Mech in the game, so not a good idea unless you know you will have friends to protect you.
visit http://mwo.smurfy-net.de/mechlab and look at a variety of Mechs, see if you can put together something which looks good, that will let you know exactly how much something will cost, that site has a lot of information available and it is taken directly from the games files, and updated after every patch (usualy within an hour)
Edited by Rogue Jedi, 31 July 2015 - 02:15 PM.
#9
Posted 31 July 2015 - 02:03 PM
Koniving here, naturally I would suggest any of the following mechs and remember you can change their engines: Note that they are in the order of recommendation (with many considerations including ease of use and overall expenses necessary to get it off the ground and competitive).
Hunchback, Griffin / Wolverine, Centurion, Kintaro, Shadowhawk, Trebuchet.
If the Enforcer is available for cbills as well, it'd be below Centurion but above Kintaro.
For Griffin, 3M. For Wolverine, 7K. For Kintaro, KTO 20. Shadowhawk, 5M.
Hunchback, any. Centurion, any. Treb; the 7K is my personal favorite.
Whatever you choose, expect the road to be interesting.
(Edit: Fixed a typo there is no 7M).
Edited by Koniving, 01 August 2015 - 03:52 AM.
#10
Posted 31 July 2015 - 02:04 PM
#12
Posted 31 July 2015 - 03:28 PM
At least, I think it's why the Shadowhawks lower, could also be hardpoints. As for the Hunchbacks, they are a great mech, and on sale, but I'm not sure they'd be the best option for ya. I don't exactly consider them the best snipers, or the most mobile mediums. Honestly, I'd take Koniving's word over mine here though.
Now that's IS side of things. In CW I play alotta clan mechs, and for a begginer, I'd hafta say you could do worse than starting with the Ryoken (Stormcrow). The nice thing about that mech is the sheer build options you have by swapping omni-pods. Inner Sphere mechs generally do one thing better. Clan mechs just have a huge variety of options available to them.
~Leone
Edited by Leone, 31 July 2015 - 03:31 PM.
#13
Posted 31 July 2015 - 04:24 PM
Leone, on 31 July 2015 - 03:28 PM, said:
At least, I think it's why the Shadowhawks lower, could also be hardpoints.
Actually it isn't the quirks that got the Wolverines bumped up, its the size (shortest 55 tonner in MWO) combined with hitboxes, peripheral vision, lower focus on expensive ballistic weaponry for most of its variants makes it much cheaper to outfit. This, and in general the Wolverine is often (foolishly) ignored, where a Shadowhawk will get everyone's attention much akin to Dug the dog to squirrels.
The Shadowhawk lacks peripheral vision which robs a newer player of any hints of being flanked (not an issue with seismic sensors but what new player can afford 6 mil for one sensor?). It is the tallest mech, and while its hit boxes are tight the arms are not as capable of (deliberately) absorbing the impacts as well as a Griffin or Wolverine's arms. Lowest torso twist range of ~All~ medium mechs. Also, poor jump capability, I have trouble hitting light mechs at point blank range (due to not being able to aim down enough with the ballistics) and I've always had an issue with losing legs.
Wolverines favor firing rates, shorter beam times, reduced heat and sometimes extended range. Wolverine right arms can tank an additional 18 damage after the armor is gone (that is compared to any other 55 tonner). Griffins feature increased energy-based ballistic (PPC) velocity and faster firing rates as well as faster turns.
That isn't to say the Shadowhawks are without merit. In general I've noticed their quirks favor range. For example increased ballistic velocity on all Shadowhawks allows them to be better suited for longer range engagements. They can turn faster than Wolverines (5% faster) but are actually 5% slower than Griffins. Shadowhawks have high mounted primary weapon hardpoints akin to the Hunchback, (though they lack the Hunchback's ability to shoot almost behind itself).
Now against the Griffin and Wolverine: The right-side focus of both the Griffin and Wolverine were weighed against them. This focus which general has most of their weapons on a single side makes them susceptible to being neutered (having all main weapons removed). Wolverine cannot see anything within 20 meters of its front torso if the target is shorter than 11 meters, but it can still attack it. Griffin has no visual hindrances but unlike the Wolverine it cannot aim as far down. The Wolverine cannot aim as far horizontally as the Griffin can. Both get equal numbers of jumpjets -- though this is a merit rather than a flaw as they get so many. Both have useless left arms in ALL non-hero variants; something which I consider to be a flaw compared to the Shadowhawks which at least get some left arm use.
Shadowhawk definitely makes a superior long range mech. I just feel that Griffins / Wolverines make better new player mechs (and definitely better brawlers; more on the Wolverine. Griffin's kinda the in-between).
(Kintaro scored low because of the additional costs it often has to get it started such as removing ferro before putting on endo, and the advanced player knowledge necessary such as Missile Door controls [closed = 10% more torso armor, open removes this but allows missiles to fire right away instead of with a delay] and the somewhat obstructed view). Kintaro is actually my favorite 55 tonner. It just sadly is ~not~ new player friendly.
Quote
Thanks for the awesome praise. But never devalue your own word, after all you do often have good ideas and I've never seen you steer someone wrong.
Edited by Koniving, 31 July 2015 - 04:26 PM.
#14
Posted 31 July 2015 - 06:01 PM
So, I offered my opinion, with caveat. Thanks for the vote of confidence though. And Zepheran, good luck, hope which ever you choose works for ya.
~Leone.
Edited by Leone, 31 July 2015 - 06:15 PM.
#15
Posted 31 July 2015 - 07:13 PM
Koniving, on 31 July 2015 - 02:03 PM, said:
Koniving here, naturally I would suggest any of the following mechs and remember you can change their engines: Note that they are in the order of recommendation (with many considerations including ease of use and overall expenses necessary to get it off the ground and competitive).
Hunchback, Griffin / Wolverine, Centurion, Kintaro, Shadowhawk, Trebuchet.
If the Enforcer is available for cbills as well, it'd be below Centurion but above Kintaro.
For Griffin, 3M. For Wolverine, 7M. For Kintaro, KTO 20. Shadowhawk, 5M.
Hunchback, any. Centurion, any. Treb; the 7K is my personal favorite.
Whatever you choose, expect the road to be interesting.
I suggest setting aside about 1.5 mil cbills (or save up that amount) for endo-steel and double heat sink upgrades. Medium mechs don't have that much weight to mount many weapons and heat sinks at the same time, so the extra performance from double heat sinks would help. The additional weight savings from endo-steel would come in handy too.
Do note that endo takes up 14 internal space which means less space for weapons/ammo/heat sinks. DHS (double heat sinks) performs at 1.4 cooling (1.68 with expert tier skills completed), not @ double despite the name description.
#16
Posted 31 July 2015 - 07:30 PM
#17
Posted 31 July 2015 - 08:08 PM
dragnier1, on 31 July 2015 - 07:13 PM, said:
Do note that endo takes up 14 internal space which means less space for weapons/ammo/heat sinks. DHS (double heat sinks) performs at 1.4 cooling (1.68 with expert tier skills completed), not @ double despite the name description.
With the specified Wolverine 7k, Griffin 3M, Shadowhawk 5M, and Kintaro 20, the double heatsink part is already solved. (Such is part of why they scored so high on the list; but even that couldn't outdo how well the HBK performs for new and even clueless players). Most of those also come with XL engines (kintaro doesn't) at a reasonable discount, too, at a size that is compatible with the Hunchbacks (275).
On the heatsinks: DHS manually added to the mech cools at a rate of 1.4 per second per sink (no unlocks). DHS that come with the engine (example 8 for a 200 engine, 10 for a 250 engine, 6 for a 150 engine) are 2.0. More interestingly, after elite unlocks 17 DHS comes out to 3.43 heat/sec. (Straight 2.0 DHS would be 17*2/10 = 3.4 heat/sec). After 18 DHS you're just overdoing it rather than min/maxing it.
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And here's how to wreck someone's day as a Hunchback.
4P
4G
External 4G view (filmed by a commando)
^The very first time I made this build, I went into this fight and wrecked this many faces with the "2nd, 4th, and 5th ~worst weapons~ in the game" according to many 'meta competition players'. To them I say Pffft! Meta means nothing.
#18
Posted 01 August 2015 - 02:27 AM
These 3 allow you to try dakka, laser vomit, and LRM/SRM spam while not making you a massive target.
Alternatively Shadowhawks are pretty baller.
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