

#1
Posted 16 August 2015 - 05:49 PM
Now my question is, since I got 10 million creits, what is a OP Mech I can start playing with? Maybe a heavy class or a really fast light class.
#2
Posted 16 August 2015 - 06:07 PM
#3
Posted 16 August 2015 - 06:22 PM

I also noticed that I was doing low damage at people even though during the match I had my lasers at the enemy the whole time and I was in range but my damage output was low.
#4
Posted 16 August 2015 - 10:29 PM
Taylor Swift 1987, on 16 August 2015 - 06:22 PM, said:

I also noticed that I was doing low damage at people even though during the match I had my lasers at the enemy the whole time and I was in range but my damage output was low.
Machine guns are good for eating through internals. If you look at the paper doll, you'll see a shaded part with an outline. The outline is armor. Once that's gone (look at the top right when targeting an enemy with the R key), your machine guns will eat them alive. But make sure to aim for that spot.
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Many people would advise the hunchback for its powerful weapon and good teaching ability (torso-twisting, dealing with multiple weapon placements and groups). Many also advise the shadowhawk because it's a well-rounded creature, suitable for many playstyles but not super good at any. An intro mech if you will.
But I swear by jagermechs. I don't know why I do so well in them, but they're my favorite and my best general chassis. The only mech I've done better than my jagers is the Hunchback 4P which is the laserboat. Of course, you have to love ballistics to enjoy the jager...
#5
Posted 16 August 2015 - 10:39 PM
Taylor Swift 1987, on 16 August 2015 - 05:49 PM, said:
First off, there is no one OP mech. Lotta people like the Timberwolf. However, a few threads ago, there was someone who tried it out and sold the thing, because it wasn't the mech for 'em, so let's do this carefully.
Question? Do like learning from the School of Hard Knocks? Don't get me wrong, Lights can be a blast, and they'll really teach you the game, but they're considered the hardest class to learn. Speed is life, and no other chassis exemplifies this as the light. They are very unforgiving of mistakes. That said, they can be the greatest asset a team has. Learning on a light will teach you some great skills that'll really improve your game play. Other weight classes greatly benefit from things like situation awareness, rolling damage and map knowledge. Lights live or die by those skills. Decide carefully before picking one up.
Taylor Swift 1987, on 16 August 2015 - 06:22 PM, said:
Taylor Swift 1987, on 16 August 2015 - 06:22 PM, said:

There is a whole school of mech defense building torso twisting to spread damage when getting shot at. Lights in fact capitalize on this by dashing through laser fire, taking hardly anything from the burn by making it hard for the enemy to keep the damage on em.
Now, let's look at armour. The nova can hold at most, 32 points of armour in one arm. that means, if it fires at another nova, the nova best move the armour, or it'll lose all the armour. Once damage gets through the armour, it can start destroying weapons. Not to mention as a fifty ton mech, the nova has... a base 16 points of structure, with another quirked 16 points of structure, so another 32 points to blow off the arm. It can survive one full on salvo, from itself, but might lose some weapons, and definitely can't survive a second. So, it better start twisting to hide that arm till it's time to fire.
Now, let's look at heat, since the Nova just fired off six lasers at six heat each, it has added 36 heat into it's engine. Now, By adding more heatsinks, you raise the heat cap, as well as speed up dissipation. So, we can only do that two or three times (based on heatsinks and skills) before we need to cool off, or the mech shutsdown. And we don't wanna shut down when someones shooting at us, because then they can pick and choose what they shoot.
Taylor Swift 1987, on 16 August 2015 - 06:22 PM, said:
Now, let's look at the heavies.
On the clan side, the Timberwolf can do all that. It's rather versatile, though you'll need the TBR-S parts to jump jet. On the Inner sphere side... looks like the catapult or quickdraw might be your best bet, but honestly, you won't get ballistics and missiles on the same mech. May I suggest looking into the medium mechs. The shadowhawk has served me well, and I think particularly the 2H and 5M may well suit your needs. Other chassis have a varient or two that might work. The WVR-6R for instance has everything you want, though I think the rest of the set might be too energy heavy for ya.
Here's a sample of what the Shadowhawk 5M can do:
http://mwo.smurfy-ne...ce9196e8ef05612
Also, it's dangerous to go alone. Take this:
http://mwo.smurfy-net.de/
Explore your options. It'll show you what weapons you can put somewhere, what can have jump jets and let you play around making builds.
~Leone.
Edited by Leone, 16 August 2015 - 10:49 PM.
#6
Posted 16 August 2015 - 11:13 PM
From beyond optimal range to maximum range your damage drops in a linear fashion. So while that Medium Laser does 5 damge up to 270m away, it will only do 2,5 damage at 405m, and maybe 1 at 500. So while your reticule flashes red indicating you are doing damage, you might not be doing very efficient damage.
This doesn't mean you should never fire at long range targets though!! Hitting an enemy for even a fraction of a point of damage means it will count as an Assist kill if that mech is killed by someone else later on (good C-bill income).
You might help spook an enemy mech into cover because it's under the impression it is being hit with a lot of weaponry (helps more versus less experienced pilots, but even experienced pilots tend to duck away in reflex if their mech is getting plinked by autocannon fire and they're unable to immediately detect the source of the damage).
Lastly, damage is damage, even if it's low damage. That silly 1 point of damage you did might be just enough to juuuuuuuust help blast of that component later on in the game.
All of this is assuming you're not wasting your ammo or racking up high heat without a chance of dissapating it.
Look here for more weapon info: http://mwo.smurfy-net.de/equipment
#7
Posted 17 August 2015 - 01:25 AM
Taylor Swift 1987, on 16 August 2015 - 06:22 PM, said:
So, in old tabletop Battletech, MGs did like 1 point of damage per round (a round was, I believe, six seconds). Well, IS ones anyway. I only really recall 3025 rules. ANYHOO, this game is based on BattleTech. Even so, I think that MGs were more powerful then. PGI developed this game is such a way that it's hard to get that kind of damage output from MGs, as they have to be held on target for a certain duration to make that kind of damage, and it's pretty tough to do when targets are moving and you're moving and all that. ALSO, MGs do zero heat. So there's that. MGs were usually included, though, as anti-infantry weapons. They did bonus damage against infantry, added zero heat, and were therefore at least somewhat useful. Since there's no infantry in MWO (and barely any AeroTech fighter support, only marginal dropship support, no vehicles or naval vessels or conventional aircraft, and only kinda-sorta artillery), let's just stick to what works against other battlemechs. And MGs really ain't it. BUT, since they're in the game, and they're part of a LOT of battlemech loadouts, they made the cut for MWO. PGI gave them a bonus damage against internals or bonus critical hit chance. Something like that. That said, I can't think of a competitive build that actually uses them. When you get around to buying your own battlemechs, drop those MGs like they're hot (they're not).
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You'll have to learn to manage heat. Even the best builds out there have to cool off. Two options are there for you. 1.) You use only certain weapons systems at any time, or you cycle between the various weapons, in order to reduce your heat buildup rate. 2.) You fight in bursts, laying out big bursts of damage against a target, then fading into cover while you cool down again. It's up to you to figure out how to manage that. When you look at a mech's data in the mech select screen, hover your pointer over the mech's tile (or the blue tab at the bottom-right in the mech lab loadout screen), and look at the heat management number that comes up. 1.20+ is pretty manageable. Under 1.0 is gonna be tough, and is simply not ideal. If it's over 1.3, it's probably not throwing down as much damage as it could if it were a little less heat-efficient. Trial mechs usually aren't all that great, as they're unmodified stock loadouts. Trial CHAMPION mechs are considerably better, but will require you to have a decent feel for heat management.
I'd like to recommend that you take a mech into Training Grounds for a round or two before you run into battle with it, if only to get a feel for its heat profile and weapon groupings. Figure out what you CAN and CAN NOT get away with, in terms of alpha strikes or successive shots with a particular weapon system. Then apply that in matches.
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No one does. We'll see a little more about this in a minute. BUT, due to the way that engine weight grows relative to rating, versus the mech's weight, lighter mechs should be faster and heavier mechs slower, all else being equal (though it's not, this is still a decent general rule). Therefore, if your mech is slow, make sure it's got a lot of armor. Good comp builds don't give up much armor, if any at all, except for the asymmetrical ones that sacrifice an arm That might be a bit advanced for today. Know this: No matter how much armor your mech has, it will always feel like it's not enough once you come under fire. Same's true IRL--no matter how much armor you have around you (IBA or M-1 tank), when you're taking fire it feels REALLY insufficient. I'd like to know what slow mech you had that was light on armor, though.
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Okay, so every weapon has a damage number. That's the amount of damage it can do within its optimal range. (Missiles do NO damage beyond that range, ballistic and energy weapons' damage falls off on a linear function beyond that range to eventually zero.) It should be some integer between 1 and 20 in most cases. Take the old IS Medium Laser, for instance. Should have a range of 270m and damage of 5. NOW, every mech has armor, and there's an armor NUMBER on each location (CT, LT, RT, LA, RA, LL, RL, H, CTR, LTR, RTR) on a mech. Take the number on your mech's head, for instance. It's probably 18. Hit it once with a medium laser, for the beam's full duration, within that laser's optimal range of 170 meters or less, and it will thereafter have 13 armor remaining (18 - 5 = 13). Say it then gets hit by a Gauss Rifle from 500 meters (within its optimal range) away. then it will be stripped of armor (13 - 15 = -2, so no armor and 2 points of structure damage) and vulnerable to critical damage. IF all the armor is gone from a part of a mech, then whatever is inside it can be damaged. That includes cockpit, life support systems, weapons, ammo, heat sinks, gyro, engine, sensors and probes, etc. If one of those things takes too much damage from critical hits, it will be destroyed. If the structure's value (just like armor) is reduced to zero, then that part of the mech is destroyed. If that's an arm, you lose it and all of the components in it. If it's a side torso, you lose that AND the attached arm. IF you have an XL engine in that side torso (in IS mechs), your mech is destroyed when that side torso is destroyed. If your leg is destroyed, your movement speed is greatly reduced. If the head is destroyed (or the cockpit, or life support), your mech is destroyed. If the CT is destroyed, so is the mech. And if both legs are destroyed, so is the mech.
Also, keep an eye on WHERE your ammo is located within the mech. If that ammo is hit by critical damage, it has a chance to EXPLODE. When that happens, it does damage to that location equal to the damage value of all the remaining ammo in that location. Only Gauss ammo does not, but the Gauss Rifle itself DOES have a chance to explode when taking critical damage.
Also, damage transfers inward. Say your left arm has only 2 points of structure remaining, and it's hit by that medium laser. The remaining three points of damage (after the 2 to destroy the arm completely) transfer in to the left torso. Each arm transfers to its adjacent side torso. Same for the legs. Side torsos transfer to the center torso. Not that it matters, but head damage (salvage purposes) transfers to the center torso as well.
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Okay. Ballistic weapons! They ARE cool! They generally tend to generate less heat and do good damage. They also require ammo and are heavier than their energy weapon counterparts. More powerful autocannons have shorter ranges, or longer-ranged autocannons have less powerful projectiles. Also, more powerful autocannon rounds have slower rates of fire, higher heat per shot fired, and slower projectile speeds. Gauss has a high-speed, high-damage projectile, and is also the heaviest weapon in the game. Machineguns are not worthy of discussion. If you want to snipe from long ranges, get either Gauss or AC/2s. If you want to smash faces up close, AC/20 is your gun. The 'shotgun-like' autocannons? They are the LB-X types. They also have a slightly higher chance to cause critical damage when hitting unarmored parts of a battlemech. There are also the "Ultra" autocannons--they can fire TWICE in the time that their regular counterparts only fire once, but they have a chance to JAM when they do. Jams take a little time to clear. But the extra fire going downrange can be very worth taking that chance, if you like high-volume direct fire. Clan UACs are awesome for that, IMO!
LRMs, or Long Range Missiles? They used to be a lot more powerful. In the interest of balancing gameplay better, they've been nerfed over the years. Still, I feel they have a useful place on the battlefield. They're good for softening up targets from a LONG way away. You can use TAG or NARC or Artemis IV FCS to make them lock faster and hit more accurately. As well, the active probe can help speed up weapon locks for LRMs. Keep that in mind. You'll also want to examine the various LRM launcher sizes (5, 10, 15, or 20-- the number or missiles it fires each time you fire it at a target). How much heat does it generate, versus how long does it take to reload, versus how many can you fit on a given mech? Keep it in mind.
JUMP JETS! They're cool! They're quite useful not only for getting to higher places on the map, but also for making quicker turns and for kicking your enemies in the head! (No, really, try it in Training Grounds a few times.) Usually quite worth the weight, actually.
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Welcome to Club New Guy. Sorry. Lasers may not be the most powerful weapons out there, and they do throw off some heat, but they have the advantage of not requiring ammo and being relatively lightweight. As for 'LOW' damage, it's possible that your targets were just humping a LOT of armor, and you still WERE doing significant good damage to it. Some of these mechs are capable of carrying over 100 points of armor in the front center torso alone, and 600+ points total. Your standard medium laser, again, does FIVE (5) points. Hit a King Crab in the CT 20 times, and you MIGHT start doing critical damage, though he'll likely take notice of you and open up some major firepower in your general direction. As time goes on, you should start getting a feel for what kind of armor to expect to find on enemy mechs, and how much work it'll take you to strip it off of them.
Word of advice? Hit 'em in the back whenever you have a chance. With light mechs, hit 'em in the legs if you can't hit the back. Headshots are EXCEEDINGLY tough right now, so don't count on Call of Duty tactics working here. When you target a mech ('R' button by default), you'll get info on its armor and structure status, as well as what weapons it's carrying. If you see a weak spot, hit THERE (unless you know it's worthless, like a Centurion's left arm). You'll see your damage numbers improve, as well as your kill count.
NOW, as for mechs! Shadow hawks are great for jumping ballistic mechs with decent speed and quirks. Again, I think Leone covered it well. On the clan side, you might also consider the Shadow Cat. It has ballistic options in its available omnipods and jump jets and even MASC! (MASC allows a mech to temporarily move faster, at the cost of potentially seriously damaging itself internally.) It's also got some missile omnipods, so you can go pouring LRMs onto your enemies in it. It's not the greatest thing to come from beyond the periphery, but it MIGHT fit the bill for what you're seeking. It's just not available for C-Bills yet (as far as I've seen, anyway).
Also, the Blackjack. BJ-1. AGAIN, not the greatest. But it has ballistic options and jump jet options. It's not exactly slow. And you can shoehorn an AC/20 into it if you try. Might go a little easier on the pocketbook, too. ~3.3 million C-Bills right now.
RVN-4X Raven Is even cheaper, and it has JJs and ballistic capability. The Huginn hero version has them, too.
#8
Posted 17 August 2015 - 04:15 AM
Spike Brave's Youtube channel on all things MWO
I have yet to watch all of it myself.
Edited by dragnier1, 17 August 2015 - 04:15 AM.
#9
Posted 17 August 2015 - 04:25 AM


Glad to hear you finished the cadet bonus. I cannot advise you about IS mech as I don't have them yet. But if you wanna go for Clan Mech you can either buy Stormcrows or grind some more and go straight to Hellbringers.
You won't go wrong with these mechs. They don have jumpjets though. But you really want jumping mechs (and should decide to go Clan) buy Timberwolves. Nuff said

Edited by Jumping Gigolo, 17 August 2015 - 04:36 AM.
#10
Posted 17 August 2015 - 06:51 AM
IS: Centurion or Hunchback
#11
Posted 17 August 2015 - 06:58 AM
While this game seems much similar to WOT at the surface it isn't.
Loadout and using the physical appearance of your mech to your advantage is more important than terrain
WOT uses a quite sophisticated system of rules to simulate the behavior of Armor and Weapons aswell as a still much more complicated system of visibility and sight line.
Regarding this MWO is much simpler.
Armor is just Hitpoints, plain and simple.
One of your Weapons shoot, if it hits an enemy the number of damage it does will be substracted from enemys Armor points.
If you are through armor, it will be substracted from structure points.
Additionally there is a chance for " critting " which means damaging equipment installed in the Zone.
If you dammage ammunition or a Gauss Rifle it may explode.
If structure in the respective zone is gone everything within it is destroyed, as well as adjanced Arms.
CT == You are dead; Head == YOU are dead; If using an Inner Sphere XL Engine Sidetorso gone == you are dead; Both legs gone == You are out of it
I noticed you mentioning some Wepons you like and you want an OP mech
Errr... well to be frank those weapons you seem to like are completely <em><strong>against</strong></em> OP.</p>
All weapons either <strong>not</strong> distributing but concentrating damage or lasers with high burst duration quirks are considered meta. So you go with large lasers on builts that can carry them, or use Gauss.
For starters I advise not to use clan mechs cause those mechs are higher priority Targets.
The Hunchback mentioned above is a well rounded mech.
If you want something different you can use a Griffin or a Wolverine ( 6R and 6K can be quite dangerous )
Hands of the Shadowhawk it once was a meta Mech but after the jumpjet nerf and the implementation of the Quirk System which is meant as balancing tool, this Mech is still well remembered by most but got messy quirks, is bad to pilot and got a massive blind spot on its AC side.
For Heavy Mechs I suggest the Jager Mechs or a Grasshopper. ( 5P )
Light Mechs and Assault Mechs are most difficult to pilot cause you got the least failture margin.
But if you want to try an Assault go for the Battlemaster. You still get some mobility but it pilots more than a large heavy than an Assault.
Stalker or Banshee is also fun but more difficult to master.
#12
Posted 17 August 2015 - 08:15 AM
Taylor Swift 1987, on 16 August 2015 - 05:49 PM, said:
while some Mechs are better than others there are no massively overpowered Mechs, you are probably looking at about a 25% difference in potential power between the worst Mech and the best if both are upgraded to there maximum potential.
few dispute that the "best" Mechs are the Timber Wolf, Stormcrow, Helbringer, Firestarter and Dire Wolf, however those Mechs are all high priority targets and in the case of the Firestarter and Dire Wolf one mistake and you are usualy dead (the Firestarter does not have much armor so one solid alpha strike may well kill or cripple the Mech, however it is hard to hit, the Dire Wolf has a lot of armor but is really slow and sluggish so will likely loose to anything that gets inside 100m, and unless you are in a group drop you will oftern find yourself left behind).
the Stormcrow, Timby and Helbringer are a bit more forgiving but you will still be a priority target for the other team, I would recommend a lower priority target for your first Mech.
the Hunchback is my advice for a good Mech to start with, each variant is a specialist with its main weapon, and they are relatively cheep, costing less than 8 million to purchase and fully upgrade the first, and about 6 mil for later variants as you can swoop around the engine, upgrades you will want include Double Heat Sinks, Endo Steel, and a larger engine (I recommend the standard 250).
other good starting Mechs include the Centurian, and of the IS 55 ton Mechs, or any of the 65 ton Mechs, all are good in there own way but also have downsides.
I would advise against starting in Lights or assualts, however as you asked for advice on Lights;
The Firestarter is definitely the best (possibly tied with the new Arctic Cheetah, but that is not available for cbills for another month), however I would recommend the Raven or Spider for a beginner, they are still pretty good (Raven for firepower, Spider for mobility with less firepower) but are not as high priority targets as the Firestarter, so you are likely to last longer.
#13
Posted 17 August 2015 - 08:23 AM
#14
Posted 17 August 2015 - 10:01 AM
TheCaptainJZ, on 16 August 2015 - 06:07 PM, said:
I agree, Stormcrow is a good suggestion for anybody new. Anybody play Mechwarrior 2 31st? I still have the manual that I've had since '95, on one of the pages it says "when in doubt, Stormcrow"
#15
Posted 17 August 2015 - 10:43 AM
Its really not the Mech per say, its more the setup for the player so he can play with a Mech he can handle.
MWO is one of the few games you can adapt for you
#16
Posted 17 August 2015 - 10:57 AM
Jumping Gigolo, on 17 August 2015 - 04:25 AM, said:


Glad to hear you finished the cadet bonus. I cannot advise you about IS mech as I don't have them yet. But if you wanna go for Clan Mech you can either buy Stormcrows or grind some more and go straight to Hellbringers.
You won't go wrong with these mechs. They don have jumpjets though. But you really want jumping mechs (and should decide to go Clan) buy Timberwolves. Nuff said

Yes I was waiting for your response also, or anyone from that battle. Xsplit is unprofessional if your licence expires, I already lost 10 videos that were supposed to go on YouTube but it has a problem with windows 10. Other that I might go for timberwolf because it looks good as well. I also heard the trial version is coming out soon so I can try that as well.
dragnier1, on 17 August 2015 - 04:15 AM, said:
Spike Brave's Youtube channel on all things MWO
I have yet to watch all of it myself.
Thanks I'll check it out YouTube is my life.
#17
Posted 17 August 2015 - 11:05 AM
#18
Posted 17 August 2015 - 11:38 AM
#19
Posted 17 August 2015 - 11:43 AM
TheLuc, on 17 August 2015 - 11:38 AM, said:
Timber Wolf TBR-Prime looks good right? I'll probably research some HEAT system upgrades as well.
Edited by Taylor Swift 1987, 17 August 2015 - 11:43 AM.
#20
Posted 17 August 2015 - 12:19 PM
Taylor Swift 1987, on 17 August 2015 - 11:43 AM, said:
I would personally go with an A, C, or D. That way you get a CT energy hardpoint, whether you choose to use it. Alternately, an S will give you a CT jumpjet.
Edited by process, 17 August 2015 - 12:23 PM.
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